Hi Moromete,
we wish you a lot of fun in our community.
Time: Jul 22nd 2015, 10:27pm
Profile: Moromete
Your Serverteam.
Hi Moromete,
we wish you a lot of fun in our community.
Time: Jul 22nd 2015, 10:27pm
Profile: Moromete
Your Serverteam.
Hallo Mik2402,
wir wünschen Dir viel Spaß im Forum.
Zeit: 22. Juli 2015, 18:19
Profil: Mik2402
Das Serverteam.
Hi Bacox,
we wish you a lot of fun in our community.
Time: Jul 21st 2015, 3:47am
Profile: Bacox
Your Serverteam.
Alles anzeigen10 For the Chairman Episode 60
The Chairman is back! This week Chris Roberts and Ben Lesnick sit down to discus the current status and future of Star Citizen. Chris answers ten questions chosen from development subscribers in each show. Want your question considered? Learn more about subscriptions here.
00:00:00 – Introduction and Squadron 42 Update
00:19:39 – What is the status of Star Marine?
00:31:08 – Have you been in contact with the team?
00:34:12 – Why is there stuff in the leak we haven’t seen?
00:38:20 – What are your thoughts on controller balance?
00:46:57 – What’s the story behind recent staff departures?
00:54:09 – Why isn’t the concept ship I bought playable, yet?
00:58:48 – Why do you still have concept sales?
01:02:28 – How has Star Citizen changed since the beginning?
01:14:11 – Is Star Citizen impossible to finish?
01:24:41 – What’s next for Star Citizen?
Quelle: https://robertsspaceindustries.com/comm-link/tran…or-The-Chairman
Alles anzeigenLetter from the Chairman
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hi everyone,
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.On the set of Squadron 42 Now that I am back in Los Angeles I thought I would write a letter to all of you who have backed Star Citizen. I haven’t had the chance to communicate to everyone as frequently as I normally have due to my directing duties on the Squadron 42 performance capture shoot. Directing a shoot is a pretty intensive affair which absorbed most of my time. The rest of the hours I wasn’t sleeping were taken up with the business of directing a game as large as Star Citizen with video conferences and emails or online collaboration with the six development studios spread across two continents and six time zones. To help address some of the questions that came up during the shoot, I’ve put together a special 10 for the Chairman companion piece to this letter, which you can find here.
A week ago Wednesday we wrapped the main performance and motion capture for Squadron 42, Episode 1, after 66 shooting days. We started shooting on March 31st at Ealing Studios in London and completed principal performance and motion capture on July 8th. This is more shooting days than any film I’ve ever been involved with! I directed my last scene on Friday July 3rd, leaving David Haddock, our lead writer, who along with William Weissbaum wrote the Squadron 42 script, to direct the last three days of secondary character “wild lines” and motion sets the following Monday through Wednesday.
A Grand Tour
That Monday I took a train up to Wilmslow to the Foundry 42 UK Office to spend some time with the Squadron 42 development team in person as well as gather key people from our various studios and our technical partners for a technical summit on our character and facial animation technology and pipeline. Like everything on Star Citizen and Squadron 42 we are aiming to push the envelope – with the tech we are working on for animation, shaders and AI we are aiming to give you a fluid immersion inside the story of Squadron 42 and later the bigger world of the Persistent Universe of Star Citizen, in a way that conveys the emotional subtlety of film. It’s one of the reasons why our performance capture shoot was so long – maybe 10% of the scenes we shot were for cinematics, the rest were all for scenes where we allow full player control that play out during game control from your POV. Most games just record voiceovers for these types of scenes over a few days, but for us it was important to capture the full performance of our amazing cast. This allows us to then blend the captured performance of the actor’s face and body with other motions to adjust the game character’s looks and movement so they react in a natural manner to the player’s actions (whatever they may be). At the fidelity we are going for we are definitely breaking new ground, but luckily we are working with some of the leading companies and people in the area of scanning real people and bringing their performances into 3D in the most life-like way. 3 Lateral and Cubic Motion are well known for their amazing work in this field and we are partnering with them to push performance capture and real time playback beyond what you have seen in a game before. Internally we have been hiring up some incredible talent, including the architect of the CryEngine animation system, who recently joined us in Frankfurt.
