Minichan

Topic: The Official One and Only Star Citizen Thread: The Thread to End All Other Threads (part 2)

squeegee started this discussion 11 years ago #45,096

Externally hosted image

This thread is made to be a catch-all for all Star Citizen conversation and news.

I'll update this thread when there are new releases or anything related to Star Citizen that might be of interest to people here. If you're thinking of making your own Star Citizen thread, consider posting your thoughts here instead of making a new topic.

Social Module published to Live Servers 8/28/15

CIG finally hits a release date! even if it's only a pushed back date, but they did it! Good for them. let's hope it's the start of a trend. Probably not, but, it's here and people are playing it and here're some pictures you can enjoy. it looks great, and it makes me hopeful the next zones coming out of the pipe will be even better.

From what we hear Nyx is next. damnit, i think that's it, it's the asteroid base though. It's been described as a huge old mining operation on a gigantic asteroid. The facilities were all abandoned (or taken by pirates or something) and now a huge city has built inside the mines and structures above ground. The devs say it looks way more impressive than Arc Corp, the first zone included in today's update. Arc Corp was laid out a year ago and has been their test bed for designing Augmented Reality and the Hololens system, the building system, how shopping works, and since then they've improved their art pipeline with what they learned from building arc corp. with a better understanding of the systems they need to design around the newer zones are said to be much more interesting and complex.

Tony Zurovek is the producer of the Persistent Universe stuff (and by extension the social module systems architect) is publishing a companion document with the social module later tonight where he will detail what updates are coming up and how quickly we'll be seeing additional zones. At first we'll be able to visit all of the zones by "magic elevator transit" but when the zones are all connected up via large-world-maps in the Multicrew Module then we'll be very close to the alpha Persistent Universe and the magic elevator will lose its magic and we'll have to start flying between systems and worlds to visit the zones.

still, the big FPS delay feels like they won't make their targeted deadline for a PU alpha by the end of the year. If FPS comes out next month, then they'll have 3 months to get Multi-crew out. once that's in, we'll have all of the underpinnings for the Persistent Universe including up to maybe 5 star systems.

but, we'll have to see what the director of the PU has to say later tonight. should be interesting! i'm downloading the update right now, see y'all at the g'loc bar!

(Edited 3 minutes later.)

squeegee (OP) double-posted this 11 years ago, 5 minutes later[^] [v] #595,588

Externally hosted imageoh man. if only we could have a pistol. apparently they're squeezing up to 30 people in instances, and that the "DevStream build" supports 50 but that's the FPS stream, so once they kick all that into the main build we should be seeing some serious multiplayer numbers.

(Edited 1 minute later.)

squeegee (OP) triple-posted this 11 years ago, 4 minutes later, 10 minutes after the original post[^] [v] #595,589

Externally hosted imagethe only NPCs are inside buildings i think. but the plan is for a city thriving with activity and NPCs and players all coming and going. Also Arc Corp is about 1/3 its full size. there are fenced off streets that lead to more areas that are being worked on now. the idea is server load capacity and stress testing rather than a playable gamey area. the devs want as many people in instances as possible, and to be as stable as possible on release day. So more and more functionality and features will be added in the coming months as the other modules all start pulling together.

(Edited 4 minutes later.)

squeegee (OP) quadruple-posted this 11 years ago, 8 minutes later, 18 minutes after the original post[^] [v] #595,590

social module shenanigans :D
https://youtu.be/WzqTxgMn-4U

oh fuck!@!@!@ it's the nyx landing zone!@ it's an official video too, from CIG!@ :D it's coming soon!
https://vimeo.com/137655209

squeegee (OP) quintuple-posted this 11 years ago, 13 hours later, 13 hours after the original post[^] [v] #595,683

Soviet's first impression of the Social Module

Anonymous B joined in and replied with this 11 years ago, 11 minutes later, 13 hours after the original post[^] [v] #595,689

please explain these "modules"? Is it not just one game? Do you have to buy access to each seperately? Is this an actual functional game yet or just separate pieces being showcased?

squeegee (OP) replied with this 11 years ago, 26 minutes later, 14 hours after the original post[^] [v] #595,693

@previous (B)
> Is it not just one game?
it IS one game, but they have several studios doing parallel development. each studio is responsible for a developing a different part of the game. They chopped up all the work, and spread it out among the studios. As the studios finish their development, their work is stitched into the main build where it all joins together to make 1 big seamless game. So the "FPS module" is character animations, guns, and all the mechanics that go into making FPS stuff fun. The "social module" is stuff like Planets, landing zones, chat, shopping, persistence, character generation, etc. the "Arena Commander" module is space ships, dog fighting, flight models and all that. Stitch them together and you have a cohesive experience of meetting up with friends on a planet in as city, you get a mission, take off and fly around space, and then board someone's big ship and FPS them with guns and steal their ship and fly it home.

So i see the modules as "bundles of game mechanics and features" that will all come together to make one experience. right now there is a "loading screen" that separates the modules. You load from the Hangar module into the Arena commander module or the social module. That will change once the FPS module and the Multicrew module are finished and all the modules can then be stitched together without loading screens.

> Do you have to buy access to each seperately?
Unfortunately All Access alpha passed were only available to people who backed super early. Everyone with a game package gets BETA though, which will be after the big stitching. If someone wants to play now while it's in alpha then some extra passes need to be bought. social is free, there is no extra fee for it, but we hear that FPS will likely be a $5 thing. I really hope not, they already charged people $5 for arena commander, but we'll have to wait and see.

