Hi Mak,
we wish you a lot of fun in our community.
Time: Jun 30th 2015, 4:44pm
Profile: Mak
Your Serverteam.
Hi Mak,
we wish you a lot of fun in our community.
Time: Jun 30th 2015, 4:44pm
Profile: Mak
Your Serverteam.
Hi mafo,
we wish you a lot of fun in our community.
Time: Jun 29th 2015, 7:04pm
Profile: mafo
Your Serverteam.
Alles anzeigenGot your tickets? Ship off on a brand new Starliner!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.There was a little bit of something for everybody this week! TNGS fans got an update from Gaige Hallman, FPS fans got a new letter from the Chairman about Star Marine, and did we mention the Starliner is here?! It’s been quite a week, hope you’ve been keeping up! If not, check out all of our communications from this past week in the list below. Let us know what was your favorite!
Monday, June 22nd
10 For The Producers – Episode 08
Tuesday, June 23rd
Meet the Devs – Gaige Hallman
Advocacy Archive – Lost and Found
Behind the Scenes – ArcCorp and the Persistent UniverseWednesday, June 24th
Thursday, June 25th
Around The Verse – Episode 50
WIP – The Hull SeriesFriday, June 26th
Introducing the Genesis Starliner
Design – Civilian Passenger Transport
Letter From the Chairman – Star Marine Update
Galactic Guide – Covalex ShippingSaturday, June 27th
Quelle: https://robertsspaceindustries.com/comm-link/tran…-Weekly-Rundown
Alles anzeigenReverse the Verse #53
HOLY CAMEO BATMAN! We had a lot of great guest stars this week on RTV…it works out nicely with the studio heads in town! Catch up with the CommuniTeam and the rest of CIG…it’s Reverse the Verse 53!
Check out the highlights in our Top 5 below, or you could always click the video above for the replay.
It’s never the same without you! If you missed us this week, you can always watch LIVE on Fridays at 11AM PT!
Top 5 Things from Reverse The Verse #53
Erin Roberts drops the knowledge!
In a surprise appearance (even to those in the CommuniTeam!) Erin Roberts stopped by RTV to answer some Squadron 42 questions from the community. While some questions went with a wink and a nod, Erin was gracious enough to let us in on some of the cooler details regarding the development of the game. Spoiler alert! The Vanduul will not be friendly.
2. The Merlin is coming…SOON ™
The sneak peek in this week’s ATV showed off one of the UI panels found in the Merlin. Zane came by RTV to talk more about his plans ahead, as what we’re showing off today isn’t as awesome as what will be seen when implemented. Hope your weekend is going well at the office, Zane! We can’t wait to see your Merlin UI in game!
3. The Starliner is here!
As we prepared for the Starliner post to go up on the website, Ben was able to give us a few details about the ship. You should definitely check out the full post HERE, as the level of detail and interaction of the post is really darn cool, if we can say so ourselves.
4. Jason Hutchins reports in from the PU
Taking a week away from the Austin office, it was great seeing Jason Hutchins stop by RTV on Friday. We’re always hungry for Persistent Universe updates, and the Stanton system seems to be next in line. Using the process of building out this single star system will help gauge future production for other systems in the future. No corners are being cut in fleshing out Stanton, and every moon and star are accounted for. We can’t wait to see what the Austin office has been cooking up!
5. We’ll miss you, Travis and Chelsea!
In a somber sendoff, it was announced that Travis and Chelsea Day will be leaving CIG. Tears were shed, and warm wishes were shared all around. We will be sad to see them go, but the future ahead is bright for these two. Chelsea, thank you for being the ever-reliable CS Queen. Travis, we can’t wait to see what you’ll be up to at Blizzard!
That’s it! We hope you enjoyed this week’s episode and continue to tune in every Friday!
Check out past broadcasts of Reverse The Verse over on Twitch.
Follow us to be notified the next time we go live!
For a full recap of the episode, check out our friends over at the Imperial News Network.
Check here for INN’s coverage of Reverse the ‘Verse Episode 53.
Quelle: https://robertsspaceindustries.com/comm-link/tran…The-Verse-Recap
Hi ebewley,
we wish you a lot of fun in our community.
Time: Jun 27th 2015, 4:12pm
Profile: ebewley
Your Serverteam.
Alles anzeigenWith Meridian Transit travelling will be a glamorous adventure
Crusader Industries is proud to present the LH307 Genesis, the galaxy’s premiere narrow-body Starliner chassis. As most frequently equipped, the Genesis-class includes support for forty passengers and eight crew. A fully modular interior allows individual concerns to adapt their ships to the task at hand, with aftermarket options for everything from complete luxury-oriented state rooms to passenger-free cargo configurations!