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Some photos from my adventure in London Wednesday night I flew with my brother Erin to Frankfurt Germany to visit the German Foundry 42 development studio, where the 22 newest members of the Star Citizen family have just moved into their new home, after being crammed into temporary offices for the last few months. The energy and enthusiasm there was fantastic to experience first-hand. We have been lucky enough to have some of the best technologists and game developers in the business join us these past few months, the very people who were involved in building the engine we are using. These are guys who did things with a PC in 2003 and 2006 that no one thought possible. Star Citizen is lucky to have them and we spent Thursday and Friday going over our engine and technology road map, as well as reviewing some of the work they have been doing these last months. As we have mentioned before, Star Citizen (and even Squadron 42) presents a challenge in terms of detail and scale that no game has tackled successfully to date. To do what the game requires there needs to be a different approach to how things are organized, rendered and updated. This is why we spent eight months converting the engine to 64 bit precision and why we have developed some new technologies like the Zone system and local grids, which fundamentally change how the engine organizes, streams, updates and renders objects in the world (or more accurately: the ‘verse). We can now manage one massive play area with all sorts of objects; single seat fighters, multi crew ships, capital ships with hundreds of rooms and thousands of objects inside, huge space stations or incredibly detailed landing environments. We will be showing you the first preview of this in action at Gamescom. We still have lots of work to do, not the least being the network side of things, to be able to update all this with a decent amount of players participating. Even in the early stages it is incredibly exhilarating.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Squadron 42 concept art, the "Chop Shop" Squadron 42 is going to be something special. I could feel it on set with the performances we were getting, with me knowing how we can bring those into the game. Squadron 42 is going to be like this amazing sci-fi movie where instead of just watching, you truly feel you’re in the world, emotionally connected to the other characters in the story. The action goes fluidly from space, to ship board, to on-foot gun battles aboard ships, stations and asteroid bases – all from the same 1st person point of view, all fluidly blending with no loading screens.
I look at the work Tony is spearheading on the Persistent Universe side: some of the environments we are constructing, the rendering and graphics technology we have in the pipeline to render these worlds in a fluid manner to go from space flight to being on-foot at your destination. Also the attention Tony is spending on making sure there are many different careers and roles you can play in the bigger universe. I know the dream game that I have always wanted to make and that you all want to play and backed for is closer than ever.
I have never been more excited by what we are building then I am now.
That’s not to say I did not come home to a little drama
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Star Marine & Production
It seems some gaming outlets got a little confused with my last FPS letter, which was no different to the one that we did back in May to let people know where we were on Star Marine / the FPS module. As you all know we are shy of announcing firm dates for module releases until they are in the Public Test Universe (PTU) as it’s hard to predict exact dates in open development, especially in the stages that still involve R&D, unless you build in large time buffers. We have been burned by this multiple times before so I have heeded all your wishes to not give out dates until we are sure. Perhaps we stressed the point a little too strongly as suddenly gaming websites were running with the headline, “Star Citizen FPS delayed indefinitely!” which was unfortunate as this phrase is usually a euphemism for a project being put on indefinite hold or canceled.
Don’t worry, it’s not! We’re hard at work on the FPS – as you can see from our update on Friday – and you will have it in your hands sooner rather than later.
Shortly after the FPS flap, the news that the LA Studio’s Executive Producer, Alex Mayberry, had left for personal reasons after a year on the job combined with a couple of other staff departures that we had previously announced had some people worrying about whether they should be concerned.
