Large Amount of Star Citizen Art Assets Leaked
jones_supa writes: A huge batch of work-in-progress assets for Star Citizen have leaked to the public. An unknown person, likely connected with Cloud Imperium Games in some way, provided a link to the 48 gigabytes of content. The link has now been taken down, but as we know, it's hard to remove material from Internet after once put there. Being a CryEngine game, it has been suggested that it might be possible to view some of the assets using CryEngine development tools. Leaks are always quite the conundrum with the opportunities they present to curious fans and competitor companies, but can also be very depressing for the developers and publisher of the game.
...Star Citizen community edition?
Art assets are always many times larger than what goes into the actual game. Ultra-resolution textures, different versions of models, placeholders, etc. Most of which are trimmed or discarded long before release.
Supporter of the +1 Over Dramatic mod option. In memory of apk.
I hope they ship on Blu-Ray because that's going to be too many DVDs and a lot of Canadians have very low monthly data caps thanks to ISP monopolies in a lot of areas.
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Grand Theft Auto V was a 60GB download.
Should come as no suprise really as these latest-gen AAA games are massive, MASSIVE downloads.
READY.
PRINT ""+-0
Looks like he is continuing a well worn tradition of Origin games needing more computer than will be available for 2-4 years :)
In my experience, the development environment for software is larger than the actual software.
Working copies, and interim copies, and what have you. Tools, pieces, and parts.
Now imagine something as massive as a video game, specifically involving art and computer graphics ... models, mockups, rendered seqeunces, things I don't even know what might be in there.
I'm betting the amount of source material which feeds into a finished game is likely many thousands of times the end-product. Because you probably have various edits and do-overs of stuff which took a long time to make, and is probably valuable.
I can't imagine how many terabytes it takes to build a modern video game.
But 40GB of cool stuff? Yeah, I totally buy that as possible.
Lost at C:>. Found at C.
How the leak happened isn't a mystery. A person working for CIG (screen-name DiscoLando) posted some screenshots of content for the upcoming first-person-shooter module. In the desktop background to the image was a link to an internal torrent that was not password protected. People used the link to download the data, and then it spread all over the internet. Remember folks, always password-protect!
It's not and they didn't say it was. Chris Roberts worked at Origin. That was the joke.
This couldn't be a marketing ploy to increase pledges for the next stretch goal(s) at all...
There are no more (monetary) stretch goals.
http://www.pcgamer.com/star-ci...
Information wants to be free.
"So long and thanks for all the fish."
Man, that's horrible. What part of the world has ISPs with 40GB data limits?
You are welcome on my lawn.
Never mind. I see in a later post that you're in Canada. Do you mind me asking, is this a rural area or a metropolitan area?
Oh, and GO BLACKHAWKS.
You are welcome on my lawn.
40GB should be enough for anybody. In fact since you complain, your ISP will probably lower it to 20GB.
Seven puppies were harmed during the making of this post.
They've been selling virtual ships for hundreds of dollars a pop instead.
This thing is damn near a ponzi scheme, I can't wait to see the collapse it's going to be EPIC, just incredible online.
Yeah, but on the plus side, you get to live in New Zealand. I'm not sure I wouldn't trade my higher data limit for a chance to live over there. I've never been there, but it looks like a wonderful place.
You are welcome on my lawn.
very clever? you mean they had them all in an aws bucket with no access limits?
anyways, the assets as such wouldn't be so interesting as would be to get to know how far they are at modifying the cryengine to fit a free roaming space simulator. because THATS what i'm skeptical about in the project. I'm sure they can produce pretty spaceship models and all that, I'm just not so sure they grok what it takes to change the engine so that the space doesn't feel like couple of arenas(like x2 or freelancer).
world was created 5 seconds before this post as it is.
The current client is 25GB. That includes 5 'maps' or 'instance zones' and about 30 of the smallest ships in the game. Making a guess based on the number of announced ships and locations, that's less than 1/10th of the planned 'content' for the game.
Currently when the game patches it downloads EVERYTHING again, and overwrites the directory. The compressed 'patch' file is typically 20GB. This is still very early in the game development. I'm sure they'll start optimizing their patching at some point.
