|
As part of the shadowy cabal dedicated to ensuring Star Citizen never sees the light of day, I can assure you all that the judge has been contacted and is sympathetic to our cause. https://www.youtube.com/watch?v=KfU69_up02Y Edit: Goddamnit I don't have any pets. Have a doge owned by a relative...
|
# ? Feb 11, 2018 06:55 |
|
|
# ? Jun 5, 2024 22:38 |
|
Frankfurt Physics Programmer vacancy posted Jan 16 2018 https://www.glassdoor.ca/job-listing/-physics-programmer-cloud-imperium-games-JV_IC2632180_KO0,19_KE20,40.htm?jl=2311510047 50 odd vacancies now posted on CreativeHeads over the last two weeks, with 18 of them posted yesterday (Feb 10th). The vast majority of these have been on the main CIG website since early 2017. Also lol at the junior audio designer job up again, nobody has stayed in that role longer than 3 months. Tools programmer is the latest WIlmslow vacancy. This is all pretty much confirming stuff flying about on the grapevine (which is 70% accurate) since last year, which is why I'm continuing to post it.
|
# ? Feb 11, 2018 07:19 |
|
SomethingJones posted:Frankfurt Physics Programmer vacancy posted Jan 16 2018 Confirming what stuff exactly?
|
# ? Feb 11, 2018 07:19 |
|
Pilz posted:Edit: Goddamnit I don't have any pets. Have a doge owned by a relative... It was extraordinarily polite of that dogge to remove his spectacles to have his photo taken.
|
# ? Feb 11, 2018 07:20 |
|
iospace posted:Confirming what stuff exactly? CIG are bleeding to death and the spaceships lie broken at the bottom of their hangars.
|
# ? Feb 11, 2018 07:26 |
|
- Maintain, support and optimize the existing physics code (including collision detection and spatial queries) and assist in its practical applications within the game projects - Work closely with the game project teams to assist in integrating and extending the physics engine - Experience creating and/or extending physics and collision in a shipped game - CryEngine/Lumberyard development experience - Havok, APEX/PhysX, Bullet, or other physics package experience I hope they bought a licence for Havok... source -https://www.glassdoor.de/Job/physics-jobs-SRCH_KO0,7.htm e: Nice to see they're finally thinking about putting a physics engine in there, 6 years into development. I'm sure it'll go just about as well as putting MMO networking in, VR and pole vaulting. SomethingJones fucked around with this message at 07:39 on Feb 11, 2018 |
# ? Feb 11, 2018 07:33 |
SomethingJones posted:- Maintain, support and optimize the existing physics code (including collision detection and spatial queries) and assist in its practical applications within the game projects Or maybe they actually coded their own star-physics
|
|
# ? Feb 11, 2018 08:24 |
|
SomethingJones posted:e: Nice to see they're finally thinking about putting a physics engine in there, 6 years into development. I'm sure it'll go just about as well as putting MMO networking in, VR and pole vaulting. Come on goonie, everyone knows that just thinking about something means it's practically done. They already have the base game built, layering the physics onto your code takes practically no time at all. They just need to insert code:
You're welcome.
|
# ? Feb 11, 2018 08:37 |
|
SomethingJones posted:- Experience creating and/or extending physics and collision in a shipped game
|
# ? Feb 11, 2018 08:38 |
|
Dark Off posted:bullet is the more likely option here, because its open source. Seeing as they've already published their 2018 roadmap for the PU, and they've told us this is a mirror of their JIRA, they aren't expecting to hire a physics guy this year at all because they'd have planned physics into it Maybe they'll get some ideas from the interviews, should anyone smart enough to have a degree in physics also be dumb enough to want to work on Star Citizen
|
# ? Feb 11, 2018 08:40 |
|
Dark Off posted:bullet is the more likely option here, because its open source.