> Is this an actual functional game yet or just separate pieces being showcased?
What is playable right now, today is
1)Arena Commander - spawn-in spaceship dog fighting arena modes (space battles)
2)Hangar Module - not really a game, per se, it's your "house" and you have your stuff there. From there you can joing Arena Commander games, or hop on the elevator and head to the social area
3)Social Module - very spartan multiplayer common area without much to do. more features are coming this year, but social isn't much of a game either.

that's it. so the only gamey thing is the dog fighting. FPS will bring a lot more game, but it's all Call of Duty style queue-for-arena games kinda stuff. so no, it's not one big functional game yet, since a few key pieces are still behind the dev curtain AND some of the pieces that are released are separated by a loading screen.

The big stitching is supposed to happen this year as well, so once that happens then we'll finally have the universe all functional and that's when it should really start to resemble its final form. right now it's still in bits and pieces, but it's looking more and more like we'll have a real game by the end of the year. i'll post Tony Zurovek's letter on the Social Module/Persistent Universe because he gives a real good time line for implementing features. according to him we're not far away from a functional Universe with missions, NPC's and lots of star systems.

(Edited 3 minutes later.)

Anonymous C joined in and replied with this 11 years ago, 4 minutes later, 14 hours after the original post[^] [v] #595,695

you just type words i have no idea why people bother to read

squeegee (OP) replied with this 11 years ago, 3 minutes later, 14 hours after the original post[^] [v] #595,696

@previous (C)
did i not answer the questions? i know this shit is way too stupidly complicated, i'm probably not explaining it very well. i'm too entrenched and know all their buzz words to make sense i guess.

squeegee (OP) double-posted this 11 years ago, 2 minutes later, 14 hours after the original post[^] [v] #595,699

Externally hosted imagesomeone made these for reddit: What we have now.

squeegee (OP) triple-posted this 11 years ago, 25 seconds later, 14 hours after the original post[^] [v] #595,700

Externally hosted imageWhat we should have this year at least.

Anonymous B replied with this 11 years ago, 2 seconds later, 14 hours after the original post[^] [v] #595,701

@595,693 (squeegee)
to me they just make the game seem like a scam by tacking on extra fees and stuff. i did buy some kind of star citizen thing for $20 I believe? aurora or something? when you first started hyping about it. the game didnt really ran well on my computer, and besides it seemed all i could do was really wander around a hangar or something idk. what access will that give me now and once the game comes out?

squeegee (OP) replied with this 11 years ago, 26 seconds later, 14 hours after the original post[^] [v] #595,702

Externally hosted imageWhat the full game should have.

squeegee (OP) double-posted this 11 years ago, 6 minutes later, 14 hours after the original post[^] [v] #595,705

@595,701 (B)
the $20 deal will give you everything. and yeah, i agree about charging extra, but all access was meant as an "early backer perk" and i feel it was a mistake to take it away from later backers. Anyway, the $20 game pack got you everything.

Just wait for beta in the spring, it'll be a real game then. Right now it's a disparate optimized turd. it's beautiful, but it's not a game yet.

Anonymous B replied with this 11 years ago, 41 seconds later, 14 hours after the original post[^] [v] #595,706

@previous (squeegee)
alright great, i'll likely have a better video card by then as well

squeegee (OP) replied with this 11 years ago, 17 seconds later, 14 hours after the original post[^] [v] #595,707

@595,699 (squeegee)
@595,700 (squeegee)
@595,702 (squeegee)
honestly i'm not sure these info graphics help, i found them more confusing, but people on reddit seemed to really like them.

squeegee (OP) double-posted this 11 years ago, 2 minutes later, 14 hours after the original post[^] [v] #595,708

@595,706 (B)
it'll be more optimized too, they forked FPS when they delayed it and it has a lot of netcode fixes and optimizations. when they bring that fork back into main this fall it'll start playing a lot better. That plus a new video card and you'll be set.

Killer Lettuce !!iNo3FkiZx joined in and replied with this 11 years ago, 1 hour later, 15 hours after the original post[^] [v] #595,710

@595,702 (squeegee)
This graphic is actually very helpful (along with your explanations). Before I'd been a little fuzzy on just what this game would be like, but this clears it right up.

@595,695 (C)
I read them because he's highly informed on this interesting game. Ergo, the posts are of interest to me.

Anonymous B replied with this 11 years ago, 7 minutes later, 16 hours after the original post[^] [v] #595,712

@previous (Killer Lettuce !!iNo3FkiZx)
100% agree with everything you posted

squeegee joined in and replied with this 11 years ago, 1 hour later, 17 hours after the original post[^] [v] #595,736

@595,710 (Killer Lettuce !!iNo3FkiZx)
oh good. i was afraid it would be more confusing.

social hub coming very soon

the social hub is a feature of the social module. the hub update will allow for players to group up and visit each other's hangars. it'll take the multiplayer exerience and apply it everywhere including the previously single player hangars.

the hub update will also bring in other features, the extent of which are still unknown. they plan to do frequent updates until the social module is feature complete, probably an update every two week until it's done, like they do with the dogfighting module. most things are either in QA and looking to be included or are about to go through QA.

they've been working on this stuff for 12-18 months, and it looks like they're done with the heavy lifting.

good things are coming. i'm actually getting optimistic that they really will be in beta by spring!

(Edited 1 minute later.)

