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What else is in 3.18 that you worked on?

TL;DREdward Fuller worked on updating the XenoThreat event for the persistence changes, and the team describes persistence as a fundamental change that complicates development and debugging, with mission persistence not properly in 3.18.

Edward FullerSenior Principal Systems Designer, Mission Feature Team

I've been working on XenoThreat, trying to get that up to speed with 3.18. It's a lot in 3.18. Persistence is the big one, the big fundamental change. Making a dynamic event work in those situations, it's a lot to do.

Jared HuckabyHost, Community

I imagine just little things like, now it tracks mission progress. I've seen people on PTU say, "I did a mission a week ago and I came back and it was still listed there."

Edward FullerSenior Principal Systems Designer, Mission Feature Team

Well, mission persistence isn't something that we have properly in 3.18. It's more that so much has changed since XenoThreat last ran. It touches every system. Every system has persistence in it, or not in it, or whatever amounts of it.

Elliot MaltbyPrincipal Designer, Mission Feature Team

Wasn't there a bug previously because of persistence, where if the Javelin was destroyed its records stayed there and then the other Javelin was trying to come in? We had that with the AI reinforcements that land: if you blow that ship up, the other one's just like, "Well, I'm still going to try to land there," even though you still exist. It's a fun thing to battle.

Jared HuckabyHost, Community

We will be seeing the changes mandated by persistence for the next two years. Everything up to this point was made for the game in a certain state. And now with persistence, there's changes to the AI, like, "Hey, if there's already a crashed ship there, maybe we don't land there."

Edward FullerSenior Principal Systems Designer, Mission Feature Team

It's also quite challenging to work on a game that has persistence turned on by default. Because what we do is we run servers locally and test our stuff. But if you shut that server down, it persists. So when you run your server again, it's still there, and all the stuff is exactly as you left it. Sometimes that's annoying because you're looking for a fresh state, but it isn't. That's persistence. And so you're like, this is like making games again. I've never made a game where I have to worry about persisting things from my previous run. You really do have to think in a new way to work in that situation. When you're fixing bugs, you have to be really mindful of that, because you're thinking, okay, is this bug still here because it's persisted? Because I had an issue with that. I was setting up some elevators, and the bug was there. I fixed it, and then I ran the server again, and the entity had changed. I fixed it, except it persisted in the broken state. So I was like, okay, fine, this is only a bug in this moment. So if I purge the lot and go again, it really is fixed. But it's challenging, but it's kind of fun.

Elliot MaltbyPrincipal Designer, Mission Feature Team

It also messes with our debug tools. These are all good things, by the way; this is just the war stories. When we're playing, say I'm testing a UGF mission, or I'm waiting for the shuttle because I'm testing something, and then Liza's like, "Hey, you got a second?" or Jane's like, "You got a second?" and I go over to them. And then I come back and I haven't turned god mode on, which will stop me from dying. And all of a sudden, my food and my hydration levels have gone to zero. So my guy is having the worst time of his life. He can't see anything, I can't hear anything. And then I'm like, ah, I put on god mode and then I do my bug. But then every time afterwards when I log in, my guy is still dying of hydration permanently until I actually purge the server and restart.

James TylerSystems Designer, Mission Feature Team

I think the funniest thing that happened to me was during time trials prototyping. Because persistence was coming in and I didn't realize what it was going to do, I'd logged out mid-race, went away for my lunch, and came back to record a video for an internal review. I thought I was doing really well in this race; I was on time for the Platinum. And then all of a sudden, my wreckage was just at the end of the race, and I just smashed right into myself, which ended my race prematurely.

Lars den HerderSystems Designer 2, Mission Feature Team

On Kareah, we were actually debugging it and all of a sudden we fly in and there's three of the chief of security. They're super bosses, they're super tanky. So I come in there with a pistol just to test something, and there's three of them, like, "There he is." And I just got lit up instantly. That's a problem.

Star Citizen Live›Mission Features·
Published on this date.3 Feb 2023