Before you learn more about this new ship and her systems, we thought you would enjoy a little adventure. It’s time to step into the ‘verse and take a ride onboard one of Meridian Transit’s dedicated Starliners…
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.I shift my bag over to my left hand and immediately feel relief mixed with pain as my fingers tingle back to life. Glancing down at the web of bright red stripes the canvas straps had imprinted on my palm, I sigh. Why had I packed so much?
The answer was of course that I didn’t know where I was going. For months now I had been saving creds, eating rehydes, working double-shifts at the plant when I could get them. Even had limited myself to going to Bresser’s only one night a week. All for the sake of this trip. Me and Shelley’s big adventure.
As a fourth person bumped into me, trying to move past, I realize that I’ve been blocking traffic. Everyone in the Meridian terminal must think I’m a lost rube. Guess I kinda am.
The pleasant voice on the loudspeaker chimes, “Meridian Transit, where will you go?” The time to decide had finally come. I had put it off as long as possible, not wanting to fully admit that it was my call now. I knew I was going, that was never in question, but I still felt guilty deciding without her.
Another person knocks into me as they hurry to catch their starliner.
For now I better just get out of the way. I cut through the tide of travelers and head towards the relative safety of a small Meridian gift kiosk.
“Can I help you?”
“Just looking,” I tell the bored attendant. She shrugs and turns back to her Glas.
And having a small personal crisis, I add silently in my mind.
Shelley was the one who was supposed to pick where we were going to go. This trip had been her idea. Ever since we were little my sister had talked about getting off of Earth. She had narrowed down the list, but the top choice changed week to week. Somewhere tropical or somewhere cold? Somewhere fancy or somewhere more adventurous? The heart of the Empire or somewhere on the fringe? Even when things had gotten really bad, she would still rattle on about why one place was better than the other. Now, the choice was up to me.
Just pick. It’s not that hard. Okay, where to go? Use the random numgen on my Glas to choose? Follow the most attractive person I saw to wherever they were going? Give up and just go – Wait. Postcards like Shell used to collect. Perfect.
I reach for the display and begin flipping through the locations on the cards, hopeful that one will feel right.
See the Galactic Guide
Goss SystemSee the Galactic Guide
Castra SystemSee the Galactic Guide
Rihlah SystemSee the Galactic Guide
Sol SystemSee the Galactic Guide
Stanton SystemSee the Galactic Guide
Terra SystemWow. Looking at those actually helped.
I think I might be ready to decide.
As the locations flicker past on the board, I can’t help but be impressed by how many ships Meridian operates out of New York. Standing here it really did feel like you’re at the heart of the Empire. Makes sense why Shelley picked them to fly with. They went everywhere. Plus it didn’t hurt that they were one of the first lines to use the new Genesis ships. If you’re gonna get your ass dragged halfway across the ’verse might as well be comfortable.
Now, let’s see…
I run my sleeve across my forehead, but it barely makes a dent in the sweat that is pouring down my face. Was it warm in here or just me? Glancing at the calm and comfortable face of the elderly gentlemen in the neighboring seat, it is painfully clear that it’s just me.
The ship was almost full now, all the seats near me holding excited passengers. At the ticket counter I had debated if it was worth springing for one of the deluxe berths with a bed, but had opted to go with one of the main cabin seats instead and save the creds for when I landed. The thickly cushioned chair is probably pretty comfortable, but I am too nervous to really tell.
The elderly gentleman leans over and smiles at me, “First time flying offworld?”
I nod.
“You got nothing to worry about. These new Genesis are about as good as they come. You barely feel the jumps.”
“Thanks,” I manage to reply.
His eyes narrow slightly, “You’ll tell me if you’re going to hurl, right?”
Before I can reply, a flight attendant stands at the head of the aisle.
“Greetings, and thank you for choosing to travel the stars with Meridian Transit! Today’s flight will feature a complimentary beverage and meal service about two hours after take-off, but snacks and drinks are available at all times in the Observation Lounge. We’re moments from launching, but before we do, we’d like everyone to use this time to familiarize themselves with our brand new Crusader Industries Genesis-Class starliner and review our safety protocols on their mobiGlas.”
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Security brochure
Genesis StarlineGlancing up from my mobi, I ask my seat companion, “How often do these things actually get attacked by outlaws?”
“Not as often as they used to, that’s for sure,” he replies with a completely non-comforting wink.
The loudspeaker chirps to life, “Attention all crew, prepare for launch.”
A deep vibrating rumble causes my arm hairs to stand on end, as the starliner’s engines roar to life. It is clear to me now that this is a mistake. I don’t care what I promised Shelley. I start to fumble out of my seat, but it’s too late. A burst of inertia forces me back as the thrusters push us out of the hangar.
I was doing it. I was leaving Earth.
With some difficulty, I manage to swallow.
Weren’t vacations supposed to be relaxing?