|
# ? Feb 11, 2018 08:42 |
|
Krycek posted:Come on goonie, everyone knows that just thinking about something means it's practically done. They already have the base game built, layering the physics onto your code takes practically no time at all. They just need to insert I think you'll find it's MERGE "physics" then press play on your cassette recorder
|
# ? Feb 11, 2018 08:44 |
|
SelenicMartian posted:Is 'experience' a verb or a noun here? Yes
|
# ? Feb 11, 2018 08:47 |
|
SomethingJones posted:This is all pretty much confirming stuff flying about on the grapevine (which is 70% accurate) since last year, which is why I'm continuing to post it. What? No Tweets, no blogs, no Discord channels, no doxxing? And still you expect us to believe you? Next thing you say is 2 weeks, 90 days top?
|
# ? Feb 11, 2018 10:24 |
|
quote:GTA 5 took 5 years to development with a budget of $250 million and over a thousand people working on the game not to mention that they already had their company set up. CIG literally had to start from scratch creating a company hiring employees opening offices etc. And with such a small staff until only recently reaching 300 game development really only just started. Not to mention the size of star citizen compared to most AAA games like GTA 5. It will never cease to amaze me how some backers will never realize this very argument is the one that precisely offers the more clear reason about why CIG can not do it and will fail at it. MedicineHut fucked around with this message at 11:01 on Feb 11, 2018 |
# ? Feb 11, 2018 10:48 |
|
Lol at all the sad sacks ankle-biting Dr Smart in here
|
# ? Feb 11, 2018 10:57 |
|
SomethingJones posted:ICYFMI Cant thank you enough for these transcriptions man. So much poo poo to go through. I am scanning back and forth but I have not been able to find anything clear (lol) about the latest on the damage system. If there was any hint that the individual module thing is to be scrapped in favor of a unique life bar that would be really hilarious.
|
# ? Feb 11, 2018 11:00 |
|
https://i.imgur.com/21uDg2c.gifv
|
# ? Feb 11, 2018 12:04 |
|
SomethingJones posted:I think you'll find it's LOAD "physics",8,1
|
# ? Feb 11, 2018 12:22 |
|
Cat acts better than sandi.
|
# ? Feb 11, 2018 12:32 |
|
MedicineHut posted:Cant thank you enough for these transcriptions man. So much poo poo to go through. I am scanning back and forth but I have not been able to find anything clear (lol) about the latest on the damage system. If there was any hint that the individual module thing is to be scrapped in favor of a unique life bar that would be really hilarious. It would be glorious if they spelled it out like that but it's CIG. They hem and haw for 2 hours and you have to read between the lines. Occasionally someone will slip up hard like Will M. seems to like doing and come right out saying 'that thing we promised 4 years ago? Nobody is working on that' https://relay.sc/transcript/around-the-verse-bringing-balance-to-force quote:The way armour works it’s a multiplier on the damage the ships taking. We gave the civilian armours a multiplier of 0.9 so that times the damage by 0.9 so that lessens it a bit. But military ships would have 0.7 or 0.6 so the would take less damage overall. So even if the ships ... the Gladius and, say, the 300 they’re roughly the same size with the same amount of health but the Gladius will take more hits because it’s got better armour on. That’s … we prefer to have that rather than just giving Gladius an extra 3000 health because it’s tidier at the end of the day. What they are doing seems a little backwards to me. 0.7 is armor than 0.9? Maybe they are doing this but 0 for no armor and 1 for perfect armor makes more sense to programmers, then find the inverse in the dmg logic or at compile. But the way they're speaking about it multiple times this way makes me think they're not. Side note if you want players very invested in maintaining and upgrading their ships why wouldn't you start all ships with a base armor of almost nothing? Allowing players to find better armor plating as they fight stronger and stronger enemies? Just another cart before the horse designs they've come up with that shows they are totally out of their depth in making an MMO.
|
# ? Feb 11, 2018 12:42 |
|
If armour is a multiplier and SC trusts client, can you cheat it to 0?
|
# ? Feb 11, 2018 12:54 |
|
SomethingJones posted:Reverse The loving Hearse Lol, we're in 2018 and still no scheduling of tasks -- and probably not even a list of tasks -- for SQ42. And in 2018 the priority is to set-up Jira again (which arguably they only set up early last year). After seven years in pre-alpha: Set. Up. Jira.