The did make a casual forum statement about the size of the client and 'optimizations of that' Basically, "don't hold your breath." While they will reduce the size of the content as much as they can, they will be adding much much more content, so any optimizations will be overcome by the sheer bulk of what's coming.
Star Citizen is not skimping on the detail of their game. They've probably pushed that so far that their strength has become a weakness...but it's sure pretty.
--Welcome to the Realm of the Hawke--
how big are the instance zones?
because, I think, the biggest problem for them will be converting cryengine to handle space simulation scale areas/seamless instance transitions.
world was created 5 seconds before this post as it is.
3D models are generally stored uncompressed, but they actually compress really well, as in a 3ds max file can go from a 16MB file to less than a MB depending on its content.
Very often the high detail model is created then a low detail mesh is generated from that artist model with a corresponding normal map for the detail. This results in a much smaller file so with the original assets in there I would certainly expect the archive to be huge.
Unless you get your Internet over the air (Satellite or Cell) your provider's caps are embarrassingly small. That's straight up ridiculous for 2015.
I read the internet for the articles.
Also some assets are just naturally bigger before being "processed" into the final format, like 3D models that generally use text based formats like obj.
Alaska has caps like that. And the new "unlimited" plan that GCI just rolled out is 10/1Mb 40Gb max for data, then they throttle you down to 1Mb down/ 1Mb up. Oh, and they want like $60 for it.
"Freedom in the USA is not the ability to do what you want. It is the ability to stop others from doing what THEY want"
How big is thing thing going to be?
Work-in-progress assets will not give you much of an idea about that. I've used 2 gigs of data to generate something that ends up taking less than 10 megabytes of disc-storage. Basically you start big and pair it down.
"I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)
Knowledge is a contagion, then.
Thoughtproperty doesn't need "desire" in the equation to populate.
They will, however, keep selling more and more ridiculous ship designs for more and more ridiculous amounts of money before the game is finished.
I included the Wikipedia link for that purpose.
But as always stated, these ships will be available for in-game credits you can earn by playing the game. Some advantages of buying them know are: often you have an extended period / lifetime insurance on that ship , you back the game and get more (hangar, model, art-work, ...), you are a fan and you want to express it,...
Chris Roberts stresses on this all the time: using real-world money should in no averse way effect the game play for others.
Current internal estimates of the final game are sitting around 100Gb. Now with all the tweaking their doing (procedural damage, etc) this may go down a bit, but I'm sure they'll add more stuff too. Current beta download is around 28Gb.
As one of a lot of "early contributors/gamma testers" I can say this will be a rather good game, at least better and more approachable than EVE Online...which I despise. It has more of a BattleTech/XvT vibe. It won't usher in Ragnarok or raise the dead but it will be worth the wait for most people who would decide to play it anyway.
What scheme would that be? You can buy the game for as low as $30. Earning your way into something like a Hornet has been planned for a handful of days and something like a Constellation about two weeks. Buying massive capital ships won't necessarily do you any good, because you won't be able to afford the maintenance, fuel, and equipment costs to even fly the thing at release. All you get is the base hull with basic fittings. Ships also fulfill certain roles, so there is far far more lateral mobility in hull purchases than vertical. It's been my perception that the more vocal people are about doomsaying Star Citizen, the less they actually know about the game. And that's not to say it's even going to be a huge success—there are a lot of uncertainties related to seeing all of the various modules/systems to the game come together as one cohesive whole. But they've been making consistent progress, and while their have been some delays, they are explained and fall within the usual scope of development uncertainty.
I thought information couldn't be destroyed?
-=This sig has nothing to do with my comment. Move along now=-
Information can be destroyed. Mass and energy must be conserved, but entropic processes destroy information.
Mass does not need to be conserved - momentum does. Nuclear fission and fusion along with particle creation and annihilation are examples where mass is not conserved.
You confuse mass and matter. You should read the wiki article for details.
