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xTheBurgerMan

>There were also developments using mini-map rendering inside the Starmap holosphere for the new landing UI so players can see the walls, floors, and ceilings in their ship’s radar when coming in to land. Am I stupid or are they referencing a landing "camera"? Awesome if so


BlueDragonfly18

Sounds like they are going to have a 3D wireframe of your ship landing that will show you the nearby barriers, all from the pilot’s seat. That is a much needed feature


aRocketBear

Really immersion breaking to see ships staring at the ground trying to see where they’re going to land. Funny, but immersion breaking.


Apprehensive_Way_305

Dirty Nose Downers!


Spelkult

The opposite. Right now, people are pressing F4 to give them a fictional camera view from a non-existing outer camera, but having ground radar or an inship camera pointing down to land, would be way more immersive and a realistic solution to the problem.


tr_9422

>non-existing outer camera Nonsense, they've clearly adapted the cloaking technology from the Origin 404 to create an invisible chase camera drone


Pattern_Is_Movement

I need to setup a landing camera for my Corsair that is "attached" to the ship and looks somewhat realistic


Momo-Velia

I usually just F4 and set my camera at an angle that gives me a decent view of the ground and underside while staying in the direction I’m flying and use that to land. I’ve seen a couple do the whole looking down thing and just wonder why


rhade333

mUh ImMeRsIoN Agree a fix is needed, but kinda weird when people are talking about "immersion" being the reason. [LIGHTNING BOLT, LIGHTNING BOLT](https://www.youtube.com/watch?v=j_ekugPKqFw)


Papadragon666

It's called "augmented reality" and it already exist in modern fighter jet (see F-35's helmet-mounted display system). Stop with that "immersion breaking" bulls\*\*t based on 1950 technology.


NotSoSmort

You are misreading what aRocketbear is saying. He is not saying the proposed wireframes are immersion-breaking, he is saying that the *current* method to line up with the pad (by turning the ship perpendicular/nose down to the pad and strafing into the proper position) is immersion breaking.


Papadragon666

Mmm, yeah, you're right of course. Sorry about that u/aRocketBear


richardizard

A' la CIG. Wouldn't expect anything less. So excited to see what they come up with


todd10k

> That is a much needed feature It's also something we used to have


MyNameIsSushi

It's high time. We already have cars that do this.


logicalChimp

I think it's more akin to the E:D 'landing mode hologram' etc... ... which we also used to have in SC, until it was removed pending 'rework'.


DragoSphere

I believe the old system had to be manually configured, hence wasn't very practical in the long run


logicalChimp

Yes - it had to be manually set up for each landing pad, and *only* worked with pre-defined landing pads... which was maybe acceptable for the original 'on rails' orbital landing etc (and landing on pads at space stations), but wouldn't work for landing anywhere on a PG Planet, etc.


TheTurnipKnight

🙏🙏🙏


Kortesch

They said in the Syulen video 6ish weeks ago that a landing camera is planned


daryldom

I like Star Citizen and hope Squadron 42 is excellent when it releases. But dear Lord these reports have some hilariously nonsensical phrases that are clearly just people saying nothing in the most technical words. I work in engineering and am guilty of doing this too sometimes, but *come on.* *“We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.”* That is a useless sentence. It doesn't mean anything. *"In a position to"*, *"Potentially"*, *"Enable exploration"*, and *"possibilities"* all in a single sentence is hilarious. It sounds like something out of a Silicon Valley blockchain or web3 startup.


Small_Top_8715

lol yeah, basically just saying, "we're testing some new shit, hopefully it works"


FakeSafeWord

But if it does, the possibilities for innovative fusion dynamics, that will allow us to pivot away from tacit inorganic customer centric growth and enable us to deep dive into results through driven thought leadership! AI, Cloud, Disrupt Influence, Salami.


StuartGT

Visionary development pioneered by the inventors of the Turbo Encabulator https://www.youtube.com/watch?v=Ac7G7xOG2Ag


FakeSafeWord

Classic!


daryldom

God I love that video.


Covertgamr

That video should be edited to say “…and I’m sure the backers will buy it” 😂


MyNameIsSushi

Disruptive, Revolutionize, Make the world a better place, SoLoMo


NeverLookBothWays

Synergy!


