Turrican187

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  • SQ42 financially safe!!

    Interview with CR on PCInvasion.

    http://www.pcinvasion.com/squadron-42-fund-star-citizen-cash

    Chris Roberts: “First of all, we always have a decent amount of money in reserve, so if all support would collapse, we would not suddenly be incapacitated. We plan the scope of the development based on what arrives monthly by the people to support. I’m not worried, because even if no money came in, we would have sufficient funds to complete Squadron 42. The revenue from this could in-turn be used for the completion of Star Citizen.”

  • Does Star Citizen REALLY exist?

    Well, Star Citizen as is, is very basic gameplay and does not reflect 5years with a budget of $140m+.
    The systems that need to be implemented to get just a fraction of the star citizen experience as planned are very complex in it's nature.
    What you see now is the easy stuff with some nice ideas and expensive models though.
  • $45,000 Refund, Allegedly.

    MaxBacon said:
    [stuff]
    When you are done with the goalpost can you please bring it back, cheers.
    KefoMaxBaconExcessionVrikasgel
  • $45,000 Refund, Allegedly.

    For example:
    As long as SQ42 is not playable as advertised > refundable
    As long as your ship hull is not in the game as advertised > ship hull refundable

    The disclaimer that assets may change during development only gets them so far.
    For example:
    If they release the Idris-M as a 2 seat fighter it is refundable cause not as advertised - No Disclaimer or TOS will hold that change in the court.

    Same with SC itself if the changes from the date of purchase differs too much to the end product it will be refundable.

    These are the customer rights in the EU and it is good that we have them and that companies can not just overwrite them else they would be worthless.

    Edit: and BDO is no exception of this if I bought BDO through their website but never downloaded a single byte from the patcher it is refundable for 14 days.
    If the publisher of BDO is in a country with a free trading contract of the country of the customer, the publisher can get his money back from the free trading contract due that a law of the target country was able to lower their income (in this case $9.99). For the EU we don't have such contracts yet (unlike canada <> USA) the law will always be enforceable over a company TOS.
    KefoExcessionGdemamiAzaron_Nightblade
  • Star Citizen - Alpha 3.0 out to Evocati player testers

    Erillion said:
    Pretty cool little leak, not sure what is happening with the bike at the end though

    A glitch that sometimes happens when you enter different physics grids (e.g. coming from the outside into the inside of a ship). Game was not quite sure where the object is ... looks like "blinking" around ... or a sudden movement in an unexpected direction, when one frame of reference "snaps" into the other frame of reference. This snap effect should be minimal, during the entry into the ramp (from a roleplay perspective : "..when you start to feel the internal gravity field of the ship....")  ...... should not happen later and deeper into the ships bay like in this video.

    Known bug that is being worked on.

    The maneuvering jets firing in all directions is a follow up bug resulting from this bug. To my knowledge that is only a display bug, the jets are not really generating thrust.


    Have fun

    Where did you get your information from? Are you a game dev? because what you say here is not exactly what happens.

    The flickering you see is based on the parenting to the object container which just slow though the object disappears.
    It reappears at a fixed point because the translation from one to the other object didn't carry over the entry point.
    When the player leaves the bike, it no longer has a controller on it and becomes a world object though needs physics because it is a Rigidbody, the physics of the parent container are not applied properly so the bike bugs around in its own physics, ignoring the container physics (not ignoring the mesh of the container - bounces of the walls).

    So in conclusion
    - the flicker of the object has nothing to do with "physic grids" - (whatever they may are) 
    - There shouldn't be any "snap effect" this would be a bug not an effect
    - There are no "frame of reference" (Whatever this may be)
    - maneuvering jets are based on character controller this could be caused by broken physics (The controller does not know where its heading to)
    ScotchUpSlyLoKErillion
  • 3.0 Spoilers From An Evocati

    DKLond said:
    Can anybody of the experts explain to me please what this "Debug Mode" that is eating away many FPS is doing? And why is it only in the build of the first evocati test group but not in the other Alpha test groups?

    @DKLond
    anything that can be done in a singleplayer game can be done in an MMO, in a visual sense.
    While this is true though higher visuals will have an impact on network performance if the client is lagging (Video Lag)
    Not at all. The client performance will never impact network performance for other players. At most, it will mean delays in syncing that particular client's animations and position.
    Well if you say so, seems like I have to call my old SOE team to tell them we were wrong back in the days.
    Octagon7711ScotchUp
  • 3.0 Spoilers From An Evocati

    DKLond said:
    DKLond said:
    Can anybody of the experts explain to me please what this "Debug Mode" that is eating away many FPS is doing? And why is it only in the build of the first evocati test group but not in the other Alpha test groups?

    @DKLond
    anything that can be done in a singleplayer game can be done in an MMO, in a visual sense.
    While this is true though higher visuals will have an impact on network performance if the client is lagging (Video Lag)
    Not at all. The client performance will never impact network performance for other players. At most, it will mean delays in syncing that particular client's animations and position.
    Well if you say so, seems like I have to call my old SOE team to tell them we were wrong back in the days.
    Well, that - or you can use your brain just a little. If client performance could possibly affect network performance for other players - then it would mean you could simply log on to the game with piece of shit hardware and break the gameplay for everyone. Not exactly a likely state of affairs. If your brain can't understand this, then just play any stable MMO in existence and notice how your latency doesn't wildly jump on and down - which it would certainly do if client performance was a relevant factor in network performance. What you will see, instead, is players not always moving perfectly along their path - and sometimes they seem to "jump" ahead or make rubberband movements. This is what happens when client and server isn't in perfect sync - and that's the only thing that will affect you in terms of other players.
    Exactly, Game Server syncs at 30FPS on slow paced and 60FPS on fast paced games. this has nothing to do with your video FPS. If your Video FPS is faster than the UDP sync rate (Assuming here that you have a good connection) then UDP is fine and happy.
    If your Video FPS drops to far away from the sync rate then Rubberbanding and shadowing happens. this also affect other players because they will experience your shadow character and maybe wonder why you are unkillable. The Server protocol has to interpolate the missing data, basically UDP is guessing what may happen next. if you know how to force this you can do funny things like walk through walls (in SC you can bug into ship hulls) just by blocking a simple UDP port for a few ms.

    If you have a game where every other player is rubberbanding, shadowing and bugging around the game experience for the players will be subpar. To avoid this online games tend to use graphics 1 or 2 generations below the actual Single player experience. In a MMO you can not forsee all situations that will lead to lag (like places where 50 players loiter around because there is something interesting).

    The more complex a game is the more funny things will hapen due to this effect.
    Gdemami
  • CIG deal with Coutts & Co?

    MaxBacon said:
    Kefo said:
    Yeah but a publisher won't kick you out of your building and sell everything to whoever wants it if you don't release a game on time.

    There's a clause that states the chargee grants the chargor exclusive rights to develop, produce, exploit and deal with the game. If the chargor defaults then they no longer have the license which means no working on the game. That doesn't sound like something a publisher would do
    That's irrelevant, they stand no right on the company whatsoever if the loan keeps being paid back. Just like a house mortgage... 
    But I don't need a mortgage if I have enough money :(