Out the window, the blue midday sky turns quickly to black.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.About the Genesis starliner
With proprietary NeoG engines, the starliner allows for fuel-efficient duration travel. A pair of remote-operated turrets allow for a good defense, and multiple decks can support everything from first class lounges to additional cargo capacity. Whether it’s the centerpiece of a private spaceline or part of a larger system of passenger transports, the Genesis can be used for a variety of support roles. Potential owners and operators can rest easy: the Starliner is a ship designed to pay for itself!
About Crusader Industries
Crusader Industries, headquartered in the Stanton System, is the United Empire of Earth’s premiere passenger/freight transport development company. Crusader designs are produced in the Stanton System but are a common sight throughout the galaxy, ubiquitous in both private enterprise and military support roles. The LH307 Genesis is Crusaders’ mid-range passenger spacecraft, which has found success in a variety of roles around the galaxy. Crusader produces a number of other civilian spaceframes, ranging from small in-system commuter transports to high-capacity superliners.
Starliner Philosophy
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Concept art - Meridian flight attendants One of our dreams when planning Star Citizen was to go beyond the typical space sim experience. We’ve built a lot of ships along traditional lines: fighters, bombers, battleships and carriers all have a natural (and fun!) gameplay role in a world at war. Ships like the Orion, the Carrack and the Reclaimer all come naturally, too: mining asteroids, exploring new worlds and the like are all types of gameplay that fall naturally into our universe. But with the Starliner, we’re introducing something new: a ship that doesn’t have a naturally apparent style of gameplay.
We’ve said it again and again over the past two years: we want Star Citizen to be a living, breathing world. Which means spending resources building out (and building up) ships that would exist in a real world, even when they aren’t combatants or adventurers. Our job with the Starliner was to determine how passenger travel in the ‘verse would be both fun and necessary… and then to build out a ship worthy of that system. Designers have spent a lot of time working on the realism: everything from safety features (detailed below) to a plan for how to make passenger travel fun, interesting and rewarding for those who choose to fly the Genesis! For more information on how Star Citizen will feature gameplay designed specifically for passenger transport (and beyond) please visit tonight’s design post.
Do you have more questions? We will be conducting a series of Starliner Q&As on Wednesday and Friday of next week; have your voice heard on the forums now!
Potential Variants
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Transit companies use several different configurations for the Genesis starliner, usually classified as luxury, mid-range and essential (bare bones.) Because every starliner is significantly modular, there is no one standard example of each type. More complex models typically carry fewer passengers but with additional amenities (lounges, food options, personal quarters.) The essential model focuses more on bulk cargo and less on crew and passenger comfort. The model available in the concept sale today is the forty-person mid-range class.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Concept art - Wing paintovers Private individuals have also been known to purchase starliners for their own use, most frequently outfitted yacht-style with individual cabins. The frame is frequently used by professional racing teams, who modify the interior to store and repair small racing ships like the M50 and their support equipment.
The United Empire of Earth military also modifies the standard Genesis spaceframe for a number of different roles, including a troop transport, patrol hunter-killer, SWACS/C&C platform (referred to informally as the Starlifter, Starhunter and Starseeker) and even as an advanced aerospace prototype testbed! Imperator One, a highly customized Genesis starliner with added security and luxury features, is used to ferry the sitting Imperator when they travel off-world.
Details of the Sale
We are offering these pledge ships to help fund Star Citizen’s development. All of these ships will be available for in-game credits in the final universe, and they are not required to start the game. Additionally, all decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
The Genesis starliner is being offered for the first time as a limited concept sale. This means that the ships design meets our specifications, but it is not yet ready to display in your Hangar or to fight in Arena Commander. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Genesis poster and then once the in-game models are finished you will also be given an in-game Genesis mini ship model! Each ship will have its own model and poster. In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
If you’d like to add one to your fleet, they’re available in the pledge store until Monday July 6. You can also view a detail of the ship in the Tech Overview of the ship page!
Remember: we are offering this pledge ship to help fund Star Citizen’s development. All of these ships will be available for in-game credits in the final universe, and they are not required to start the game. Additionally, all decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
If you’d like to add one to your fleet, they’re available in the pledge store until Monday July 6th. You can also view a detail of the ship in the Tech Overview of the ship page!