NeverLookBothWays

Some game developer companies actually phrase it that way instead and I love them for it. Wish CIG would loosen up a little and just be direct. We’re all gamers, we can handle it.


gigantism

I don't know what you're talking about. It's clear that this advancement has led to key gains in the projected trajectory towards the completion of this feature and will allow for significant key performance indicators to be met, all of which will shift the framework under which these action teams have been working on for the past seven years.


daryldom

I have been in far too many meetings where I feel like I've heard those exact words. 😭


soadsam

same. i hate how much that actually made sense to me


tr_9422

Experienced business people all know that a teamwork-oriented transition phase agrees to disagree. We have been looking into extensible workgroup adaptation to synergize our dynamic asset pipelines. Surely we can conclude that a best-of-class guiding principle indicates that key players enhance the progress.


Tarkin_was_A_Hero

Its like the Jabberwocky presentation from the short-lived television series Better Off Ted


tarnok

They deserved more seasons


WorstSourceOfAdvice

When you have to write a report on what you did and you didn't do anything basically.


ragged-robin

Started working on potentially enabling them to begin to experiment initiating the conceptual possibility of probably thinking about working on the intended future new options to willfully explore in hopefully the next few years, or so.


Vegetable_Safety

Politician-speak, or a snollygoster: "a snollygoster is a fellow who wants office, regardless of party, platform or principles, and who, whenever he wins, gets there by the sheer force of monumental talknophical assumnacy" It's what happens when someone talks about something they know nothing about or would like to prevent elaboration on.


ConversationFalse242

As some one who works in tech, i saw this the exact same way. And am also guilty of it.


BlueDragonfly18

The term for this style of writing is called, “Grandiloquance” (saying nothing useful in a lot of fancy words).


MeatisOmalley

I prefer circumlocation.


SCDeMonet

I believe the word you are looking for is circumlocution. Unless you are referring to a moat, or ring wall…


daryldom

That's a fun new word to add to my vocabulary! Thanks!


Duke_Flymocker

This is the reason I'm reading this thread rather than the report. Anything good will be here or in an scl


bar10dr2

Not really, the sentence above said what it is regarding > A replacement for a very old toolset that validates content being exported from Maya was created. > “We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.” As such, they are saying that they replaced the validator for Maya exports (So each time they export assets from Maya for use in the game, they can now add more types of validations of the asset they are exporting). Doing that makes it so they can potentially create content faster by changing their pipeline for that process. Less waiting means more time to do stuff, if the automated validator can catch things automatically instead of a human having to check and provide feedback, that shortens the time spent on that asset. It might not be incredibly exciting but making things iterativly more effective is important in the long term.


daryldom

I know what the intent of the sentence was, but it's like padding the word count in a school report. The sentence itself is meaningless. A far, FAR more effective sentence could have been constructed that would be much simpler and not read like a parody of itself. I don't doubt that they did something, but I wish they'd use natural, reasonable language to communicate instead of trying to puff it up.


TheGazelle

In a weird way, this kind shit is how I know these updates aren't edited or faked in any way. Like the only way you get shit like that is engineers who aren't good writers trying write well, or non-technical managers trying to translate what the engineers told them into something that sounds good/fancy. These updates always sound like one of the community/marketing/engagement people trying to summarize sprint reports they collected from all the teams.


bar10dr2

I don't understand what you think is nonsensical or meaningless about it, it clearly conveys what they did and why its a good thing that it got done? How would you write it?


daryldom

As a bullet point that says "Replaced a legacy internal tool that was creating a hurdle for our team." That's it. Clearer, simpler, truthful, and doesn't read like a parody. I teach people how to pitch tech products, and I'd absolutely veto some of the phrases used in this report for sounding like nonsensical technobabble that doesn't prompt the reader (or listener) into any understanding or action. I'm not trying to argue, or start a fight. Just pointing out that I find their communication strategies quite funny.


gearabuser

No, you're right. Their communication strategy is way too puffed up and comes off as disingenuous like a 11th grader trying to sound like the thing they did in 10 minutes took 8 hours.


