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PDCWolf

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Everything posted by PDCWolf

  1. It's mind blowing to me that they'd be pursuing this in C#, never seen it used for a project in this scale or with this many potential complexities.
  2. That's fine, and if you read my messages, it was never my problem. I think the reason why they don't know was paramount to the announcement, and support being under NDA to tell the moderators of the forum why their forum isn't working is pretty vital information for the users to know, specially since it's just more to their recurring argument that they're being left in the dark as much as we. If anyone should be thankful here is T2, for there people out there that are still bothering to check this place, and also others who volunteer to keep it moderated. At a personal level, I think communication was of course lacking that one crucial detail (and I'll definitely draw my own conclusions from that they now revealed), and the subreddit should really be the go-to place once the forum fails. I stated so, and it got solved already so I don't see why I keep being quoted about it, but hey, at least I'll take the chance to clarify that I'm not -blaming- the mods as you seem to point at me for doing, I'm asking them to be as clear and transparent as possible. They should know much better than being secretive is not the way, as bad communication is pretty much a big part of what doomed KSP2.
  3. Checked it out and I'm loving what I'm seeing so far. Seems like a responsible start to straight up solving the biggest technical problems and moddability, both of which were stopping the original games from growing, like how they focused on hype rather than technicality with KSP2 and the product died in the water. Embeds aren't working for me for some reason, so I'll quote (and here's the video rehosted): KSP Team members + RocketWerkz We have employed some of the original KSP and KSP2 team and a number of modders and expect the team to continue to grow. Here is a video demonstrating a unique approach we have been able to take with rendering, given BRUTAL gives us direct access to everything Vulkan can do. There is also a key person we are still sorting out the exact details for but I'd love to introduce them once that is done. I think this person is a key individual in our industry as a whole and our studio will be backing them and their future endeavors as well. The original crew are providing a lot of assistance and we are bringing technology, production, and approach from our own work. Achieving Seamless movement Instead of generating the terrain on the fly, at game load we generate a variety of spherical billboards using XML defined data. This means a modder making RSS can generate spherical billboards that might be necessary to give good terrain for different data sets. As the player gets closer to a planet we choose a different version of these spherical meshes. We can also do a lot of tricks that would be much harder in a traditional game engine, such as leaving the data on the GPU. Dealing with Floating Point precision loss The "size" of the values used for position need to be doubles for precision, but for rendering we realistically have to use floats. in KSP, HarvestR made an amazing solution that works in Unity for this. However in BRUTAL we have so many more options. In the video linked you can see that we don't have the usual precision issues. The camera is always rendering at 0,0,0 meaning that imprecision is pushed out to infinity. Using Solar System Data for now For testing purposes, we are using Solar System data. This is all fully moddable. The simulation is fully threaded. Are currently working on laying in close physics simulation using Jolt physics API - as we can instance this for each "scene" requiring data. Next Steps I will leave it to individual team members who are welcome to share what they are working on with the project. You can also follow the discord for live changlog and more information or to answer questions. We will be making builds and data systems available to modders as early as possible to get feedback so we can restructure this to best support the project in future. Feel free to ask me any questions here, and others in the team will reply also.
  4. That parenthesis, that's what I believe should've been part of the first statement in this post: it's not that you don't know, It's not that the tech guy magically worked the issue and disappeared, but rather something happened and you can't reveal it or it can't be communicated to you. The "little outrage" was meant to point at what happened in this thread, not at the handling of the forum failure, I really have no comment of that because there's no way to gauge how it was handled, so I'm just hoping you all did your bests. Shouldn't have taken 2 pages of asking to get that parenthesis (which you never closed by the way), that's my criticism.
  5. Important to understand that there's no "official" stuff left past the forum... which is clearly in nobody's interest to keep up properly, so I'll recommend the Subreddit. Sure, some people there might get grumpy about seeing the same stuff or questions posted over and over, but if you dare use the search function, you'll probably see none of that. Considering it took a little outrage to clearly (and that's still not clear enough) communicate that they magically didn't hear back from their contact (what a contact!) about what the heck was wrong with the forum, there's clearly not much known past what a normal user can infer. As it stands right now, given the mods can't communicate, they can't ask, and whatever info they have has to be pressed on for basic details as demonstrated, this place is as unofficial and abandoned as anything else.
  6. Where? Couldn't have been on the forum during the outage, wasn't on reddit until Vanamonde replied to that reddit post Bej mentions. Are you quoting the "support person" with that? That's why I think such a bit is important. "The support person didn't/can't tell us what went wrong" is very different to "we had no contact with the support person and things got fixed". They describe very different dynamics. Are you the moderators being left in the dark by the support person and their superiors? That's important, and so I expressed it. And that's what I believe should've been part of the announcement. "They refused to tell us", "They forgot to tell us", "They can't tell us", or "We don't care, didn't ask". Ah, Discord. That discord. Yikes. But hey, that definitely is my own fault for not being there. Just for the sake of argument, the subreddit has 1.5+ million members. That's where stuff about the game should go, not on a discord with only 40000 people.
  7. That's an important bit that got skipped over in the announcement. A very important bit. The people that fixed most probably know what it was, or at least what they had to do to get it fixed. Can we get a word on the precariousness (or not) of the forum going forward?