|
# ? Feb 11, 2018 13:21 |
|
SomethingJones posted:Star Citizen: Reverse the Verse LIVE - Ship Combat Experience That they act so clueless in these videos is really telling. I mean they know they're going to be on video and must be prepared. This is them at their best. Truly hopeless. I'm guessing since Chris never plays the game and doesn't care about anything but FMVs, there is nobody in charge of making gameplay decisions or honing the design. It's in a permanently broken limbo state and the limp-rear end community may actually be the main driver on it.
|
# ? Feb 11, 2018 13:31 |
|
AbstractNapper posted:Lol, we're in 2018 and still no scheduling of tasks -- and probably not even a list of tasks -- for SQ42. Mocap Mocap Mocap Suck up to Hollywood actors in the desperate hope their stardom will rub off on you by mere proximity. Mocap Mocap Mocap Amend script because the Hollywood actors you were sucking up to all got sick of your poo poo and hosed off. Mocap Mocap Mocap Get sued for breach of contract again because you just can't help being a loving scumbag. As you can see, he's right on schedule.
|
# ? Feb 11, 2018 13:36 |
|
Dark Off posted:bullet is the more likely option here, because its open source. The code is probably a complete loving nightmare as well, good luck to whoever tries that role...
|
# ? Feb 11, 2018 13:38 |
|
It's that bit in Red Dwarf come to life. Where Rimmer sets out his study plan, and he refines it over and over until 15 mins before the exam.
|
# ? Feb 11, 2018 13:51 |
|
Spatial posted:As far as I know Cryengine 3 has its own custom physics engine. It's wonky as hell and I've seen it do the kind of stuff you see in SC videos quite a lot. After watching an hour of Valve's Physics for Game Programmers I can say for certain that unless you have multiple successful titles under your belt, you should probably leave the 3D physics engines to the experts.
|
# ? Feb 11, 2018 14:06 |
|
MedicineHut posted:
It's even more funny when you consider that: 1. The $250M+ budget includes marketing, which is generally the bulk of the expenses. The actual development cost of GTA 5 was estimated to $137M ( https://www.gamesindustry.biz/articles/2013-02-01-gta-v-dev-costs-over-USD137-million-says-analyst ). 2. SC fans conveniently assimilate "1000 people worked on GTA 5" to "1000 people worked on GTA 5 concurrently during 5 years", which isn't exactly the same. The 1000 people who worked on the game didn't work on it for the full duration of the production; some of them, especially QA testers, audio producers, voice actors etc.. were in for a much shorter contract. 3. SC fans conveniently forget that the 5 years of production include pre-production, which had a much, much smaller team doing research and design/concepts. There was at least 2 years of pre-production. 4. SC fans conveniently forget that these 5 years start from scratch and go to shipping a final product. SC is still in rough alpha after 6 years. How many more to go to the full release ?
|
# ? Feb 11, 2018 14:19 |
|
The second bullet point: quote:* The development team went to a more encapsulated and complete model to prevent ping-ponging to better see the product from start to finish more efficiently e: It’s as if Chris Roberts Himself descended from the heavens and typed every word of that salad with His golden index fingers. I think his brand of retard is contagious. Toops fucked around with this message at 14:28 on Feb 11, 2018 |
# ? Feb 11, 2018 14:22 |
|
Nyast posted:1. The $250M+ budget includes marketing, which is generally the bulk of the expenses. The actual development cost of GTA 5 was estimated to $137M ( https://www.gamesindustry.biz/articles/2013-02-01-gta-v-dev-costs-over-USD137-million-says-analyst ) I like how crowd-funding is in theory a convenient way to reduce your marketing costs, because well if you have a sufficiently large base of backers and you keep them happy with progress report updates they will do the marketing for you. Instead Star Citizen chose to invest in marketing almost exclusively for several years, in order to fleece its base of backers and bleed them dry, with little to none (= pre-alpha) actual progress towards the promised games. What a joke.
|
# ? Feb 11, 2018 14:36 |
|
For the historical records: OCTOBER 11TH 2012 quote:When I said I missed old school difficulty to gaming you probably didn’t think that I would make the pledge process more difficult than fighting the toughest boss monster in Demon’s Souls!