Anonymous B replied with this 11 years ago, 4 hours later, 22 hours after the original post[^] [v] #595,844

@previous (squeegee)
will playing the social hub make me better at being social

squeegee (OP) replied with this 11 years ago, 21 minutes later, 22 hours after the original post[^] [v] #595,848

Externally hosted image@previous (B)
no. i think it's all hooked up to the website or something though. this "social hub" stuff is news to me, not even sure what it's all about. Turbulent is the contractor doing the website i thought. the plan is for the website to have a lot of features that hook up with the in-game universe, so we'll be able to manage some aspects of the game from a browser. right now there is a "hub" of sorts for organizations and it gives them essentially a blog space and tools to organize and all of that is supposed to become more robust in the future as well.

and it might actually help people be social by allowing folks to group up outside of game and then meet up in the universe to run missions together, etc. Since there is a big, big focus on multiplayer ships, there's a big focus on giving players tools to reach out to other players and find friends. i guess. i know that turbulent is doing the Star Map which will be available in browsers, and it might be that we can get online and set up everything from missions to plotting courses, etc. there's been a lot of talk about how the website should integrate into the game, and the social hub might be the real beginnings of that kind of thing.

we'll just have to wait and see. until then, here's Tony Zurovec talking about the Social Module release:
Star Citizen is comprised of two fundamental pillars. Squadron 42, a single-player experience, is story-driven and linear in its progression. The Persistent Universe, on the other hand, is completely open-ended. You’ll have free reign to travel wherever you want within a huge, incredibly detailed galaxy filled with places to explore, challenging situations, an endless stream of diverse mission types, and hundreds of thousands of other players and AI characters.

The Social Module – which has been undergoing testing in the Public Test Universe for the last several days, and which will be released to the general community starting today – is the first basic component of the Persistent Universe to come online. As such, I wanted to take a few moments to explain exactly what it is, why we’re releasing it, and how it fits within the longer-term schedule of the Persistent Universe.

The Social Module allows you to select from any of half a dozen character configurations and explore the first of many planetary landing zones – ArcCorp’s Area 18 – with up to 24 other players. You can communicate with other players via a chat system, and express yourself via a variety of different emotes. An augmented reality display system allows you to view additional information about various objects in the environment, including the names of other players. A number of retail shops can be inspected, although they’re not yet open for business.

There are three primary reasons for the existence of the Social Module. First and foremost, we wanted to open up a bit more of the Star Citizen universe to the community, and allow people to get a sense as to what some of the various cities you’ll be able to visit will look like. We also wanted to allow people to be able to gather together within the actual game and engage in real-time discussions – associating animating characters with speakers – rather than having to predominantly rely upon the message forums and the web chat, which equates to a far less personal experience.

The second major objective of the Social Module is to serve as a testing ground for a multitude of fundamental technologies. We’ll be gathering detailed information on a number of different fronts based upon what we see and using that to improve the game. The networking back-end, in particular, has advanced tremendously since the beginning of the year, and stress testing it now requires fairly large numbers of concurrent players. While we’re only exposing a small amount of actual functionality with this release, what’s going on behind the scenes is far more complex. An intricate dance of network services and systems controls everything from the way that new servers are spun up, registered, and told how to configure themselves. GIM – the Generic Instance Manager – and a host of related programs have been designed to support large numbers of simultaneous players, and determine everything from the server to which you’ll be routed to how chat messages are efficiently propagated. There have also been dramatic improvements to what I refer to as the low-latency network functionality – the code that is responsible for how efficiently information is passed between clients and the server, and which is one of the primary determinants with regard to how many players and NPCs we’ll be able to put onto a given server. Whereas only a couple of months ago fifteen players would absolutely bottleneck a server, the network is now a complete non-issue with twenty-five. Improved animation blending, interpolation, and prediction now renders characters far more smoothly, even on busy servers. All of these features have been tested internally and refined, but we’re now at the point where we need to see how things perform when exposed to a much larger audience. The really exciting thing in this area, though, is that there are still a number of major network performance optimizations in the works, such as event-based animation synchronization and more advanced dead reckoning. Needless to say we’ll be needing your help to test ever larger player counts in the not-too-distant future.

The last major reason for the existence of the Social Module is the most important with regard to the future. It’s intended to serve as the basic foundation upon which new pieces of the Persistent Universe will be periodically unveiled. That, in turn, brings me to my final point…. What can you expect to see from the Persistent Universe going forward?

The Future

The Persistent Universe will be moving to a more frequent release schedule, with the idea being to routinely put new functionality into your hands to enjoy, provide feedback, and help us verify how well certain systems are performing. One important point to note here is that there is a lot of work involved in releasing something that’s at such an early stage in its development, as no game smoothly proceeds throughout the entire development cycle. At any given moment, there are typically a variety of systems that are in completely different states – some having only recently been started, and many being in the middle of having new functionality inserted. Locking down the code base to ensure that everything is in an acceptable state for release to the public takes considerable time and effort. Thus, there is absolutely a real cost to releasing updates. For that reason, the next half dozen or so Persistent Universe releases will be considerably more focused upon giving you exposure to new features and ensuring that what we need to get feedback upon or tested is included, and less about trying to give a truly comprehensive sense of the gameplay. To some degree, that will limit the expense of releasing more frequent versions – minimize the impact to the long-term schedule. In practice, this means that, for example, when the AI finally makes an appearance you’ll see a fair sampling of character behaviors, but the focus will be upon stress testing the underlying Subsumption, animation, and networking systems, and less about trying to give a particularly accurate sense of what a final city will truly feel like. In essence, then, you will often see some basic functionality appear before we really attempt to go “wide” with the implementation. The appearance of new features will be fairly abrupt, but the full exploitation of those systems will arrive more gradually.