  8. By god I do hope they learned a good couple lessons from this mess. Passion alone (if that was even a thing with this dev team, save for known cases) is not enough, you need to... as we say in our language: "plenty of butt on chair". You won't create something that's above mediocre by being mediocre yourself. Another important lesson is that life has no participation awards, if you don't make something memorable, no one is gonna 'member. It doesn't matter how much the industry currently wants participation awards for regurgitating slop after slop, it won't happen, as long as products cost money at least. That's how KSP1 has managed to outlive its order-of-magnitude-more-anticipated sequel. It started as a one-task high score based game where you had to build a big rocket and go up, Kerbin was a flat plane not even infinite, but they allowed themselves to dream big and grow big, and worked big as well (even as much as I disliked and criticized a lot of things during development, they went and got it done).
  9. They always were quick to tell us whatever positive the new game had. They talked about HDRP and the PQS rework (though that never ever showed up), they talked about multiplayer which also wasn't a thing (and had been soft cancelled in 2022). They talked about a lot of huge things that were for sure coming. In fact their whole 4 years of delays just added more hype through promised stuff (yes, I know they never used that word, get lost). Yet they -never- gave a proper tech talk about part number targets, active flights per save targets, or specifics about how many parts their shown creations had. Every technical detail was either drawings and dreams (like the heating blog), or hazy non-details. The game had no technical base, and even the most staunch defenders of "this codebase had more potential" have long lost that fight and have been talking about what can be done with KSP1 vs 2. For what you wanted to to have happened, the game would've needed massive reworks in a lot of things. Performance wasn't bad because "muh optimization", performance was bad because the codebase is amateurly done, and you can't really build on top of that, which is why a year later the only thing the game has is a tech tree and a points system. Now, I'm not saying it was a cash-grab, just a very amateur project where they ended up being completely unable to build anything on top of their base and whatever idea they had had to be cut down harshly to fit: Heating? had to be simplified. Career? Had to be reduced to a single currency, they couldn't even balance it properly. Ship construction? Had to be hacked together with all-in-1 parts to not make it so obvious the game was bursting at the seams. Thrust during warp? They couldn't solve the problem, so they just made everything be simulated at all times, and completely exploded performance and the saving system. Interstellar? Never arrived, but hinted at being literally the same hack as KSP1 mods were, with solar systems orbiting a magic point. Orbital construction? Never shown in motion, they showed parts... again all of them were all-in-1s Colonies? Never shown past unity editor videos and a "colony ship" made of all-in-1s. Logistics? Excel simulator without physical vessels. Multiplayer? They didn't even tell us work on it was stopped. They never showed anything past that one screenshot which now we know was probably hacked together. There was no game, and even when they were dreaming up features, they came up with the most basic, puddle depth stuff.
  10. I think we already know: The franchise went from being the object of a multi million dollar deal with hopes of becoming a mainstream giant (think spinoffs, plushies, nasa integrations, and so on, some of which were already a reality) to literally nobody wanting to buy it. Of course there's the caveat of how much T2 might be asking but whatever they're asking is clearly above the perceived value of the franchise.
  11. Consider they invested that and then stopped the thing. This is clear proof they know it's not worth anywhere near that. They're probably just throwing it in "as an extra" for people buying IG/PD. I don't get people's interest in KSP2 itself. Never did even when it was alive and fresh, much less now we know for sure its flaws and what little hope it had of ever being properly made. I know the name carries some weight, but really, I'm 99% sure people who want to keep development going are gonna be much better off doing their own thing, from which they can start without all the hurried, flimsy mess KSP2 is. Sadly KSP1's source code may be just as messy, but even if more worthwhile it's still also trapped under the pricetag of the whole franchise.
  12. They cited a net loss of $262m for the quarter, and that number beats most forecasts, and a chunk of that is due to them purchasing Gearbox. If you want a fun quote, quote "We don't expect any impact to our titles in development." Though that probably goes for NBA2K25 and of course GTA VI.
  13. On the contrary, I wasn't being hopeful. No real internet hiring would close down the opening after only 4 applications, much less would only 4 people apply if the post was real.
  14. The posting has been updated: 4 people applied, no longer accepting applications after 2, almost 3 days open.
  15. The ultimate career mode gameover.
  16. You're removing a lot of merit from how bad communication actually was. For starters, we did caught them saying things that weren't true. Sitting where we are today, a full 2 months after the studio got fired, without a single news from the game... have you finally accepted that the accusations were true? If the haters were wrong and they really had the product they were trying to sell us, we'd have a game under continued development and would be about the colonies update around now. We don't, the haters, which weren't haters, were right. They were lying, they had no product, their people was getting fired, and whoever was left wasn't even qualified for the job. This year has been breaking layoff records since may. Not just in gaming. Hopefully it works as a bit of natural selection, though sadly in a lot of cases it's the wrong people getting fired. As someone who downvoted Dakota's posts as soon as I saw they were more hot air and nothing really worthy (not his fault but eh), I can say he was really wrong in making that comment. Even if there were bots, you're still dehumanizing people saying bots are the only reason. And then there was the rest of his statement, which did nothing to help that feeling. The strike is not directly related to the "bad" botting, but tangential: The thing reddit did was privatize and begin charging a ton for accessing their API. This not only bans bad bots, but also good bots (a lot of them made by subreddit moderators), and third party apps (which power users, mostly moderators, use en masse). That's why mods went on strike, because their tools were being made impossibly expensive.
  17. I mean, we're saying Nate, but even when Paul Furio showed his head on the sub he also got some nasty comments, back on the cancelled AMA, and even before that too when people recognized he was Paul Furio, all the way back to when he was fired a year ago. So really, anyone that came here and did that would get the tomatoes. Also, behind those abstract concepts there's real people. Take Two is just a name, but people were also pretty eager to point at "MBAs", "bean counters", "management", and so on, which I honestly think is worse, since that's dehumanizing, but hey, it's seemingly a clear societal rule that it's okay to dehumanize and be mean to people that make more money it seems.
  18. He doesn't need to defend anything. I think it's what the poster themselves said: He could come and just say goodbye, not even sorry if he didn't wanted to, and he'll still get used as tomato throwing target, to put it lightly. The absolute best he can do is not look back, like he has done exactly with all the uber entertainment titles and the HR backers left in the water.
  19. PDCWolf