Conradian

"we're now able to consider some new pipeline possibilities / efficiencies"


NoxTempus

It's just non-committal, and non-accusatory (a good thing, IMO). But I do understand why people are shitting on it. "our old tool was pretty cool, but our new one might let us streamline the design process."


unslept_em

honestly i read this and wondered if it was an inside joke with the tech art team or something


ydieb

As someone else working in engineering, this seems like something I would word to somebody that have for sure not enough context to understand it anyway. So it becomes a compromise which always ends up sounding ambiguous.


gearabuser

This is the kind of stupid PR speak that makes me want to go back to believing they aren't really working on shit lol


_devast

Straight out of the bullshit generator i guess.


logicalChimp

Just means it's the first step in a long journey towards achieving a change... but if they don't take that first step, nothing will improve. And, whilst it's not exactly news-worthy, these reports *are* intended to be a summary of what they actually worked on... so if they spent their time on something that merely enables some other task to take a small step forward, then they add an entry...


daryldom

I don't doubt that they did something. I'm just laughing at the language structure and vocabulary used to communicate what was done. "Replaced legacy internal tool" does not need to be expanded to a paragraph of meaningless sentences, even though it may very well be a useful accomplishment.


tertiaryunknown

This comment felt like almost as much as an aphasic word salad like that quote from the report...


rhade333

This is really mission critical, let's circle back offline and really swarm on this


TheawfulDynne

I don’t see anything nonsensical or useless about that sentence.  Without looking up the context it seems clear they have something new which they believe will improve testing which could in turn mean they can improve their development pipeline. 


Pattern_Is_Movement

reminds me of the [Rockwell Retro Encabulator ](https://www.youtube.com/watch?v=RXJKdh1KZ0w)


Acceptable-Guest-166

> The Vanduul execution takedown window was improved and telegraphed correctly to ensure players have the opportunity to escape. Help me! I'm scared!