With a company the size of CIG and its subsidiaries there is always going to be turnover. We are a very large company now, dedicated entirely to making Star Citizen and Squadron 42. We have four development studios: Los Angeles, Austin, Wilmslow, UK and Frankfurt, Germany. Our internal headcount has gone from five at the end of 2012 to 59 at the end of 2013 to 183 at the end of 2014 and to 255 now. That’s some pretty huge growth. The turnover at CIG is no more or less than it was at Origin, EA, Digital Anvil or Microsoft when I was making games there. The difference is that since we conduct our development in an open manner people get the opportunity to know some of the individuals working on the game, in a way you wouldn’t with a normal publisher, so a departure becomes more noticeable. Sometimes an employee may get an opportunity to go elsewhere in a role they feel will be more rewarding personally. Sometimes our breakneck pace of development is too much, or sometimes people just want to make a change for personal reasons.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Foundry 42 DE team! We made a conscious decision early on to go where the developers were as opposed to making them come to one place. If I hadn’t done this we would only have an office in LA as that’s where I live, but I decided in today’s world with fast Internet (we run 1 Gigabit connections at all our offices), Cloud and online sharing technology we don’t have to force talented people to leave their homes to work on Star Citizen. This approach has allowed us to staff up with some of the best people in the business. The UK and German office are key examples of this. This approach of distributed development is not new or unusual but it does require you to work hard to keep all locations working together as harmoniously as possible.
As such, we are constantly reassessing our development structure and methodology to improve our efficiency. With Alex’s departure we took the opportunity to streamline all production leadership under Erin. Erin has an amazing track record, delivering more than $500M worth of Lego games during his seven years of running Traveler’s Tales Fusion, not to mention the titles he has built with me at Origin, EA and Digital Anvil. I had asked Erin to take on this role originally when he joined but at the time he wanted to concentrate on building up Foundry 42. Now with Foundry 42 as our largest studio (between Wilmslow and Frankfurt there are 138 people) and those teams operating efficiently, Erin felt comfortable taking on a wider role. I could not be happier as he has been with me since the first Wing Commander and the best producer / production executive I know.
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Meanwhile, the PU team in Austin is working on the next planet in the ArcCorp system Open Development
If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012.
You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!
Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Will it take longer to deliver all this? Of course! When the scope changes, the amount of time it will take to deliver all the features naturally increases. This is something we are acutely aware of. How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?
Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed. Originally we had just planned to share a multiplayer dogfighting alpha and then the beta of the game (which would have just been Squadron 42). As we smashed every stretch goal, and continued to power through additional ones, it was pretty apparent we had to find a way to keep people engaged while we were building this virtual universe. In today’s 24/7 short attention-span world people don’t have the patience to wait around for years. This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First Person Shooting component of the game. Not long after that we will be releasing the next level of Arena Commander, allowing players with bigger ships to fly them with friends, on maps that are closer in size to the huge ones you’ll have in the final game. Then we’re rolling out aspects of the Persistent Universe: first there will be just planet side environments to explore, but not long after you’ll be able to transition to space and fly to another destination, and then after that to another system. We have taken this route to allow people to experience and give feedback to make the game better as we build it. Almost no one else does this. And we’re still doing it: case in point, our first 16-player version of Arena Commander went to the PTU on Saturday! I’ve said it countless times: my goal is to make the journey of Star Citizen’s development worth the price of admission and the final game be the best bonus in the world.
So while it will take longer to build the full vision that all of you are helping to achieve by contributing your funds, our plan is to have you play large sections of it without having to wait for everything to be done like you would on a normal retail product. That is the advantage of being online and on the PC. It should be a win / win: you get to play a more limited version early, a version that is closer to the original goals, but you know the bigger, fuller featured version is coming – and the best bit is that you get it all for your initial pledge!
Is ‘feature creep’ a worry? Sure… it’s always a worry, and we are well aware of it. However, building the game to the stretch goals embraced and endorsed by the community is not feature creep! We made the decision to stop stretch goals at the end of last year. That was a hard choice to abandon one of the central tenets of crowd funding projects, the idea that the sky is the limit… but it’s one we felt we had to make for the better of the game. Today, we have a radical design that’s like nothing else in the industry and we’re building towards it every hour of every day. We count on the community’s continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.
Occasionally I see comments out there from people who haven’t taken the time to watch the thousands of YouTube videos of people running around their ships and hangars or dogfighting in space, or visit our site to read the vast amount of information we make publicly available that call us vaporware or a glorified tech demo. Arena Commander, which is still evolving, is a better looking and playing game than a lot of finished games out there. We are maintaining a live game and building one all at the same time. It’s harder than just developing, as most companies that run online games will tell you, but it’s worth it, both to ensure you get to experience features as soon as they are ready and to make a better game in the long run.