As has been noted elsewhere, Star Citizen’s code base split back in March when Star Marine – the FPS module – was targeted for release. The main development branch is called GameDev, whereas Star Marine’s was referred to as 1.2.0. Star Marine’s subsequent delay led to those two streams gradually growing apart, and a considerable delta now exists. The new back-end network service architecture was needed to ensure a smoother launch for Star Marine, and therefore all of the recent development and refinement was done in the 1.2.0 branch. This wasn’t supposed to be an issue for the Social Module because after Star Marine was launched GameDev and 1.2.0 were slated to be re-integrated, and the Social Module was to launch from there. With Star Marine’s latest postponement, though, the decision was made to flip the release dates and allow the Social Module to go out the door – something that the Persistent Universe group has been wanting to do for quite some time.

The re-integration of the two disparate branches has already started. Once that’s complete, subsequent updates to the Social Module will have access to other code that we developed earlier this year in the GameDev stream, as well as a number of major graphical and spatial partitioning optimizations done by other studios that should make Area 18 look and run quite a bit better than it already does.

Persistence

The next major deliverable for the Persistent Universe will be called Persistence. Its namesake feature won’t generate much in the way of immediate visual rewards, but it’s an absolutely crucial part of the underlying massively multiplayer technology. It will involve everything from communicating with the web platform so that purchased items are converted into actual game items, database abstraction layers and caching functionality, integration with a new global entity ID system that will allow the seamless transition of items from one server to another, and deep integration into various parts of the game server. Ultimately, this update will enable objects to begin to retain state, which sounds simple but – in the context of a massively multiplayer game with seamless transitions between servers – is actually quite involved. Shared hangars will come online and grant you the ability to invite others back to your private hangar. You’ll be able to more easily jump into simulated games together…and eventually head out as a group into space. The Casaba Outlet store in the main Area 18 courtyard will be opened up, and you’ll see quite a few more visual upgrades to the city, especially in the realm of store facades and the main Astro Armada building. Players that previously purchased memberships in the Million Mile High Club – and their invited friends – will gain access to private lounges accessible from their hangar elevator. Additional emotes will be unveiled, with the intent being to really ramp up the variety and allow players to start to really express themselves in the way that they want. The chat system will be dramatically enhanced, with private conversations, the ability to ignore other players, and a much more robust user interface made available. The maximum player count will rise, with the goal being at least forty players in a given server instance. There’s a lot more that will be going on under the hood, including a massive update of the Hub Service that acts as the intermediary between your client application and all of the back-end services, and a considerable enhancement to the communications layer on the game servers. A lot of work will also, of course, be getting done in areas that won’t be exposed until subsequent milestones arrive.

It is possible that Persistence will be split into two separate releases. The rationale is that once we’re back into GameDev we’ll be very close to being able to improve upon some of the basic features of the existing Social Module, and thus we might try to push an update out as soon as possible rather than wait for everything desired to be completed.

Shops

Following Persistence will come the Shopping release. It will allow a variety of items to be purchased in the Area 18 shops, including clothing so that you can begin the process of customizing your character. This update will devote considerable attention to the entirety of the shopping experience, including the augmented reality and mobiGlas interfaces, product delivery options, and how things like the medical scanner and healing apparatus in the hospital function. This release will also ensure that things like the product selection, pricing, and quantities available are connected to the appropriate back-end systems, which is a necessary step to eventually allowing such things to be impacted in real-time by the actions of players and NPCs. As will typically be the case, there will again be a lot of work expended in areas that are either improving the basic foundation – like a streamlined user interface programming architecture – or that won’t be ready for release until a bit later, such as facial customization. I’d expect a few surprises with regard to the types of things that you can purchase…and use…in Area 18 with this release.

Subsumption

The next major update will be Subsumption, which will showcase some of the hard work that’s been going into the development of systems that will allow us to construct environments filled with intelligent NPCs going about their business and that really feels alive. We’ll be aiming to deliver a completely new environment – Nyx – with that release as well. Final Frontier will follow and enable you and your friends to accept some simple missions while planetside and then head out into space together to accomplish them. Quantum will unveil the full-blown solar system navigation map and allow easy access to any part of the current system, including cities on three other Stanton planets: Hurston, Microtech, and Crusader.

More details will be provided on these updates as they get closer, but that’s the basic roadmap for the near future. In between the major releases it’s quite possible that you’ll see smaller revisions since delivering content becomes far easier as more and more of the underlying foundation comes online. While there’s still a tremendous amount of work to do, the clouds are finally starting to part and the stars are coming into view….

Sic itur ad astra.
https://robertsspaceindustries.com/comm-link/transmission/14927-Welcome-To-ArcCorp-Star-Citizen-12-Released

(Edited 4 minutes later.)

squeegee (OP) double-posted this 11 years ago, 22 minutes later, 23 hours after the original post[^] [v] #595,857

there were also 2 additional updates yesterday. first of all there was a Star Marine Update. Star Marine is the colloquial name for the First Person Shoot module. FPS was first set to release in may/april, but it's been delayed due to animation issues with the player avatars. it's actually been a huge point of contention within the community, with some people getting very upset. of course there have been different degrees with which people have expressed their outrage, but for the most part backers are giving devs breathing room to get it right. FPS is a big deal, and needs to be nicely polished before even an alpha release. there are a lot of people that believe good FPS will make or break Star Citizen. i am one of those people.