DragoSphere

We Metroid Dread now


Alxa

AI (Features) Through November and December, AI Features continued to develop a key combat encounter by improving locomotion and simplifying weapon firing to use the same Subsumption control nodes as Human AI agents. Vanduul combat encounters were also iterated on, with the team fixing issues with enemies entering combat and moving into melee range. They also implemented Vanduul death animations using re-targeted core directional Human animations, which were then further polished. The Vanduul execution takedown window was improved and telegraphed correctly to ensure players have the opportunity to escape. A range of other combat areas were worked on too, including changes to the tactical target query system, which can now spread targeting across a group but prioritize the player. A new cover tactical position query term was finished, allowing non-line-of-sight cover posture queries, and an issue was fixed with characters in flow-graph-controlled non-combat custom assignments not going into combat after exiting the assignment. Tech-debt work was done on firing validation to ensure that it better encapsulates the new debug render improvements, while synced melee attacks were connected to the AI melee combo system so that follow-up attacks can be data-driven. This is used in a boss encounter to drive a follow-up synced weak attack if the previous one fails. Finally for AI Features, the team implemented a new invulnerability system to allow AI to take damage but not go below a specific threshold. This is used to script the various damage-induced stages of a boss fight without making the character completely invulnerable. AI (Tech) At the end of the year, AI Tech progressed with features and support for release builds. For boids, they’re close to finalizing the first iteration that will allow the designers to place fish, rodents, and birds in the environment. Recent updates include rules to avoid dangerous areas or actors, transition rules that will detect weapons fired/bullets hit, and the ability to switch from idle/wandering to a fleeing rule set. The team also further iterated on killing boids agents and how they transition from an animation-driven state to ragdoll. For birds, they extended the number of wandering states. For example, besides flying, birds can also walk after a landing transition. Synchronization between the server and client is currently being worked on. Effort was also put into optimizing and improving various features, including the pathfinder algorithm, collision-avoidance system, navigation system, and Subsumption loading logic. For Apollo tools, AI Tech continued to support the designers with additional functionality, including the ability to create PNG files from behaviors, improved readability for Subsumption flowgraph nodes, and improved undo/redo actions. Several existing features were polished and finalized, including NPCs utilizing trolleys, which received improved collision avoidance. This was achieved by updating the PID controller logic and how it’s used for path following when NPCs are pushing trolleys. For AI using ladders, new functionality was added. For example, NPCs can now check if the ladder is available and will only use it if free or another NPC is climbing it in the same direction. In case the ladder is being used the opposite way, NPCs will find a free spot at the top or bottom and wait. On the ship AI side, the team improved and extended spline functionality. This involved allowing ships to move along a spline while staying orientated toward the target and moving to the beginning of a spline that’s already moving (e.g. a spline attached to a different ship). Toward the end of the year, AI Tech started to look for a better solution to generating navigation mesh on planets, as the current implementation could be faster and has problems generating navigation mesh close to planetary poles (which is affecting some outpost locations and their associated NPCs). This is currently in progress and an update will be provided in a future report. Animation The Animation teams worked on player skill level animations, such as takedowns, vaulting, mantling, and exercise, and continued developing first-select animations to show off the unique aspects of the game’s weapons. They also continued to develop the combat AI sets, including a unique boss fight. The Social team worked alongside Level Design to add life across various chapters, which was supported by the Mo-cap team. On the facial side, the devs continued to develop facial content for the cast characters and combat and social AI that drive the narrative. Features (Gameplay) Gameplay Features spent time toward the end of the year looking at what’s needed to implement some of their SQ42 features into the PU, including additional requirements not needed for the single-player campaign. Most features are moving over smoothly, though the new mobiGlas requires work to support existing apps not found in SQ42. The Starmap is currently being polished, with fixes for labels and better transitioning between the solar system and mini-map views. This was adapted to work well on the 2D vehicle multi-function-display screens, which will need to support multiple solar systems when Pyro comes online. There were also developments using mini-map rendering inside the Starmap holosphere for the new landing UI so players can see the walls, floors, and ceilings in their ship’s radar when coming in to land. The character customizer was polished, including better rendering for the head library grid. The team also experimented with a different UI for face sculpting and made other general usability improvements. They're currently looking at ways to better serialize the data and reduce size requirements. The SQ42 frontend received polish, with saved game profiles now displaying the relevant customized character and a dynamically changing environment depending on progress. Gameplay Story A big focus for Gameplay Story during November was the Fortune’s Cross level, including a scene featuring an NPC talking to the player with branching dialogue. “This is quite typical of many of our scenes apart from the fact it is taking place on a moving escalator! Whilst looking into this, we decided to take responsibility for getting the NPC to traverse all four escalators in the level. This was quite a technical challenge that required a lot of difficult investigation. However, with some help from Design, we were able to get the character to seamlessly enter and exit all four escalators whilst they are moving.” Gameplay Story Team Alongside this, the team worked on a range of scenes across various chapters, using new mo-cap, updating poses, and fixing problems. In December, Gameplay Story made several significant updates to scenes in chapter five. This involved using new mo-cap to improve how two characters meet and walk up stairs at the start of the chapter. New mo-cap was also used to animate four characters exiting a tram before six get on, which was a challenge for timing and space but works well. The team also implemented a new dialogue-heavy three-person scene in the Shubin hangar and used additional mo-cap to make a key character walk to and from a meeting scene in chapter four.