This is all being made possible by your enthusiasm and support. As we promised since the start of the campaign, we invest every dollar raised into the game. Anyone with knowledge about game development can assess our spending based on the information we share every month. It speaks for itself that from the outset our TOS provides for an accounting to be published if we ever had to stop development before delivering. With the progress and the funds we’ve raised this is no longer an issue, but quite obviously we wouldn’t have provided for this clause, if we weren’t using your funds very carefully for the development of Star Citizen.
The rest of the team and I are immensely grateful for all your support and passion. We’re hard at work on finishing up the next Arena Commander patch, Star Marine, the Persistent Universe, Squadron 42, as well as working on something special to show you all at Gamescom!
We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen. This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream.
To paraphrase a key speech from the beginning of Squadron 42;
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
Quelle: https://robertsspaceindustries.com/comm-link/tran…om-The-Chairman
As of today, the Registration Agreement has been updated to what should be its (not even?) final form.Alles anzeigenQuote:Whilst we attempt to edit or remove any messages containing inappropriate, sexually orientated, abusive, hateful, slanderous, or threatening material that could be considered invasive of a person's privacy, or which otherwise violate any kind of law, it is impossible for us to review every message posted on this discussion system. For this reason you acknowledge that all messages posted on this discussion system express the views and opinions of the original message author and not necessarily the views of this bulletin board. Therefore we take no responsibility and cannot be held liable for any messages posted. We do not vouch for or warrant the accuracy and completeness of every message.
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By continuing to use the forums, it is assumed you agree to the new terms. If you do not, you have 72h as of this post to reply to this thread and request either:- An account deletion with your previous content left on the forums.
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The previous agreement update had a flaw due the Wiki's licensing scheme being fairly outdated. As of now, the Wiki has been updated to operate under the CC BY-NC-SA 4.0 License. You can find a really simple version explaining it here: https://tldrlegal.com/license/creative-c...nc-sa-4.0)
The forum Terms & Conditions have received several updates. The T&C had nothing related to posting copyrighted materials, which threatened the safety of the server as it could have been shut down with something like a DMCA. It isn't possible anymore. We have modified the terms related to third-party information sharing as it still was possible to share personal information. This as well is now impossible.
We have added the terms protecting you in the event Disco is ever tied to a legal investigation, as unless we state it in the T&C we have no legal obligation to inform you of said investigation.
Content that falls under the new CC-BY-NC-SA 4.0 license has been clarified. "content of your own intended for use by groups... of which you are a member at the time of posting" means informations that will be used by the faction as a whole, such as Lore or Faction Information. Individual diaries or such things are not part of this agreement unless you specifically state it belongs to the faction.
We strongly suggest you read the new terms with the utmost attention.
Quelle: http://discoverygc.com/forums/showthread.php?tid=131769
As of today, the Registration Agreement has been updated. The second paragraph will read as such:Alles anzeigenQuote:By registering on this discussion system you agree that you will not post any material which is knowingly false, inaccurate, abusive, hateful, harassing, sexually orientated, threatening or invasive of a person's privacy, or any other material which may violate any applicable laws. You agree any roleplay content you submit on the DiscoveryGC Forums will be the property of the DiscoveryGC Community. If said content is intended for use by groups registered on the DiscoveryGC Community as "Official Faction" or "Unofficial Faction", you agree any member belonging to said group will be allowed to alter your material with your consent or the authorization of the DiscoveryGC Administration. You agree the DiscoveryGC Administration will be allowed to perform any action on your roleplay content deemed necessary such as altering or deleting the content, but not only.As you have all accepted the following:
Quote:By continuing with the sign up process you agree to the above rules and any others that the Administrator specifies.You have until July 26th to post in this thread with a clear notification you do not agree with the new terms. As of July 27th, it will be automatically assumed you agree with these new terms.