The latest Star Marine update, seen here is very encouraging. They set out to retarget all of the animations, around 7000 unique movements, and have been blowing through them with the new animating tools recently finished. It sounds like they will be done with the animations and will have a build in QA's hands by this week or next week. It'll need to be worked into the live build, and then that will need QA testing and bug fixing and then it'll be ready for a general release. it kinda sounds like 3-4 weeks from now we'll be getting FPS. I remember the Chairman mentioning september as being the next viable launch window, so if they hit that they'll be able to go full steam ahead on finishing out Multicrew mechanics!

Once FPS and multicrew are in, then after that it's mostly going to be about filling out the universe with the content their systems will then generate, such as the procedural mission generator, points of interest, and AI.

Also, Illfonic, the studio building out the FPS mechanics, is finishing their contract with CIG. that's how done FPS is. Illfonic is laying off workers who have finished their contracts (technically they just aren't renewing contracts) and are in the process of turning everything over to CIG. Going forward anything else FPS related will be done in house. illfonic winding down their contract work really shows how close we are to the long delayed pew pew module.

squeegee (OP) triple-posted this 11 years ago, 48 minutes later, 1 day after the original post[^] [v] #595,880

Externally hosted imageand the last update for this week:
https://robertsspaceindustries.com/comm-link/transmission/14926-Design-Notes-Electronic-Warfare

Design Doc: Electronic Warfare

design docs pop up every now and again. As they flesh out game mechanics and "jobs/careers" in the PU they do up a design document so the backers have an idea of what kind of gameplay we can expect. previously they've done the signature system/missile system and they've done mining and also salvage design docs. there have been others, i think they did data running, and there will be more like bounty hunting. anyway, it's aaaaaaall about mechanics.'' enjoy.
When Arena Commander 1.0 launched earlier this year, we introduced the technical design behind signatures; emissions such as infrared, heat, electromagnetic, etc. that can be detected by other players’ scanners. As Arena Commander’s gameplay becomes more complex, this game design will increasingly play a major part. Initially, these signatures were important for general targeting: how you identify other ships, how you lock missiles and the like. Now, as we develop out the electronic warfare for ships like the Hornet Tracker and the Vanguard Sentinel, we are expanding the signature system to enable more diverse gameplay. Please note that this is just part one of our electronic warfare design: a future post will deal with hacking and other aspects of the system!


it goes on...

this is a very long document, best to read it on the RSI website if you're interested in how eWarfare is initially planned to work. it actually sounds pretty fun. It'll likely be a big thing to deal with, and there are specific countermeasures everyone will become familiar with because it sounds perfect for pirates. A well equipped eWarfare ship sounds like it will be able to knock down, interrupt and shut off systems and leave vessels stranded and defenseless. AND this doesn't even cover hacking which is another big part of eWarfare.

you'll also be able to spoof ship id's, muck around with signatures, obscure your radar visibility, and focus scanners to detect the otherwise undetectable. a scenario i can envision is spoofing the signature of a heavy fighter and firing off a half dozen decoys and flying along side them to turn away pirates who don't get close enough to see the bluff. i can see a well experienced eWar specialist as being a very useful role on board a ship. this would basically be the tactical officer i guess.

That's pretty much it for the module launch this week. hopefully the next time i post we'll be looking at the imminent release of the FPS module.

brie !uXWPG0MygI joined in and replied with this 11 years ago, 4 hours later, 1 day after the original post[^] [v] #595,982

@previous (squeegee)
I Wanna Be The eWar specialist.

squeegee replied with this 11 years ago, 14 minutes later, 1 day after the original post[^] [v] #595,991

@previous (brie !uXWPG0MygI)
you can be my commander worf.

brie !uXWPG0MygI replied with this 11 years ago, 4 minutes later, 1 day after the original post[^] [v] #595,993

@previous (squeegee)
Lonestar Kilrathi, is it you?

squeegee (OP) replied with this 11 years ago, 1 minute later, 1 day after the original post[^] [v] #595,994

@previous (brie !uXWPG0MygI)
yeah

Anonymous G joined in and replied with this 11 years ago, 1 hour later, 1 day after the original post[^] [v] #596,010

@595,993 (brie !uXWPG0MygI)
*Lonestar the Lonely

squeegee (OP) replied with this 11 years ago, 5 days later, 6 days after the original post[^] [v] #598,352

Externally hosted image

Dragoncon Fly Free 2015

Roberts Space Industries is proud to offer Dragoncon 2015 attendees a free flight week to try out Star Citizen’s Arena Commander module! If you have a valid code given to you on the floor, paste it below to activate the Dragoncon free flight week on your account!

With this pass you will be able to download and install the game, and try Arena Commander. Once activated the pass is valid until September 14th!
https://robertsspaceindustries.com/promotions/dragonconflyfree2015

this code will give you access to all single player modes, all multi player modes, the new social module, and three ships (the Aurora MR, Mustang Alpha, and Aegis Gladius light fighter) for 2 weeks.

minimum specs:
Windows 7 (64 bit), DirectX 11 graphics card with 1GB Video RAM, Quad core CPU, 8GB Memory

disclaimer: if you have performance related problems there are several quick fixes. post here if you have questions.