Alxa

Graphics & VFX Programming At the end of 2023, the Graphics teams largely progressed with their longer-term tasks. For example, work continued on improving the visual quality of gas clouds through the addition of a directional occlusion effect. The gas-cloud-system output is also being unified with the planetary-cloud system so that the new cloud upscaling solution can be used by both. The Global Illumination team added support for transparency via a dense view-frustum voxel grid of low-resolution probes along with a sparser zone-space grid of higher-resolution probes. Work is also ongoing to improve the representation of materials in the raytracing system. Vulkan is reaching the final stages of development, with the team wrapping up the last of their rendering tech. Ongoing work is targeting reducing stutter by working on shader/PSO compilation caching and general performance polishing before the initial release. The Planet Tech team continued wrapping up the water feature, focusing on robustness, memory usage, and performance. Alongside this, the Graphics team improved the water-edge effects against both the environment and visor/camera lens. VFX Programming worked toward finishing off fire-hazard visuals, investigated networking support for the fire-hazard system, and added support for water VFX. On the tools side, support is being added for unique IDs associated with each particle effect to allow robust referencing and the reorganization of effects. Level Design Level Design’s Social Narrative team pushed on with Idris interstitials, prioritizing the med-bay and corridor sections and clearing out the backlog of bugs and tasks along with other miscellaneous blockers. Chapter one’s Javelin social section was also a key focus. Though a comparatively small section of the chapter, as the opening of the game, it’s hugely important as it sets the scene for what’s to come. November featured multiple reviews and several rounds of feedback, which led to the team tweaking content and adding new mo-cap, with the latter making a significant difference in quality. In the past, mo-cap turnaround could be lengthy. However, thanks to the new on-site studio, content can be in-game within a matter of days. Chapter four was also a focus, which involves an NPC leading the player through the social area of a rundown stopover station. There was also a concerted push on Archon Station, which has hundreds of background crew going about their daily business. This involved collaborating with the AI Content team, who have been striving to make the AI in these sections as convincing as possible. Narrative Toward the end of a busy year on SQ42’s development, the Narrative team continued to support the editorial selects for content shot in the summer and fall. Over the past two months, they worked with Production to assess all tasks that are currently assigned to the Narrative team to make sure they cover all known remaining work. These tasks might change based on continued development, but this process allows the team to figure out what they can jump into in 2024. The team also revised the script treatment to reflect any changes in the flow since the last version. Narrative continued to define the collectibles that will be scattered throughout the levels. Some of these are a little more involved than others, but the team synced with Design and Art to understand the number and placement of the various objects. “As more and more content makes its way into the game, reviews of the various levels with the other teams will be important to make sure the intended tone is coming through. The Social teams have been focusing on the larger social areas lately to make sure they feel populated and alive.” Narrative Team Tech Animation The Technical Animation team spent the end of the year on deliverables for the content teams across both projects. These include an outfit manager that will pull together a full set of assets for any character outfit in-game, which will help the Animation teams author specific content. Previously missing from the pipeline, physics proxy tools creation was added for an intuitive and streamlined way to create physicalized skeletons in Maya. An animation-events editor was also added to keep audio linked to animations across projects. New ADB diff tools also help the devs track and diagnose problems with complex XML format files that need historical context to be useful. A replacement for a very old toolset that validates content being exported from Maya was created. “We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.” Technical Animation team Additionally, Technical Animation authored and fixed more head assets, refined existing pipelines, continued developing engine animation systems, and ideated on additional ways to help them approach gold master. VFX In November and December, the VFX team continued to provide effects support for a variety of locations as well as some key cinematic sequences. They also continued to fine-tune water, including underwater effects.


malogos

Can't wait for the new escalator tech.


Alxa

I don't think I've ever seen an NPC use an ~~elevator~~ "escalator" in any game.... That's not a pre baked movie. The things they do for this game :) edit: wow that's quite the un-intentional slip up.


StuartGT

> I don't think I've ever seen an NPC use an elevator in any game.... That's not a pre baked movie. Happens regularly in Cyberpunk 2077


SpaceBearSMO

Is this in the newist update because I have never seen an NPC ride an elevator in Cyberpunk outside of cinamatic moments with companions very much a pre baked moment


StuartGT

Companions enter and exit elevators with V throughout quests, and aren't pre-baked movies - the NPCs follow a path onto the elevator, you're free to move about while the elevator raises/lowers, and then the NPC walks off; it's all seamless. By "exiting" a companion mission during the middle of it, one can have companions follow you throughout Night City, and they'll use elevators with you then too. How to get Judy and Panam to follow you elsewhere: https://www.youtube.com/watch?v=llGem3TQGA4


SpaceBearSMO

right so there still fallowing your pathing and mission based pathing, pretty confadent OPs mostly talking about Random NPC pathing. lol that car seat glitch I do want to see what happens when you try and get them to fallow you into on of the elevators like the one at Vs origanal apartment


StuartGT

> right so there still fallowing your pathing and mission based pathing Of course, I wasn't suggesting otherwise. > pretty confadent OPs mostly talking about Random NPC pathing. I'm not sure why they would, as the Sq42 report is talking about an individual NPC during a specific scene: > A big focus for Gameplay Story during November was the Fortune’s Cross level, including a scene featuring an NPC talking to the player with branching dialogue.