The law of conservation of mass, or principle of mass conservation, states that for any system closed to all transfers of matter and energy (both of which have mass), the mass of the system must remain constant over time, as system mass cannot change quantity if it is not added or removed. Hence, the quantity of mass is "conserved" over time. The law implies that mass can neither be created nor destroyed, although it may be rearranged in space, or the entities associated with it may be changed in form, as for example when light or physical work is transformed into particles that contribute the same mass to the system as the light or work had contributed. The law implies (requires) that during any chemical reaction, nuclear reaction, or radioactive decay in an isolated system, the total mass of the reactants or starting materials must be equal to the mass of the products.
The closely related concept of matter conservation was found to hold good in chemistry to such high approximation that it failed only for the high energies treated by the later refinements of relativity theory, but otherwise remains useful and sufficiently accurate for most chemical calculations, even in modern practice.
In special relativity, mass is not converted to energy, since mass and energy cannot be destroyed, and energy in all of its forms always retains its equivalent amount of mass throughout any transformation to a different type of energy within a system (or translocation into or out of a system). Certain types of matter (a different concept) may be created or destroyed, but in all of these processes, the energy and mass associated with such matter remains unchanged in quantity (although type of energy associated with the matter may change form).
In general relativity, mass (and energy) conservation in expanding volumes of space is a complex concept, subject to different definitions, and neither mass nor energy is as strictly and simply conserved as is the case in special relativity and in Minkowski space. For a discussion, see mass in general relativity.
The art is unusable for any real purposes, as it's clear copyright infringement. No competitor would touch this with a 10 foot pole, and would be even less likely to use it for anything.
A few curious people will poke around and that's about it.
It's cable. And yes it's ridiculous, I keep telling them but their reply is "faster connections have higher data caps". Which are of course a lot more expensive, not to mention the fact that I wouldn't need those faster speeds 99% of the time.
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Considering thousands of people are already enjoying their crowdfunding contribution, I'd say you are demonstrably incorrect.
This is the first time in nearly a decade that I hope a game is available on optical media, but my gaming PC doesn't even have one. Between Battle.net and Steam, I never had the need for one.
You're remind those guys who said, "PC gamers don't need DVD's" when PS2 games shipped on them. I said, "You'll want them because eventually even PC games are going to use the storage space."
The same goes for Blu-ray. When PC gamers said "We don't need Blu-ray, we have Steam." I said, "you can't beat the bandwidth of a truck full of Blu-rays, especially with bandwidth caps.
That said, I've gone digital with games that aren't too large (Minecraft), ones I know I will play the heck out of, like Diablo UEE. And going digital with MMO's/MMO-ish games makes sense, DCUO and War Thunder are digital only on the PS4.
Why not ship it on a USB stick - just about cheap enough?
Or allow copies to be made onto your USB media of choice from local game shop..
I understand your point but am not going to write a book. I am happily retired. I merely pointed out the oft spoken words that I see here.
"So long and thanks for all the fish."
More proof you can trust your data in the cloud.
Yeah right.
I am Bennett Haselton! I am Bennett Haselton!
Roughly a hundred gigabytes. Probably more, really.
I seem to recall there being a physical USB key delivery pledge level, but it doesn't appear to be available anymore (problems with VAT because the game is on the stick meaning obnoxious taxes). Obviously anything short of bluray disks are out of the question. The prospect of 25 DVDs makes my heart a-quiver, and I sat and suffered through the six-CD installations of multiple games multiple times (UT2004 and HL2 if you must know).
I sympathize with your predicament my friend. Who knows? Perhaps closer to release date they'll have a solution of some kind. Maybe download the individual modules separately or something.
You should turn signatures off.
They have been at it for a while. IIRC they recently upgraded the floating point address spaces to 64bit so that the "levels" could be larger than the ~8km. They're also working a lot on the net code and (dynamic) instancing system.
People used the link to download the data, and then it spread all over the internet. Remember folks, always password-protect!
Or better yet, firewall. Those assets shouldn't have been on public server, but rather somewhere behind a firewall+VPN, etc (password protection would have been an additional good idea though, in case of a breach).
You're remind those guys who said, "PC gamers don't need DVD's" when PS2 games shipped on them. I said, "You'll want them because eventually even PC games are going to use the storage space."
That would be a weird thing for a computer gamer to say since DVD computer games predated the PS2 by 2 years...