Quelle: https://robertsspaceindustries.com/comm-link/tran…nesis-Starliner
Alles anzeigenLetter from the Chairman
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Greetings Citizens,
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.On the set of Squadron 42 Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Star Marine's Light Marine character Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Medium Outlaw Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This set of images shows the recent lighting pass on the Gold Horizon map Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Grenade functionality update For the past ten weeks, I have been directing the performance capture shoot for Squadron 42 in London, next week will be the last week of the “main unit” shoot. Directing the Squadron 42 shoot has been one of the most fun and creatively rewarding things I’ve done. It’s where the story and characters written by David Haddock and William Weisbaum come to life for the first time and I can feel just how special Squadron 42 will be. The cast we have put together for Squadron 42 would not be out of place in a major motion picture. We are using the next level in performance capture, which is both motion and facial capture, allowing us to capture even the subtlest looks or moments. Every scene we capture we have between 1 and 3 cameras on every actors face, plus 50 cameras capturing their moves. This technology, combined with next generation character and facial rigs driving full 3D scans of the actors in the world of Star Citizen / Squadron 42 allows us to have emotion, nuance and subtlety that I don’t think has been seen in full player controlled gameplay before. I’m hoping that capturing this level of fidelity will make the world and story more visceral than anything I’ve done before, and will push interactive storytelling the same way Wing Commander did over its iterations. The story of Squadron 42 is going to be an experience that I think will be very special. Instead of watching a film play out in front of you it will feel like you are inside a living world, living a story that you only normally see on the big screen but it’s YOUR story, not one of some protagonist you need to associate with! By the time the shoot is over, it will have been longer than Wing Commander 4 (42 days) or even the last feature film I produced, Outlander (51 days.). You need this kind of time to capture real performance. We’re shooting something as nuanced and detailed as a film but in a way that it fuses with a fully breathable interactive world that you control the pace of. To me, this is one of the first, best results of Star Citizen’s crowd funding: the ability for the development team to live our passion rather than to conform to a publisher’s schedule or bullet points. So let me start by thanking every single backer for making this possible. You’ve allowed me and the team to do some outstanding work. I am thrilled to be here.
Now, though, I need to step away from the Squadron 42 shoot to address something that is on everyone’s minds. We initially planned to release the FPS module, which we are calling Star Marine, shortly after PAX East in April. We demonstrated a build of the module at the backer event that ran fairly well. It lacked some polish (especially with animations) and still had several technical blockers that prevented a wide scale rollout…but we felt confident enough in the work to say that it would be available for everyone soon. Unfortunately that didn’t happen. Just over two months on, we are continuing to tackle technical and gameplay-related issues. I know that there are two questions above all others that you need answered, and I will now do my best to address them.
What issues are the FPS team facing?
The tl;dr is that we feel the current build doesn’t feel like it lives up to the standards we’ve want to achieve with Star Citizen. There are several issues that will need additional time in order to deliver the first iteration of the gameplay we want you to experience. The challenges facing the FPS launch are a mix of technical blockers and gameplay issues. The most significant technical hurdle faced today is the networking backend. After attempting to work with the legacy code, we decided that we needed to drop some of the legacy technology. That meant developing what we’re calling a Generic Instance Manager (GIM) and rewriting both the Matchmaker and (for the larger project) the game Launcher from scratch. Those efforts are all going well, but they’ve all taken additional time for our engineers.
Going into further detail on the technical side of these systems, one of our big hurdles was, as noted, the creation of the GIM. This new system will be responsible for all the game servers that make up Star Citizen, and we’ve built it to have far more direct control over the internal state and operation of each game server than was available before. The GIM not only manages Arena Commander and Star Marine instances, but also provides a solid framework for instanced multi-player Hangars as well as the instanced Universe game servers that will form the persistent universe. The GIM allocates and recycles game servers at a much faster rate and in a more reliable way than before, helping to get player sinto the action more quickly and keeping them in their games with less incident. The development of this system, which has been ongoing for some time, has been a group effort involving engineers from around the company. Once it’s integrated, it will not only improve the Star Marine experience but also chart the ‘behind the screens’ course for Star Citizen’s future. We’re looking forward to testing it in action internally next week!
The new GIM isn’t the only ‘home grown’ system we’ve come to need for Star Marine. A second challenge has been the need to rewrite the game’s Matchmaking system from scratch, taking an entirely different approach to the process that will eliminate long waits during the Match search process. Situations that use to result in “Match Not Found” no longer exist and every player/group is guaranteed a match in a match and in shorter time than they have seen before. The Matchmaker now keeps friends together such that players in a public group will always be matched to the same team as expected. I’m happy to report that, as of this week, the new matchmaking software has been integrated and is undergoing testing.
The third process currently in progress for improving Star Citizen’s backend netcode is what we’re calling the “Phoenix” dynamic environments system. Each time the team kick off a new build of Star Citizen all the data that the servers need is automatically copied out to hard disks in Google; this is a snapshot of our game data. These disks are broken into two to three conceptual parts: Base Image (the OS plus a few other things), Logs, and Server Data (Code and Assets). When we build an environment, we mount duplicates of these disks to each Virtual Machine (VM) that we bring up. Duplicates of the snapshot are created very rapidly, around 45 seconds for 200 gigs of data. We’ve written some automation code to automatically run commands on the VM to configure it appropriately for what type of server it will become (Game, Matchmaking, Party, etc.) During this process, a new DNS entry is assigned to server based off the version of the data uploaded. When a new build is created, and we need to push it to an environment, we trigger a command that automatically shuts down all VM’s, unmounts the duplicated disks of the Base Image and Server Data disk (Log disks are always kept for troubleshooting), and then restarts the server with the new duplicates based of the new snapshot and the environment is running and ready on the new version.