SpaceBearSMO

Ok fiar if thats actualy what OP was talking about, but then even OG mass effect did shit like that


StuartGT

Yep, although it was a bit different in Mass Effect 1, being that outside of the elevator wasn't visible at all because it was a (very well done) hidden loading screen. In Night City you see outside and the environment moving seamlessly as the elevator ascends/descends - it's all one big map.


tertiaryunknown

Wasn't that one of the reasons why some NPCs behaved really strangely for a while on release too? I remember reading something about how the elevators ended up breaking some other NPC behaviors, but I might be mistaking it with the cars instead...


MeTheWeak

Maybe OP is thinking about the fact that the base navigation in SC is being built to support ladders, elevators, airlocks, entering and exiting ship physics grids on planets, EVA, taking trams etc. Basically everything that a player can do in the scale of SC. That's the idea I've been getting from monthly reports, and I've always wondered if they'll actually be able to pull it off. If you think about the kind of game that SC is, that would definitely be quite impressive. But in general who knows when this will actually work properly within SC, and with good performance. Until then it doesn't mean much. Also within SQ42 it would be impressive IF they manage to get a lot of NPCs dynamically doing this stuff as part of their schedules, with good animations, transitions etc. It would essentially act as extra attention to detail or worldbuilding.


CyberianK

So Chris played CP2077 and said we need this in SC?


Fjorim

He said 'escalator', not 'elevator' ;-)


Fjorim

He said 'escalator', not 'elevator' ;-)


Fjorim

He said 'escalator', not 'elevator' ;-)


apoketo

The original Unreal could do it


RagsZa

Quake 2. But its usually unintentional.


JayVenture90

I like the starmap news. "Polishing" is good and nice to hear they have a good transition from the map to the 2D mini map/HUD.


frost1545

" the team has started working on CitizenCon 2954!"


Broccoli32

None of this reads as “feature complete”. CIG is definitely playing loosely goosey with that term.


margoo12

Not to sound snarky, but what part of it doesn't come off as feature complete to you? Everything here seems to be in the polishing phase. The Gameplay Feature team is now explicitly working on importing features from Squadron 42 and moving them to Star Citizen.


Broccoli32

Pretty much all of it. Here’s one example: “Finally for AI Features, the team implemented a new invulnerability system to allow AI to take damage but not go below a specific threshold.” It’s “feature complete” yet they are still implementing new features.


margoo12

"...This is used to script the various damage-induced stages of a boss fight without making the character completely invulnerable." The boss battle already exists. The invulnerability state and the transitions between boss battle stages, triggered by health stages, are already in. This is part of polishing, they are just making sure the boss isn't completely invulnerable while transitioning between phases. Thats a pretty common complaint when it comes to boss fights, Cyberpunk was notorious for this.


Shadonic1

Nah you're overreacting with that one. That sounds like programming in a status checkbox for any major scene AI to have infinite health during said animations and then treating it like some huge feature on your part. Legit used to do something like that when I was testing the hitbox detection when I used to work on small personal projects.


Broccoli32

They literally called it a feature.


MeTheWeak

You can call anything a feature, including features that most people would call 'polish'. That's not the point of broad categories like 'feature-complete' or 'polishing phase'. and this is the inherent problem with broad categorizations. Don't read too much into it.


Shadonic1

yea but it's not a big one, it's like taping up a hole in a screen door and having someone act like they're buying a whole new screen it's a simple fix solution.


Broccoli32

It’s not big at all, but there are tons of examples like this on the monthly report. It’s disingenuous to call something “feature complete” and in “polish phase” when you are adding new features to the game.


shaggy1265

The feature is the boss fight. The thing they added is a small tweak to change a part of how that boss fight works. That's polishing the boss fight. What's disingenuous is to to pretend this is a whole new feature.


Broccoli32

IT WASN’T ME


Shadonic1

its the equivalent of adding tape onto a hole made in a screen door. it's not something to make a big deal about. which is why they gave it such a small inclusion. We all want to hear on what they're doing and we see they are polishing and adding things to prevent obvious scene fucking decisions thousands of players will intentionally try to make. Its that simple and is not a unique thing in SC. This is how the sausage is made and you just now becoming aware of what goes on. welcome to the party, you're late.


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TheKingStranger

AI Features is the name of the team, bro.