|
# ? Feb 11, 2018 14:37 |
|
Toops posted:I like this dude. I've always liked this dude. He would be a p chill hang imo. Nyast posted:It will never cease to amaze me how some backers will never realize this very argument is the one that precisely offers the more clear reason about why CIG can not do it and will fail at it. It's even more funny when you consider that: 1. The $250M+ budget includes marketing, which is generally the bulk of the expenses. The actual development cost of GTA 5 was estimated to $137M ( https://www.gamesindustry.biz/articles/2013-02-01-gta-v-dev-costs-over-USD137-million-says-analyst ). 2. SC fans conveniently assimilate "1000 people worked on GTA 5" to "1000 people worked on GTA 5 concurrently during 5 years", which isn't exactly the same. The 1000 people who worked on the game didn't work on it for the full duration of the production; some of them, especially QA testers, audio producers, voice actors etc.. were in for a much shorter contract. 3. SC fans conveniently forget that the 5 years of production include pre-production, which had a much, much smaller team doing research and design/concepts. There was at least 2 years of pre-production. 4. SC fans conveniently forget that these 5 years start from scratch and go to shipping a final product. SC is still in rough alpha after 6 years. How many more to go to the fullest release ? [/quote] It's even funnier if you consider that people after still taking Star Citizen seriously. Chris certainly isn't. The developers certainly aren't. The only people who still care about this abortion and think it has a chance in hell of coming out are the backers who "will never know". It's particularly hilarious when you consider that they're disputing a basic verifiable fact sourced to Chris Roberts himself. There is nothing left about Star Citizen that should be taken seriously. Chris is a joke. Derek is a broken clock. The rest of the staff stopped giving a poo poo and are just trying to collect a paycheck. The product is an unsustainable mess. The backers who are left have proven themselves to be insufferable fools who deserve to have their money wasted... assuming they're not paid shills. There's no reason to counter their arguments. They don't care any more than I do about hearing about how great Star Citizen is. There's no reason to listen to anything CIG says; it's all lies with the sole purpose of exploiting the gullible. It's all a giant joke and the punchline is Chris's bank account.
|
# ? Feb 11, 2018 14:55 |
|
quote:snort lines
|
# ? Feb 11, 2018 14:57 |
|
Yeah, a thousand people working concurrently in a game over a year would be like 100m in expenses right there. No developer is going to have full production of a game, thats 300+ working on a title for more than 4 years. The moment they see that something is wrong with the production they'll shuffle staff around the studios to work on other projects while a core team tries to unfuck whatever the big blocker is.Like FFXV had massive issues, but during the time of its production the director was credited in another like 15+ games. CIG cant do that. So instead, the only thing that they can do on time while everything else languishes is more ships, so they keep pumping out ships and creating more functions for those ships that just set back a full release even further because now the people that are behind need to account for the new ships as well
|
# ? Feb 11, 2018 15:06 |
|
quote:
I think there are two big caveats there: When GTAV started pre-production Rocksteady already had a decade-ish accumulated experience of: 1) using and developing their own game engine which they'd already pushed out 3-4 games using 2) refining the core gameplay concepts that are the same for every GTA game. Because of that they got to spend those 5 years and budget on quality and polish. Alchenar fucked around with this message at 15:19 on Feb 11, 2018 |
# ? Feb 11, 2018 15:13 |
|
Beer4TheBeerGod posted:The only people who still care about this abortion and think it has a chance in hell of coming out are the backers who "will never know". It's particularly hilarious when you consider that they're disputing a basic verifiable fact sourced to Chris Roberts himself. Chris verified what?
|
# ? Feb 11, 2018 15:23 |
|
CIG hired a lot of Crytek people so they should have considerable engine expertise too. As for gameplay refinement, could easily be done by now but they don't bother with that. but they're going to be starting soon, a few months back they actually hired some gameplay programmers
|
# ? Feb 11, 2018 15:33 |
|
Spatial posted:gameplay programmers Internally they refer to them as gameplay layerers.
|
# ? Feb 11, 2018 15:37 |
|
|
# ? Jun 5, 2024 22:38 |
|
On the engine front, Rockstar walked into gta5 knowing intimately what their platform can and cannot do.
|
# ? Feb 11, 2018 15:38 |