No matter what CIG hoped. I personally expected 5 years, which would be end of 2017.
Looks like you expected it in 2016 too. But you keep changing your dates just like Chris Roberts does. In April 2016 you still said: "most likely 2016 as announced on the SQ42 page".
if "on time" means SOMETIME in 2016, most likely late in 2016, as announced on the SQ42 homepage
So, @Erillion we know it's not going to come out this year either, they don't even have a single working level to share and a massive Engine change ahead of them. What is your new "realistic" expectation?
You are speaking about Squadron 42 (and the quotes you posted above refer to that), I am (and was) speaking about Star Citizen and that IMHO it takes around 5 years to develop such a multiplayer game.
I expected SQ42 in 2016 (based on official information from the homepage) and it is now officially delayed. Which does not change my estimate of end of 2017 for Star Citizen (which is the same since the Kickstarter campaign).
Ah yes, the massive engine change ... from CryEngine to ... ***drumroll*** ... Cryengine.
Just another alt as replacement for a previously banned account.
This time he tries to be a bit more creative and has choosen the name "Schluchtenkacker" (a derogative term used by Germans when referring to Austrians).
If he means upgrading to 3.8 and following Amazon's LY commits then I dare say they have quite a bit of work ahead of them.
From what I understand CIG have simply switched from Crytek's 3.7 to Amazon's 3.7 which is why it was so quick and straight forward. So either CIG are going to upgrade to 3.8 and then start adding in commits or they're going to backport LY commits to 3.7 which seems quite a bit riskier.
If he means upgrading to 3.8 and following Amazon's LY commits then I dare say they have quite a bit of work ahead of them.
From what I understand CIG have simply switched from Crytek's 3.7 to Amazon's 3.7 which is why it was so quick and straight forward. So either CIG are going to upgrade to 3.8 and then start adding in commits or they're going to backport LY commits to 3.7 which seems quite a bit riskier.
Nope they simply got the Network Cloud bindings from LY - everything else is unchanged - it's still their modified stuff. It's still Cry3.7
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it. The cake is a lie.
To be fair they don't need to merge anything with their stuff, due the high custom code they already have. They can, however, grab stuff from it that they need.
LY stuff that I see could benefit SC is obviously VR, then they have the whole Twitch deal. As for netcode no idea if it's work being done alone on CIG's side or if they'll work with them / contribute towards LY.
"So, 'Star Engine' has been bounced
around. I don't know how absolutely official it is or anything like
that. It's a pretty different version than what the CryEngine is; we
branched quite a while ago. We haven't taken a new CryEngine version for
quite some time – the 3.7 [or] 3.8 version of CryEngine, this was early
last year – [is] where we branched off.
We branched off entirely
because it was getting really difficult to take the integrations. At
some point, when you're developing your game on middleware, you're going
to get to the point that pulling integrations is hard because you've
customized it so much for your game. So, whatever changes you make to
your underlying engine systems, when there's a fundamental change that
comes in from your middleware provider, it's pretty difficult to consume
that all the time.
“Then you start being selective – 'OK,
well, we'll take this feature but we won't take this feature.' What you
don't know right out of the gate is if there's any interdependency on
it. What's going to happen? You find that out usually the hard way later
on.
“We do cherry pick on occasion from our
particular code base that we have, up to 3.7 or 3.8, but we've made some
pretty major changes. It's been ongoing for awhile for CIG; I only came
on about two-and-a-half years ago from Crytek with their engine drop
versions.”
Comments
Has there been a new announcement of another engine change ?
We know they ported to Lumberyard last year, but that's all part of history...
I expected SQ42 in 2016 (based on official information from the homepage) and it is now officially delayed. Which does not change my estimate of end of 2017 for Star Citizen (which is the same since the Kickstarter campaign).
Ah yes, the massive engine change ... from CryEngine to ... ***drumroll*** ... Cryengine.
Have fun
Do not bother, @SpottyGekko
Just another alt as replacement for a previously banned account.
This time he tries to be a bit more creative and has choosen the name "Schluchtenkacker" (a derogative term used by Germans when referring to Austrians).
I bin Österreicher und stulz drauf ;-)
Have fun
From what I understand CIG have simply switched from Crytek's 3.7 to Amazon's 3.7 which is why it was so quick and straight forward. So either CIG are going to upgrade to 3.8 and then start adding in commits or they're going to backport LY commits to 3.7 which seems quite a bit riskier.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
LY stuff that I see could benefit SC is obviously VR, then they have the whole Twitch deal. As for netcode no idea if it's work being done alone on CIG's side or if they'll work with them / contribute towards LY.
Thought this quote from Tracy was interesting.
"So, 'Star Engine' has been bounced around. I don't know how absolutely official it is or anything like that. It's a pretty different version than what the CryEngine is; we branched quite a while ago. We haven't taken a new CryEngine version for quite some time – the 3.7 [or] 3.8 version of CryEngine, this was early last year – [is] where we branched off.
We branched off entirely because it was getting really difficult to take the integrations. At some point, when you're developing your game on middleware, you're going to get to the point that pulling integrations is hard because you've customized it so much for your game. So, whatever changes you make to your underlying engine systems, when there's a fundamental change that comes in from your middleware provider, it's pretty difficult to consume that all the time.
“Then you start being selective – 'OK, well, we'll take this feature but we won't take this feature.' What you don't know right out of the gate is if there's any interdependency on it. What's going to happen? You find that out usually the hard way later on.
“We do cherry pick on occasion from our particular code base that we have, up to 3.7 or 3.8, but we've made some pretty major changes. It's been ongoing for awhile for CIG; I only came on about two-and-a-half years ago from Crytek with their engine drop versions.”
http://www.gamersnexus.net/gg/2622-star-citizen-sean-tracy-64bit-engine-tech-edge-blending