This entire process takes about 8 minutes. When we want to take a QA environment that is built this way, and extend it to become a PTU environment, we send a command to our Provisioning layer and it goes out to Google, requests more VMs, builds more disk duplicates, mounts those snapshots, runs Chef commands to configure it, adds their DNS entries, and connects them to the existing infrastructure to be used. At that point we have a PTU environment. We repeat this process to build Production. Each time we expand an environment it takes about 8 to 10 minutes depending on the type of environment and the configurations we need.
The benefit of this dynamic creation and the environment expansion is threefold. First, any changed configs, misplaced settings, or broken processes are completely removed when the VMs are rebuilt using the new disk duplicates. Any configuration changes that need to persist should be made at the Chef level. Second, we can make absolutely sure that PTU and Production is the exact same environment that QA tested on, so there will be no strange differences we failed to catch in QA when we go live. The third benefit is simply speed. It is much faster to dynamically recreate environments on the fly than to recopy data each time. Those last two points are a pretty big deal. If our experience has taught us one thing it is that having a consistent test environment that can be rolled out quickly, and this new system is pretty quick. It’s a huge force multiplier for our ability to rapidly iterate our test versions, which means QA and ultimately our backers will be able to do more varied testing more quickly. The more accurate we can get versions to our QA and to our backers the better we can ultimately make the game.
These new systems and processes were initiated to replace very serious limitations in what had come before. We’re taking additional time to develop them properly and will in order to get them right we will ultimately need more for proper integration (testing, bug triage and the like.) But we’re already seeing a great improvement: the new system is far more reliable and handles more concurrent players due to improved networking protocol and a streamlined back-end service architecture. In short, doing it ourselves makes for a better game today and sets the stage for even bigger things to come!
On the gameplay side, we are dedicated to making sure the game represents what we want for first person action in the Star Citizen world. This is where things are a little less technical and more about the ‘feel’ of the experience. One of the biggest issues on this front is getting the visuals right. If you read our last design post on the FPS, you will remember that one of the ways we want this experience to stand apart is that we aren’t ‘faking’ animations: anything your character does in the first person needs to look correct when viewed in the third person by another player without duplicate ‘fake’ animations that look different to each person. Making this look right is something that’s taking more R&D time than we had anticipated. It’s a challenge that we will meet…but it’s going to require careful work. We’ve tapped the new Frankfurt studio, which is staffed by Crytek veterans who know every in and out of the engine and some key ex-Crytek leads from LA and Austin to help the team in Denver make this work.
As we continue to tackle these challenges, the FPS team is continuing to improve other areas beyond the initial spec. New characters and weapons and so on, already scheduled, are being developed while newly recorded mocap animations are going in on a regular basis…and other resources are working on more subtle map changes. For instance, artists have been conducting additional lighting and detail passes on the Gold Horizon map with an eye towards quick silhouette reads and making it easier to understand where you are in the level at any time. These kinds of passes aren’t as sexy as building a new spaceship or firing a new weapon…but they’re essential to providing the kind of detail and gameplay we want out of Star Marine.
Arena Commander, for instance, “shipped” with what we thought would be a very early version of the control system, and we’ve certainly heard no end of the debate since! Like it or not, we know that with Star Marine we need to release a build that at the very least shows people where we want to go and not just what we were able to do before a clock ran out.
What do the FPS issues mean for the status of the rest of the project?
Star Citizen’s development is distributed across several different modules or sub-projects, with development happening on all of them simultaneously. By the numbers, only 15% of the team has been working on Star Marine; it’s just been the major focus because it was the next public release. This means that development of other areas, such as Squadron 42, multicrew and the persistent universe, have continued while issues with FPS have stalled development there (though even in that case, development continues in other areas: while network engineers battle back end code, weapons artists and level designers continue to work towards future FPS milestones).
I don’t want to say that there is no impact: integrating the FPS properly will help move every part of Star Citizen forward, as the tech will help form the blood and sinews of the whole game…but I can’t stress enough that two additional months spent on Star Marine are not the same thing as two months of a delay for Star Citizen. The persistent universe team in Austin is still building brilliant new worlds, the ship team in Santa Monica is coming up with great concepts and integrating existing ships in preparation for future Arena Commander updates…and of course the Squadron 42 team in the UK is full speed ahead on the single player adventure. The biggest issue we have faced is that all the recent Arena Commander work, including new flyable ships has been done on the Star Marine branch of the game’s build. We expected to have 1.2 launched and wanted to take advantage of the great new tech Star Marine’s integration provides.