For pretty much all of us, nothing will change. This change is mostly intended to safeguard the integrity of faction content.
Quelle: http://discoverygc.com/forums/showthread.php?tid=131742
Hi Chuba,
we wish you a lot of fun in our community.
Time: Jul 19th 2015, 1:24am
Profile: Chuba
Your Serverteam.
Star Citizen Alpha 1.1.5 PTU Available!
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,
Star Citizen 1.1.5 is now available on the Public Test Universe! The PTU is our ‘test’ server, designed for letting the Star Citizen community review earlier builds of the game than our standard live server. If you’re interested in joining the PTU test for 1.1.5, you can learn how in the PTU FAQ. Patch 1.1.5 adds two flyable ships, the Scythe and the Merlin, as well as a host of balance changes and bug fixes. You can find the complete patch notes here.
Quelle: https://robertsspaceindustries.com/comm-link/tran…5-PTU-Available
Alles anzeigenStar Marine Status Update
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 Winner! 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.It’s that time again! As we promised, here’s your comprehensive review of what the Star Marine team (and those supporting it in this final push) worked on this past week. We’re going to format this update a little bit differently, more akin to the big Monthly Reports that the team puts together. Please join me as we walk through each of the different disciplines currently working to get Star Marine to the PTU!
Before we begin, we haven’t forgotten last week’s poll! It seems the Ghost Sight is the odds on favorite. The poll wasn’t just for show and we’re going to go with the community’s choice here. As a result, we’ll be integrating it as standard equipment for the ATT-4! If you loved one of the other sights, don’t worry: they’ll return in the future as modular options (and will likely appear as standard on other guns.)
Engineering & Code
We started things off by making a number of netcode improvements in the lead-up to Thursday’s internal company-wide playtest… and using the results of that playtest, we’ve gone on to make several others! A big focus of these changes is making sure that movement transitions are serialized. Issues with passing/clipping through objects have been significantly de creased with a pair of fixes by Paul J. He’s updated the game to use the living entity’s orientation rather than the articulated entity for intersection tests and also fixed a frame behind issue with the living entity’s bounding box calculation. In plain English: no more clipping problems!
We also tested passing data from game servers to our Platform services; that’s the process by which the game talks to the website and your Leaderboard data appears here on RSI. We identified one issue there, with a fix in progress as we speak. And we resolved another pair of outstanding issues: one that caused problems equipping/throwing grenades while holstering a weapon and the other that prevented the personal shield from being destroyed. We’re continuing to investigate a cause for issues with player prediction that are currently resulting in teleporting and hits not syncing up between clients properly. This investigation is ongoing, but we’re very hopeful this bug is about to be smashed.
Player Locomotion/Animations
The player predication and network improvements mentioned above have already had a positive impact on the animation status. Steve Bender, the animation director, has been reviewing and experimenting with Ragdoll effects for death animations. We’ve also been working on the non-cardinal direction walk jokes, the directional jumps in first person and several other specific animation types. Weapon holstering animations are in progress for the ladder mount, walk, run and spring, as are ‘transition’ animations (switching from a pistol to a rifle.) Making sure these look right in both first and third person is a real challenge, but we’re happy to report that it’s coming together.
I mentioned ladder animations, which have been a major focus lately. We’ve been tweaking the l adder animations to change climbing speed and are currently working an issue with ladder mounts and dismounts. They’re working, but they glitch sometimes in multiplayer and don’t synch properly. We’re looking into that, of course! Next, we’ll be using animation resources around the company to focus on updating crouch jukes and issues with our prone animation. We have the process for this down at this point, it’s just a matter of getting the animations to the right people!
Level Design
Our designers continued to look at Gold Horizon from the standpoint of a competitive combatant. This week, that meant tuning Gold Horizon’s player focal points and sight lines to make for a better battle experience. We conducted a performance pass, addressing areas of the level that were causing too many LODs. The result is a better framerate than we’ve seen! We fixed issues with the energy recharge stations and we have redone some of the lighting to improve their breakable functionality. We’d previously set things unbreakable to address a crash and now we’re going back and applying the proper fix to make the levels truly interactive. There are a LOT of lights, so that process will continue into next week, wrapping up just before the next big company-wide internal playtest!