(Edited 6 minutes later.)

squeegee (OP) double-posted this 11 years ago, 8 hours later, 1 week after the original post[^] [v] #598,468

Externally hosted image

Star Marine: Audio Update

kind of a neat 4 minute documentary about how they are doing sounds and using real world sources
https://vimeo.com/138360203

Fan made content

someone cobbled together this from new assets in the last build. demonstrates blood splatter in zero-g
https://www.youtube.com/watch?v=ZdygqSp49ug

video by T3ller showcasing the Gladius light fighter, one of the Dragoncon free fly ships
https://www.youtube.com/watch?v=fQLsmpO5B3o

(Edited 27 seconds later.)

squeegee (OP) triple-posted this 11 years ago, 18 hours later, 1 week after the original post[^] [v] #598,659

Externally hosted image

Dragoncon

buncha CIG folks are speaking on panels at dragon con and doing some other stuff i guess

it's not being streamed so all we have to go off of are pictures and early reddit threads and the like. there are some guys from the fan site Imperial News Network (INN) who are taking pics and going to do a write up of everything later i would think.

here's our first glimpse at the MISC Endeavor, it'll be a science ship that can be outfitted as a hospital. apparently the middle section is modular and whole sections can be swapped out. want a mobile drug lab for manufacturing expensive cargo to smuggle? this is your ship. want to save lives or do plastic surgery for people? yup. maybe you just want to park in a beautiful nebula and sit back and farm science data while sipping an alcoholic beverage and trolling chat.

we'll know this week.

squeegee (OP) quadruple-posted this 11 years ago, 1 week later, 3 weeks after the original post[^] [v] #603,103

Externally hosted image

This Week in Star Citizen

not much worth mentioning tbh

i've mentioned previously that the development workload was split up between several studios and that a "code merge" was underway stitching several development branches into the main development branch. The Great Merging has been completed. bug fixes are ongoing, so much of this last week has been spent doing clean up. no patch this week, which may be an indicator that we'll be looking for a patch to the live build come tuesday. general balance and a few quality of life fixes more than likely.

we're still hoping for the FPS patch this month, but with company wide play tests announced for next week IF we see it this month it'll go to the PTU the very last few days. we're still probably weeks away from a general release at least. the struggle is real

Citizen Con is coming up on Oct 10. Citizen Con is like an anniversary celebration of the founding of the original kickstarter. day 1 of star citizen proper.
every year they do a big presentation and do some kind of reveal. Originally the big reveal was the idea of Star Citizen itself (along with a simple tech demo)
the first Citizen Con they revealed Arena Commander, the nuts and bolts of it at least. it featured all brand new physics, a new IFCS flight control system, physically based rendering, dynamic lighting, and all updated artwork. not to mention an entirely new network backend for multiplayer and a ton of behind the screen bespoke cryengine tools.

Citizen Con 2 showcased Star Marine. at the time it was 6 months into development but was already looking pretty good. cryengine IS an FPS engine, afterall, so it wasn't hard to put together a quick and dirty demo of a few key features they were wanting to demonstrate. it was the first look at what the gameplay should feel like, or what they were aiming for at least. people got hyped

Citizen Con 3 is already getting hyped. we know very little, only that it's going to focus a lot on the Squadron 42 single player campaign. it's on the horizon, maybe by the end of the year, but i think spring is more likely tbh. there's probably going to be (as always) live gameplay, and they'll definitely be showing off the new facial animations and mocap work that was finished up this summer at Imaginarium. so i'm thinking they're going to play through some cinematic sequence, either on a station or on a multicrew ship, and play out a scene with an NPC and then maybe do a mission. all of the studios are preparing to buckle down and work on a Citizen Con build of some kind. the dev branch is way, way ahead of the live branch, and we know quite a lot of squadron 42 stuff is almost done, so there's no telling what all they'll be able to demonstrate.

it'll be hard to beat the multicrew reveal a few weeks ago at gamescon, but we'll see. we might even get to see which celebrity actors they hired to play key roles in the story. now that would be cool.

tl;dr not much new, probably 3 weeks away from anything major

Killer Lettuce?? !!iNo3FkiZx replied with this 11 years ago, 1 minute later, 3 weeks after the original post[^] [v] #603,104

@previous (squeegee)
But will Derek Smart be at Citizen Con???

squeegee (OP) replied with this 11 years ago, 48 minutes later, 3 weeks after the original post[^] [v] #603,108

@previous (Killer Lettuce?? !!iNo3FkiZx)
no, but he's still claiming all kinds of stuff. after his last demand letter CIG's lawyer sent them a reply that basically said, "kek, come at me, bro. you mad in space"

squeegee (OP) double-posted this 11 years ago, 1 week later, 1 month after the original post[^] [v] #606,739

Attack of the Bots

been a fucked up week. real fucked up.

we don't know exactly what happened, but last week several employees were either fired, laid off, or quit. since CIG isn't discussing their reasons, and people have signed NDA's, we'll probably never know what happened. All we know is that it came as a surprise, and we lost 2 members of the community team and an artist. according to the rumor mill either A) these people were responsible for leaking insider information outside the company, B) 2 of the people were caught having sex in the offices and have been fired, C) the VP of Marketing had a temper tantrum and called people "fuckers" and the aggrieved staff quit and walked out over it, D) downsizing.