What’s next?
To that end, we are going to investigate releasing a build with Star Marine disabled that would allow you to experience some of the changes and updates we’ve made over the last few months to the core code base. There are some technical challenges in doing this, and it won’t happen overnight…but I feel that it’s incredibly important to do because we need to test with the public, we need to collect your feedback and frankly we need to continue proving that we’re working on what you care about.
When will we see Star Marine? Tonight, I don’t have an absolute answer for you. What I will tell you is that we know exactly what we have to do, and we’re already well on our way to doing it. With allocation of additional resources and increased cross-studio focus on the FPS portion of the game we are on our way… we’re just not there quite yet. I’m confident that with the significant updates and changes to the backend architecture discussed above that we will have an experience worthy of the Star Citizen name; it’s just going to take some additional integration and testing. On the public side, I know that it’s time to open up our communications on the Star Marine rollout process: starting with this message and continuing each week, we will provide a high level update on the challenges just as we did for Arena Commander.
We ended the 2012 pledge campaign with ‘The Pledge,’ in which I outlined our new company’s goals to be open about our process. Today, I want to rededicate ourselves to this: I can’t promise you we’ll meet every internal deadline or that every decision we make is something you’ll agree with. There will be challenges that we struggle to overcome, and we will never be able to predict all of these with certainty…but I can promise you we will keep you informed and that we will not stop working until the game is done right. After all, that’s why we’re here in the first place. Your support is letting us create the game we want to make before anything else. Because of you, we have the freedom to make sure things work the way we want, even if it takes more time and more effort. We won’t let you down!
- Chris Roberts
Quelle: https://robertsspaceindustries.com/comm-link/tran…om-The-Chairman
Alles anzeigenAround the Verse Episode 50
It’s the 50th Episode of Around the Verse! We have an extended sneak peek at the Genisis Starliner, a new episode of Which Glitch, along with Ship Shape and News From Around the Verse.
0:00 – The Empire Report!
1:10 – Welcome & Updates with Ben and Sandi
3:11 – News from Around The Verse
11:00 – “Cutlass Golfing” with Napper198
11:30 – Ship Shape with Lisa Ohanian
15:03 – Which Glitch? with the Austin QA team
19:12 – Genesis Starliner deep dive with Randy Vasquez
34:27 – What’s the deal with the postcards?!
35:20 – Sneak Peek
35:51 – Star Citizen Photo MontageThank you citizens for making Around the Verse possible.
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse
Hi SniperSlice,
we wish you a lot of fun in our community.
Time: Jun 25th 2015, 12:57pm
Profile: SniperSlice
Your Serverteam.
Alles anzeigenRIP E3, We Hardly Knew Ye
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hello Citizens! We had another great week of development content for you to devour at your leisure. Bugsmashers, a new Jump Point, and a free fly week? Pinch me!
Monday, June 15th
10 For The Artists – Episode 03
Tuesday, June 16th
Meet The Devs – Eric Kieron Davis
Chris Roberts on The PC Gaming Show!
Plain Truth – Clinical TrialWednesday, June 17th
Vault – Void Bomber WIP
BugSmashers! – Episode 04Thursday, June 18th
Friday, June 19th
Scythe Q&A
Test Drive ALL Flyable Ships!
June 2015 Jump Point Now Available!Saturday, June 20th
Quelle: https://robertsspaceindustries.com/comm-link/tran…-Weekly-Rundown
Alles anzeigenReverse the Verse #52
We’re still reeling from this week’s exhaustive E3 activities—but we were sure to throw in a unexpected surprise or two this week on RTV! Check out the highlights in our Top 5 below, or you could always click the video above for the replay.
Special Note: This week’s RTV is in two parts! Click on the YouTube annotation within the video to watch part two with Ben, or simply click HERE.
It’s never the same without you! If you missed us this week, you can always watch LIVE on Fridays at 11AM PT!
Top 5 Things from Reverse The Verse #52
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.1. E3 is a beast of a convention
Offsite parties, gaming demos, and convention halls packed with other industry people—there’s a whole lot to see at E3 every year, and CIG took full advantage. With most people spending Thursday exploring the gaming space, there was plenty to report from all angles. It was safe to say a personal highlight for all of us was seeing Will Lewis happy and healthy!
2. The Sneak Peek delivered more UI goodness
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We saw Zane tour us around the Scythe UI earlier this week in ATV, but did you know the Sneak Peek was also an in-game user interface? The Shubin mining station is currently being built out, and we got our hands on an early mock-up of a user terminal. Cool stuff!