The plan next is to add some additional spawn points to Gold Horizon for the new Free Play (FFA) practice mode suggested by the company. We’ll also be making a material surface pass on the level; certain tracer effects are not being cleaned up when they hit an imporper surface material. Since those tracers can reduce the frame rate when they don’t disperse properly, we need to make sure they do!
Game Design
Designers have been looking at individual game modes this week, discussing how to make Gold Horizon’s Team Elimination mode the slow-paced tactical gameplay we are aiming for. We want it to be a simulation of the rest of the Persistent Universe’s First Person gameplay rather than a throwaway action mode that doesn’t speak to the larger project. We want gameplay where there are consequences for death, so that the player is encouraged to be slow, careful and there’s a reason to help your friends and do your best to overpower, deceive and defeat your enemies. Next we’ll be making some tweaks to the practice mode, adding a round timer to Free Play (and some iteration testing associated therewith.) We will be adding a scoreboard for the ends of matches and testing a small respawn delay with a countdown timer to see how it impacts the overall feel.
Weapons & Gadgets
We’ve got guns! The Devastator Shotgun animations had a pass to add more pop and attitude during reload/fire. We did some exensive work on the two-handed gadget deploy/throw animations, breaking them up into three component parts: weapon deselect, gadget grab and throw and weapon select. These are undergoing review now and are looking good!
Sometimes, though, we make a gun TOO good. The ATT-4, seen last week, is a very satisfying game to use… to the point that we now need to enhance the other weapons to its level (rather than tuning it down, which might happen on an ordinary project.) We’ll be looking at our options there next, and we’ll also be doing a pass on the Laser Snipe rifle’s scope, VFX and charging mode. The feedback from QA is that it needs to feel more satisfying to use.
User Interface/HUD
Icons, icons, icons! New icons are being implemented for guns, grenades and gadgets, with new health icons expected shortly. We’ve finished work on updating the weapon select/ammo counter widget for the new HUD and we’ve begin to integrate a new Message/Chat widget (work should be done on this next.) We’ve been looking at several options for improving the aiming reticule and speeding up the ADS transition. We’ll continue iterating on this. Up next is the health/injury display widget, which needs to be updated to the current standard.
Blockers
We’re going to end off this week with a list of ongoing blockers. These are the issues that are truly preventing Star Marine from going to the PTU… and as such, they’re the ones we’re most eager to tackle!
- Netcode issues. For the last couple of weeks I have read backer comments that we have been glossing over them. Its true, I was… but only because they’re very difficult to drill down to. What we are seeing in playtests are issues deploying gadgets, firing at targets that aren’t where you expect, and other issues that can look like high latency situations even with a solid connection to the server. Issues like this can and will exacerbate other smaller issues that on their own may not feel like a big problem. The netcode is improving (wait till you see 16-player Arena Commander matches in 1.1.5) but there’s still certainly work left to be done.
- Jukes and stops need to be tuned. Our aim is less juke at slow speeds, more jukes on high speed strafes, turns, and stops.
- There is too much weapon sway while in ADS (Aiming Down Sight) mode. We need to tune this such that the only movement comes from player input, some of our immersive animations from breathing, the results of being near cover, getting hit, or transitioning from a juke while moving are too strong.
- Animations for all weapon types are not done, we’re burning these down; it takes time to clean-up integrate, test, and iterate on the animation to make sure they hit our high standards.
- The new Visor HUD not quite ready yet (this requires code, art, tech art, animation, UI design, and audio support to get finalized).
- There is a bug with Radar not drawing properly in ADS
- Audio cues are not hooked up for all weapons, hit indicators, and UI elements. This will require a dedicated pass.
- Proper positional audio for footsteps, and weapon fire aren’t being reported correctly to the player.
Quelle: https://robertsspaceindustries.com/comm-link/tran…e-Status-Update
Hi Death_Wings,
we wish you a lot of fun in our community.
Time: Jul 17th 2015, 12:33pm
Profile: Death_Wings
Your Serverteam.