    LLC’s

    Oh I by no means claim ESG farming is the only process ensh-ttifying gaming right now, not by a looooooooong shot. I went there because that's what I believe is one of the main reasons we won't see shareholders (holding companies) sueing the game studios they themselves buy the stock off to ensh-ttify. And yes, I know it's going away now, but do remember that making games takes time. The games that have come out in the last 3 years are the result of processes that started anywhere from 10 to 7 years ago, during which the whole Embracer fiasco (and other copycats!) you mention happened and exploded, amongst many other stuff. These last years have also been the period where the games proposed or storyboarded in a way reactionary to the original gamergate have been released. Greenium has materialized in deals solidified in the shape of government grants, tax credits, "carbon offset" and many other scams, it's just not really a great revolution towards green energy as they sold us, but their pockets did go through a great revolution towards being ahead of the curve as energy generation expands to post-oil territories.
  20. PDCWolf

    LLC’s

    Contrary to tech oriented VC, gaming companies aren't always acquired by holding groups just as a way to maximize income. The process normally entails buying the majority of shares, injecting ESG-farming narratives into the products, they use that to pass yearly ESG evaluations and/or ESG investment rounds. Then the games come out, and nobody wants yet another mediocre, preachy piece, so it flops. After, holding groups just sell the stock away to recoup cost and let whoever's next take the fall, which has ended in record layoff numbers in 2022, '23, and now little after half of '24, a bigger number of layoffs than '23, just from studios falling like flies. From the side of the holding group, they got to pass the score at a minimum cost, or even got money from ESG oriented investment rounds and policies, so from they side it's still profit even if the game flops. I don't see shareholders in holding groups suing gaming companies any time soon, because that's simply not why they acquire them most of the time.
  21. Fall guys vs stumble guys is my favorite, specially because people flocked to the later when the former went through the epic process of ensh-tification.
  22. The questions were really what everyone predicted... Useless personal questions. What was your role before being fired. Will KSP2 live? Why KSP2 dead? Why T2 bad? Some technical questions. What was your role in sinking KSP2. The only ones he could've answered for sure are 1 and 2, and maybe 3. Anything else he did answer already (check his profile).
  23. THE AMA HAS BEEN CANCELLED. ^Paul Furio's own words. TL;DR: he says someone sent him an email showing him some of the answers he was allegedly ready to give could actually be legally troublesome. So he cancels the AMA. The rest of the post is womp womp basically.
  24. Out of all the linkedin profiles, the only profile that had jumped from IG to PD (and then got laid off anyway) was Nate. If any other person went through what you said, they haven't reflected it publicly on their profiles. Also, Paul has already replied to some stuff. You can check it here: https://www.reddit.com/user/WatchClarkBand/comments/ The only two relevant things he confirmed is He was fired 18 months ago (January '23) and that T2 has nothing to do with him hosting the AMA (which should put @Alpha_star's suspicion that we could ask him about the future of the game to rest)
  25. No one has touched the code in any of the visible branches since the WARN went effective. Provided he can talk about it, he was the lead engineer until shortly after release... so probably most of the work ever done on KSP2 in its single year of life was laid out by him at least in concept. He might not be able to comment on workplace politics, or call Nate a scammer, or whatever... but he might be able to tell us some further details on why KSP2 was such a low aiming mess and why they made such crap technical decisions.
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