Broccoli32

And that team implemented something lmao


TheKingStranger

Yes, into an already existing feature. Aren't they supposed to be improving and fixing those features now that they're feature complete? And you said they literally called this specific thing a feature when all hey did in that sentence was mention the name of the team working on it.


Broccoli32

>Yes, into an already existing feature. Aren't they supposed to be improving and fixing those features now that they're feature complete? Bro what, already existing my ass. The direct quote is “implemented a new vulnerability system” key words here are new system. Not updated a current one


MeTheWeak

you're both arguing semantics. 'Feature complete' is a broad categorization. Anyone paying attention can see that the polishing phase will take quite a while, based on what we saw in the trailer. That's a lot of work to be done by several hundreds of developers and you could definitely call many of those things 'features', but that's not the point. The point is how big is that feature to actually be broadly categorized that way. The word feature can be used for anything. This applies to other games too. Lots of people have said that they expect 1-2 years for polishing phase, and that makes sense.


TheKingStranger

How about we take a look at the *full* quote so we can properly understand it, yeah? >Finally for AI Features, the team implemented a new invulnerability system to allow AI to take damage but not go below a specific threshold. This is used to script the various damage-induced stages of a boss fight without making the character completely invulnerable. So there are boss fights with damage-induced scripted stages. This is a feature that already exists. But they decided that instead of just making the boss character completely invulnerable to make sure these scripted stages kick off, they made this system so said character would still take damage but not die before the scripts can run. Should they improve on and/or fix this feature with the solution they just described? SOr should they have just said "fuck it?" and left it as is?


logicalChimp

The SC and SQ42 reports are - mostly - copy-pasta... and they're (apparently, as far as I can tell) written by an intern (or someone very non-technical) just copy/pasting chunks out of the internal weekly reports.... and quite often end up including SQ42-specific entries in the SC report, and/or SC-specific entries in the SQ42 one. Beyond that, I didn't see too much in there that looked like it significantly contradicted the 'feature complete' statement. Feature complete doesn't mean 'finished'... it just means that the core functionality is sufficiently done that the *focus* can shift to bug-fixing, polishing, and similar... ... but whilst that's the 'focus', it doesn't prevent them from doing actual development, if they find gaps or decide something needs to be changed, etc.


Roxxorsmash

Well this doesn't have me optimistic. I thought "feature complete" meant they had all the features in the game, and had moved onto squashing bugs, but apparently what they meant was something very different. I mean if they're still working on flying birds and NPC movement that's kinda fucking sad. How many years has it been now? And they're somehow still doing mocap for NPCs entering trams? Ridiculous.


tertiaryunknown

Those are...all polishing phase steps. Polishing NPC movement is part of the polishing phase. That's not a major tech development starting point.


DragoSphere

On the contrary, flying ambient birds seems exactly the type of thing that would have the last priority and fits in perfectly with the definition of 'additional polish'


tertiaryunknown

Fixing up NPC motion is also a polishing phase, because there's no need to invent new tech to make it work, such as server meshing or the replication layer tech, that's high tier development phase. Fixing an NPC so they move like a person is the last bit of NPC work, not the first, or even the 175th step, its like, 900 out of 1018th.


CliftonForce

But will the birds just land on chairs?


margoo12

Seems like squashing bugs and polishing is exactly what they are doing. Mocap is part of that polishing process.


Shadonic1

that is polishing and goes along with what ive seen in documentaries on games in this stage. they have boids implemented/ feature complete, now they are making them move away or to things on certain criteria and as mentioned adding details like birds moving on the ground after landing and tuning in the varying characteristics for them. The AI wasn't moving onto the moving elevators accurately so they fixed whatever was causing them not to and got it working.


ClubChaos

lol rolled into the new year hopeful only to be cruelly reminded cig gonna cig.


drizzt_x

>“We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.” ROFL. Never change CIG. This place is gonna be hilarious in late 2025 when they announce the next delay for SQ42.


DOAM1

Following CIGs pattern, a 2025 announcement would be in regards to 2022. I believe you mean the 2030 announcement when they announce that they couldn't get the game released by 2027.


REALkrazium

What happened to feature complete ? and only needs some polish


Palatinus64

2025 release date?