Hi Yokohama,
we wish you a lot of fun in our community.
Time: Jul 16th 2015, 2:54pm
Profile: Yokohama
Your Serverteam.
Hi commander GAB,
we wish you a lot of fun in our community.
Time: Jul 16th 2015, 9:00am
Profile: commander GAB
Your Serverteam.
Hi goliathkks,
we wish you a lot of fun in our community.
Time: Jul 15th 2015, 9:41pm
Profile: goliathkks
Your Serverteam.
Hi Zergling,
we wish you a lot of fun in our community.
Time: Jul 15th 2015, 1:31pm
Profile: Zergling
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Hallo fautzin,
wir wünschen Dir viel Spaß im Forum.
Zeit: 15. Juli 2015, 03:53
Profil: fautzin
Das Serverteam.
Hallo Mr.Tiktak,
wir wünschen Dir viel Spaß im Forum.
Zeit: 14. Juli 2015, 12:23
Profil: Mr.Tiktak
Das Serverteam.
Effective immediately, the Zoner ID now reads as:Alles anzeigenQuote:Pilot carrying this quasi-lawful ID is a Zoner, who:
- Can attack any ship in self-defense, to protect another Zoner ship, or in defense of Zoner bases.
- Cannot dock Cruisers and Battleships on any base within House Sovereign Space.
- Cannot dock transports with more than 3,600 cargo on any base within House Sovereign Space.
- Cannot participate in unlawful actions except as described above.
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships
The update was introduced to fix bugged restrictions, nerf restrictions exclusions deemed overpowered and avoid confusion among players. The Admin Team believes this wording will be clear and obvious enough for all flying with the Zoner ID.And last but not least, a new plugin has been coded in order to save everyone some trouble with this.
Ships flying with the Zoner ID or the TAZ ID will now live with the following:
- You are unable to dock in House Sovereign Space (See the rules for the entire list of systems affected) if your ship has a total cargo space equal or greater than 3600 units.
- You are unable to dock in House Sovereign Space if you are flying any Capital Ship ranging from Destroyer to Carrier.
The Zoner/Order rephacks have been set to Neutral, as justified in this CNS Broadcast:
http://discoverygc.com/forums/showthread.php?tid=131516.
The TAZ has also been split from the rest of the Zoners in order to solve the situation using the new player IFF system. The Order is now hostile to the TAZ only and TAZ to Order.
Quelle: http://discoverygc.com/forums/showthread.php?tid=131523
Hi KaBoom,
we wish you a lot of fun in our community.
Time: Jul 11th 2015, 5:01pm
Profile: KaBoom
Your Serverteam.
Star Marine Status Update
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.Ghost Sight Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Holo Sight Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Open Sight Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Red Dot Sight 1 Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Red Dot Sight 2 Greetings Citizens,
Jason Hutchins, Senior Producer at Cloud Imperium Games Austin reporting from Illfonic. While Sean Tracy headed to sunny Wilmslow for a character summit and then over to meet with the guys at Foundry 42’s new Frankfurt studio, Steve Bender and I have remained in Denver to assist with the Star Marine process. Our overall goal is to keep the focus on our core gameplay systems and character locomotion.
Here is what progress we made as a group this week:
- An Internal playtest using a new version of the launcher across all of our studios. The new launcher successfully patched itself and the game client, and did it about 3 times faster than older launcher.
- The internal playtest was also our first run through on the freshly-developed Generic Instance Manager (see Chris Roberts’ latest letter for details on this tech.)
- There has been a cross discipline effort between animators, engineers, and technical artists, and tools specialists to resolve character locomotion animation issues. One thing to keep in mind is that while we are using CryEngine, what we are doing is not a simple reskin of a game like Crysis 3. There are fundamental differences between Star Citizen and other traditional shooters in the way we keep our 1st person and 3rd person models and camera in sync. Going into why we are in this state is a much longer topic for another day.
- The complete juke/start/stop set for the Run animation is complete as of today. We are still seeing a slight pop in some quick transitions but it is a significant improvement!