A) the source of the leaked information rumor is Derek Smart. He claims that after HE published a leaked document that a witch hunt took place and 4 people got fired over it. he claims no source, but calls the timing too large to be a coincidence. He ALSO claimed at the same time that the Austin studio was being shuttered and 9 people were being laid off there as well, among other rumors. Turns out the Austin studio is actually hiring more people, so they are not shutting down nor doing lay offs. It sounds more like a troll of opportunity to me. take a couple of facts and add in a bunch of misinformation, he even followed this up with another "better get your refunds now" campaign. Also, Lisa Ohenian turned in her 2 weeks because she's been offered a job at Sony. Smart claimed she was fired. (just more misinformation)
B) Sex in the offices... i doubt it. it would also explain the "fuckers" statement rumor, but, i doubt it.
C) plausible. Emotions have got to be running high these days, and i wouldn't be surprised if stress is starting to crack a few people.
D) evidently this is the only one that's been outright denied. they are not downsizing, in fact the opposite is true.

My take on it: it's probably some combination of these things. I know that there have been several "social engineering" attacks against CIG over the years from the goons (who are quite skilled trolls) and others. some backers have actually built "relationships" with CIG staff through the years and i wouldn't be surprised if some relationships have been leveraged.

The leaked letter

It's anonymous, first of all, but it leaked at the same time one of the artists was resigning. basically it's a "why i'm quitting" letter meant to be seen by friends. it was a mad letter. he complained of things like micromanagement and having to re-do work that wasn't acceptable. he also complained about his immediate superiors, calling them inexperienced and cited more than one interpersonal problem. So, it basically read like, "I know what i'm doing, but they kept making me do shit differently, but i showed them by doing it my way and they MADE ME RE-DO IT! idiots! I'm tired of this crap, making me work on too much stuff!"

it called out people by name, was slightly insulting, and totally was not meant to be disseminated beyond the few people that it was sent to. It somehow ended up in Derek Smart's hands and he published it and kicked off a week long shit storm. what i think probably happened is that someone at CIG was either befriended by a troll who ended up being trusted and got the document forwarded to them (and then forwarded it to smart) OR someone at CIG has had their e-mail compromised for some time and trolls took it. Either way, i think the leak got pinned on one person and i think management felt they needed to fire them for it. when that happened, i think at least one other person walked out because their friend was fired, a "if you fire them i quit too" kinda thing.

because we've heard rumors of leaks, firings, walkouts and i think the truth is some combination of the three. at any rate, this whole Derek Smart fiasco now appears to be costing some people their jobs... it's pretty fucked up, and Derek Smart is gloating about it.

DSmart also started socking reddit and pushed a F.U.D. campaign. it's one of the best place for him to spread his messages. it's been all out war for a week now, and the reddit mods started a Straw Poll to see if all Derek Smart drama should just be banned. it was immediately botted by both sides and was a battleground for 3 days. at the end the 'yes' vote won with many, many thousands of votes (but only a few % ahead). so unless mods decide to call the obvious manipulation cause to nullify the votes then the Derek Smart drama will be removed going forward.

tl;dr Derek Smart's lawyers received a response from CIG that basically said "get fucked" and ever since then DS has doubled down on his campaign of misinformation and negative propaganda. several people may have lost their jobs over it.

things have calmed down

for now

(Edited 7 minutes later.)

Killer Lettuce?? !!iNo3FkiZx replied with this 11 years ago, 8 minutes later, 1 month after the original post[^] [v] #606,744

@previous (squeegee)
There was an article about this on The Escapist, recently. They tried to play it neutrally and seemed to portray Smart as a concerned guy who was "just asking questions".

Hilariously, the comments were then filled with people pointing out Derek's sketchy reputation.

squeegee replied with this 11 years ago, 51 minutes later, 1 month after the original post[^] [v] #606,754

@previous (Killer Lettuce?? !!iNo3FkiZx)
yeah, my big problem with the media reports are the way they handle sources. derek uses his own internal accounting guess work to calculate CIG's burn rate and money reserve and he says, "sources tell me that only have 8 million bucks left," without stating that his source is himself. then he says "i have anonymous internal CIG sources" and never cites anything or clairifies which source gave him what info.

then they go on to validate himself as a source by quoting his own internal guesswork as coming from LEAKS. he is really a masterful troll who has been practicing misinformation campaigns for decades, and the media are eating it up.

he's also throwing money at his campaign and has (allegedly) hired lawyers to keep him from making actual defamatory statements. he's very carefully obfuscating slander and letting other people "piece his puzzle together" and the end result is a huge mix of lies, uncredible sources, slander, and truth.

the truth (such as people being let go) mixed with lies (the company is collapsing) looks really bad when added together: people are being fired becuase the company is collapsing: get refunds now now now!

it's actually very masterful trolling, and it's actually causing lots of harm. morale is very low.

the only thing that will fix it is a big release of content feom CIG, and the delays play perfectly into the narrative that SC is failing. the ball is in CIG's court... if things don't happen soon then this is all just going to get worse.

squeegee (OP) replied with this 11 years ago, 7 hours later, 1 month after the original post[^] [v] #606,932

pretty cool graphics setting tuning guide. if the game performs poorly, this guide has some great tweaks that'll eek out a playable frame rate.
http://boredgamer.co.uk/custom-user-cfg-guide/

squeegee (OP) double-posted this 11 years ago, 2 days later, 1 month after the original post[^] [v] #607,755

Externally hosted image

This week in Star Citizen

wednesday september 30, 2015

Gamer's Nexus interview with Chris Roberts discussing DirectX 12, Vulcan, and rebuilding CryEngine from the ground up. it's a pretty good read and has lots of contextual commentary. there's also a full transcript that goes into more detail. basically CR explains how they reduce draw-call overhead and at the same time run more processes in parallel. it's a complete refactoring of CryEngine being done in Germany by the German engineers that originally German Engineered it.