3. SOON. Star Marine is in review!
From play testing to general release meetings, Star Marine is getting closer and closer to a public patch. CIG employees are hard at work to ensure that the delay of the game is well worth it, as a bad game is simply a bad game. And we certainly don’t want that! Stay tuned in the following weeks for more information, we’re just as excited for it as you are.
4. The Starliner is coming!
In a surprise second-half episode of RTV, Ben revealed that the concept sale next week will be for the Genesis Starliner! An old friend from the Wingman community, Chris Reed, is actively helping build out the ship. The Starliner is in good hands, as Chris is an engineer at Boeing! Expect more information about the development of the Genesis Starliner in the weeks ahead!
5. We need more Twitch streamers!
Are you a backer of Star Citizen? Do you stream to Twitch regularly and want to grow your audience? Well we want to feature YOU after an episode of Reverse The Verse! Every week, we highlight a fellow streamer and hook them up with our hosting audience after RTV ends at noon. We also have been known to supply a giveaway or two…
Want to know more? Send Jenny a message in the forums! Include a quick description of your streaming style and a link to your channel!
That’s it! We hope you enjoyed this week’s episode and continue to tune in every Friday!
Check out past broadcasts of Reverse The Verse over on Twitch.
Follow us to be notified the next time we go live!
For a full recap of the episode, check out our friends over at the Imperial News Network.
Check here for INN’s coverage of Reverse the ‘Verse Episode 52.
Quelle: https://robertsspaceindustries.com/comm-link/tran…The-Verse-Recap
Alles anzeigenAround the Verse Episode 49
This episode features Scythe HUD talk with Zane Bien and an interview with 3D Artist Gage Hallman! We also have Ship Shape, News from Around the Verse, and Ben-tastic hosting.
0:00 – Empire Report is back!
1:01 – Welcome & News with Ben Lesnick
5:42 – News from Around The Verse
15:32 – Meridian Transit – Sol System
16:10 – Interview with Gage Hallman
21:00 – Ship Shape with Lisa Ohanian
24:45 – Meridian Transit – Castra System
25:19 – Exploring the Scythe UI with Zane Bien
29:50 – Sneak Peek
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse
Alles anzeigenIt's been one year of ATV! Cheers!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hello Citizens! We had another great week of development content for you to feast your eyes (and ears!) on. Make sure to check out this week’s anni-verse-ary episode ATV, the feels are real.
Monday, June 8th
10 For The Designers – Episode 04
Tuesday, June 9th
Meet The Devs – Matt Sherman
B0otyCall: A Score to SettleWednesday, June 10th
Vault – Merlin Update
RSVP for CitizenCon 2015Thursday, June 11th
Happy Anni-VERSE-ary! Around The Verse #48
Friday, June 12th
June Subscriber Flair!
Classified Report – Vanduul Bomber Identified
PREVIEW – Flying the ScytheSaturday, June 6th
Quelle: https://robertsspaceindustries.com/comm-link/tran…-Weekly-Rundown
Alles anzeigenPreview: Flying the Scythe
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Greetings Citizens,
The Scythe is coming! Much of our focus in recent weeks has been on Star Marine, the FPS module… but that doesn’t mean progress isn’t continuing on Arena Commander and the rest of Star Citizen. The next major Arena Commander patch will include a number of updates and additions, including the long-promised flyable Scythe. For the first time, backers will be able to get behind the stick of an alien ship… with more to follow!
Because of how development works, with different branches of development building off of one another, the Scythe and other changes can’t be added until Star Marine (which features necessary updated animation code) launches. In the meantime, we thought backers would enjoy an initial look at the Scythe in action in a player’s hands for the first time.
Will I need to speak Vanduul?
NO! In Star Citizen’s fiction, the Scythes currently available have been modified by a human aerospace company. They include human-designed control surfaces and HUD software that has been modified with human-appropriate text and graphics. These systems will still retain an alien style, but will be fully usable by those who don’t speak (grunt?) Vanduul.
Hasn’t the Scythe been in the game since AC launched?
Yes and no! The Scythe has been present in Arena Commander as the AI enemy since the module launched. But making the base ship is just the start of the process! In order to make the Scythe flyable by human players, a number of tasks needed to be completed. These range from designing a human-usable cockpit and HUD to engineering entirely new sounds to capturing and perfecting the animations needed to see your character get in and out of the ship. While the AI can make do with an incomplete flight model, we want to make sure you have everything you need to pilot the Scythe. Constant improvements to Arena Commander also mean that the Scythe has evolved alongside everything else, with new damage states being one of the additions you can look forward to.
How can I fly the Scythe?
A limited number of Scythes were available to backers early in the campaign and there are no plans to sell additional ships. That said, we will absolutely make them available for everyone to try during designated free-fly weeks. Additionally, Imperator subscribers receive a token for additional Scythe time each month (past months stack, so existing Imperators will have a number of days when the ship launches.) You can learn more about Imperator subscriptions here.