- The popping we saw in Turns has been resolved, and we look forward to seeing that in our internal test next week.
- The cover system, which was removed from the build for a review, is now back in and working. It needs tuning and some bug fixing still, but the base functionality is there. When you get near an object that will provide cover, you’ll go into a cover mode. You can strafe or move out of cover to fire, or lean out of cover to fire.
- Prone animations are much improved and we are looking at a version that has your weapon visible to you while in first person. This will continue next week.
- We examined some new concepts for weapon sight components on the ATT-4 Laser Rifle. These are modular components and will eventually be integrated into the game for other weapons, too. We want weapons to be as customizable as the ships in future Star Citizen modules, so variety is the order of the day when looking at these kinds of assets. For the short term, we are going to pick one of these to add to the standard load-out on the ATT-4. Which one would you like to see as standard? I’m partial to the ghost sight for close encounters, but that may be just because it reminds me of what I use on my trusty [redacted] 590-A1 shotgun.
- We have re-integrated a crosshair reticle into the HUD. This is not a traditional eye’s front cross hair, it is more like a visible laser “red dot” aim system that points where your muzzle is pointing. In previous builds, we had disabled this because of weapon animation issues and because QA was using the crosshair exclusively to hip fire their weapons while on the move. We made the decision to bring it back thanks to improvements to the weapons animations. We will deal with the run & gun gameplay using other designer-tunable methods. John Crewe at Foundry 42 has several knobs and dials he can use to tune these values until they feel right to us. Then when we get it into your hands we’ll listen for your feedback and be able to respond.
- The VFX and Tech Art teams did a performance pass on the Gold Horizon level last week that informed a bunch of optimization work that we were able to integrate this week. Below you can find a video that showcases some VFX in the level that look great and are much less costly to client performance.
- We have code support to deploy gadgets and grenades working again, and in a consistent manner.
- We’ve even added some additional art resources, created in the past few weeks. New Proline Grenade models by Behring, have been added and new HUD icons for weapons, grenades and gadgets are in.
- The teams across the pond are essential, too! Players can now heal themselves or stop bleeding out by using a Medpen gadget from the Foundry 42 team. BHVR mocked up the UI hints for it, which we’ll hook up next week for the playtest.
- The new Free Play Practice mode (essentially a free-for-all mode on the Gold Horizon map) is all hooked up through the Lobby UI and will be featured in our internal playtest next week. We knew that this ‘free fight’ mode was a big request for the community, so we wanted to make sure it was added.
Here are our current blockers:
- Melee attacks aren’t working/animating.There are a couple of animations using the weapons that we need to clean up and properly randomize so players aren’t doing the same attack all the time. It’s a last ditch attack, though, I don’t recommend it. Hopefully you can put a little distance between you and your enemy with these attacks. Sorry, Disco Rambo, no combat knife one shot kills just yet.
- Ongoing weapon recoil issues: we need to get animation, tools, and code support in a place where designers can effectively tune recoil values; timing, muzzle rise, drift, etc without having to change animation assets.
- There are still a number of locomotion animations still need to be cleaned up and integrated.
- Starts/Stops/Jukes for Crouch movement
- Crouch Locomotion and Idle pass
- Weapon Select and deselect broken in Standing for all weapons
- Weapon Select and deselect broken in Crouch for all weapons
- Weapon Select and deselect broken in Prone for all weapons
- Hurt/injured Animation Locomotion
- From healthy to Injured State Animations
- ADS to Lowered, ADS to Idle, Idle to ADS, Lowered to ADS
- Jump for Stocked, Pistol- from Standing
- Jump for Stocked, Pistol- from Crouch
- New Grenade Throw animation and implementation for Stocked and Pistol in Stand
- New Grenade Throw animation and implementation for Stocked and Pistol in Crouch
- Bugs relating to Hit Reactions. Our first person and third animations, being synced, may cause gameplay related issues with getting it. Correcting this will require some additional R&D and tuning to feel good.
- We are seeing some inconsistencies in the way characters are dying and how they ragdoll.
Quelle: https://robertsspaceindustries.com/comm-link/tran…e-Status-Update