Are any other Vanduul ships coming?
Yes! Three Vanduul ships have been revealed so far: the Scythe and it’s sister fighter, the Glaive (presently in Arena Commander) and now the Void bomber. You can read more about the Void bomber here.
Quelle: https://robertsspaceindustries.com/comm-link/tran…ying-The-Scythe
I've upgraded the forums to catch up with the latest security updates. Unfortunately it broke the CKEditor plugin so you'll have to scream at the old editor.
I'm quite bored of using plugins by people that just stop supporting them 6 months later, so I'm just going to make something for ourselves we'll be able to update without problems.
Quelle: http://discoverygc.com/forums/showthread.php?tid=130526
Alles anzeigenAround the Verse Episode 48
Can you believe Around the Verse is now a year old? They grow up so fast. Along with a little retrospective we have an interview with Senior Producer Eric Davis, Subscribers Corner, and WHICH GLITCH!
0:00 – One Year ATV Retrospective
4:30 – News with Ben Lesnick
8:38 – News from Around The Verse
16:21 – Subscriber’s Corner with Alexis Lesnick
22:10 – Interview with Senior Producer Eric Davis
26:25 – Ship Shape with Lisa Ohanian
30:42 – Which Glitch? with Austin QA
34:37 – Sneak PeekThank you Citizens and we look forward to another year!
Quelle: https://robertsspaceindustries.com/comm-link//14771-Around-The-Verse
Alles anzeigenRSVP For CitizenCon 2015!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Greetings Citizens,
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The third annual CitizenCon event is coming! This year, we’re celebrating Star Citizen’s birthday in Manchester, England, the home of the fabulous Foundry 42 studio. CitizenCon is our dedicated celebration of Star Citizen’s past, present and future… expect to see what we’ve been working on in 2015 and to get the first look at what’s next for the project!
The £40 CitizenCon ticket price includes a buffet-style meal and an assortment of digital and physical Star Citizen swag, including the second ship pin in an ongoing collection! The CitizenCon presentation will be livestreamed for anyone unable to attend in person. Additionally, we have updated the pledge store’s exchange rate for GBP this morning, to make the event (and pledge packages in general!) more affordable for those purchasing tickets in the UK (as of this posting.)
Where & When
CitizenCon 2015 will be held at the Runway Visitor Park at the Manchester Airport, featuring a Concorde jet as a backdrop! Doors will open at 6 PM local time on Saturday, October 10, 2015.
The Runway Visitor Park
Sunbank Lane
Altrincham
WA15 8XQWhat to Bring
Filling out the form below will generate an RSVP ticket, please remember to bring that! If you have a Citizen Card or any Star Citizen clothing, bring it! You’ll have plenty of chances to pose with Chris Roberts and the team in your Star Citizen attire.
Who’s Coming?
CitizenCon will feature the entire Foundry 42 staff, over one hundred developers currently hard at work on multicrew and Foundry 42. Chris Roberts, Sandi Gardiner, Erin Roberts and other familiar faces from other studios will also be on hand. Additional guest announcements will be made as the event approaches.
Volunteering
Are you interested in volunteering to help us make this event a success? Let us know in the comments below and we will contact you!
Tickets
Citizen Con tickets, available below, are £40 in order to help cover the cost of the event. The £40 also covers a meal that will be served at the event. We are giving you dinner and a show! Registrants must be 18+. Star Citizen events are planned exclusively for Star Citizen backers! Tickets will be printable closer to the day of the event, when a reminder email will be sent out to attendees. After you purchase your ticket, it can be viewed HERE
Quelle: https://robertsspaceindustries.com/comm-link/tran…CitizenCon-2015
Hallo []d|n,
wir wünschen Dir viel Spaß im Forum.
Zeit: 8. Juni 2015, 20:32
Profil: []d|n
Das Serverteam.
Alles anzeigenLoad up! Military ships are back and so are the Nerf battles!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Another week, another round of development comms from CIG! Check back every day for great information regarding the development of Star Citizen!
Monday, June 1st
10 for the Writers – Episode #3
Tuesday, June 2nd
Meet The Devs – Ricky Jutley
KAIZEN – The Nova DilemmaWednesday, June 3rd
Note from the Chairman – The Bard’s Tale IV
BugSmashers! – Episode #3
Vault – Logo Development IIThursday, June 4th
Friday, June 5th
Monthly Report – May
Sale – Limited Military Ships Available!Saturday, June 6th
Reverse The Verse Recap – Episode 50
Have a good weekend!
Quelle: https://robertsspaceindustries.com/comm-link/tran…-Weekly-Rundown
Hallo Raksoline,
wir wünschen Dir viel Spaß im Forum.
Zeit: 7. Juni 2015, 20:57
Profil: Raksoline
Das Serverteam.