personal commentary: i like seeing people do interviews with primary sources rather than report on rumors and speculation and then wave the banner of "opening dialog." too many bloggers and journalists re-blog, re-tweet, or re-report some speculative bit of conjecture and then ask their followers for comments, as if that's going to get them fucking answers. their job these days seems to be to ask their viewers what they think rather than go find sources and get actual answers.

a brief word on "pipelines"

development pipelines are basically nothing more than workflows. there's a character pipeline, a ship pipeline, even an environmental pipeline. piplines are serviced by many, many people, and as assets move along the pipeline they are handed off to another person for the next portion of work. it's a digital conveyor system for game assets. the pipelines all start with concept, move through white boxing/grey boxing, they are made flight ready, and then they get put in game. The concept phase has two parts, art and functionality. a mining ship needs to be designed to look cool but they also need to design fun mining mechanics. art and design bounce concepts back and forth such that function influences design of the ships very much. the ships undergoing concept these days are the very large sub-capital ships used for non combat roles in the verse.

so far we've seen the Orion Mining platform along with a companion design document explaining mining mechanics. we've also see the Reclaimer salvage ship and the design doc on salvage mechanics. we've even seen the Starfarer and the design for fuel mechanics and gas collection. then there was the Starliner and the doc about passenger transport. oh yeah, and the Hull-series and cargo transport mechanics.

after the design/concept phase the ship heads down the pipeline and waits it's turn for detail work. right now all of the single seat ships are in, the capital ships are nearing completion (they are used in Squadron 42 and will be needed sooner than others) and several of the medium sized ships are just about done. since the majority of the work on the little ships is done, and the enormous ships are nearing completion, the medium sized career oriented ships are about to start rolling out. that brings us too...

the Misc Endeavor

at 200m long, it's more than twice the length of a starfarer and as long as a frigate. it's a multipurpose technology ship. it can be outfitted as a hospital, a general purpose science lab, perform astronomy, or even be outfitted as a farm.

pictured: the Misc Endeavor with bio-domes for farming

(Edited 9 seconds later.)

squeegee (OP) triple-posted this 11 years ago, 5 minutes later, 1 month after the original post[^] [v] #607,763

Externally hosted imagethis is the endeavor without any attached modules. modules mount along the narrow waist of the ship. there are three mounts on each side and most modules come in pairs, one on each side to preserve symmetry.

squeegee (OP) quadruple-posted this 11 years ago, 7 minutes later, 1 month after the original post[^] [v] #607,769

Externally hosted imagethis is the "Hope class", which comes with attached hospital modules as well as a landing bay for 2 ambulance ships. there is also an attached service module in the extra slots. the hospitals will be used to stop players from dying if they get critically wounded. they'll act as a sort of mobile spawn point or something along those lines. presumably they'll work in tandem with rescue ships that go off and find players and NPCs broadcasting for emergency rescue and stuff.

the Hope Class will also have less than legitimate purposes, you'll be able to perform black market upgrades to players in the form of cybernetics.

squeegee (OP) quintuple-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #607,772

Externally hosted imagehospital interior

squeegee (OP) sextuple-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #607,773

Externally hosted imageunderslung shuttle bay

squeegee (OP) septuple-posted this 11 years ago, 8 minutes later, 1 month after the original post[^] [v] #607,778

Externally hosted imagethat's a particle accelerator. it's also got attached science modules. evidently the accelerator is somehow used in component tuning. you can modulate people's weapons and shields or overcharge them or something. it'll basically amount to being a legendary item generator, i suppose. in an MMO this would amount to buffs, i guess.

squeegee (OP) octuple-posted this 11 years ago, 5 minutes later, 1 month after the original post[^] [v] #607,783

Externally hosted imagethis is the general purpose science platform. outfitted to manufacture "things." namely, drugs. there are plenty of legal drugs and chemicals you can manufacture and sell, but you can also make a variety of illegal drugs and sell those. Some compounds will even come from farming. the endeavor supports as much illegal activity as it does legal activity.

edit: also, this picture demonstrates the "workshop" (rear section) and the detachable "explorer" (front section)

(Edited 2 minutes later.)

squeegee (OP) nonuple-posted this 11 years ago, 5 minutes later, 1 month after the original post[^] [v] #607,786

Externally hosted imageglamour shot of the explorer. it can land on planets and travel about freely, but it can't jump without the workshop attached. also, the workshop is immobile when detached from the explorer.

squeegee (OP) decuple-posted this 11 years ago, 5 minutes later, 1 month after the original post[^] [v] #607,789

Externally hosted imagetelescope array

this is the UEE's premier stellar observatory. you can find stuff no one else can detect. you can also use attached science labs to turn collected data into even more valuable info.

squeegee (OP) undecuple-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #607,790

Externally hosted imagefarm

squeegee (OP) duodecuple-posted this 11 years ago, 11 minutes later, 1 month after the original post[^] [v] #607,791

Externally hosted imagevery cool, versatile ship, with almost zero use as a combat ship. a lot of people have been clamoring for their starship enterprise, and i think this is going to be it for a lot of people. and i gotta say, i fucking love it. it satisfies so many people's wants.

everybody has been begging for fucking farming. so i'm really glad that they went ahead and just bit the bullet and made a farming module. it makes sense, too. it's basically a discrete illegal hydroponics grow. Or maybe you're growing valuable alien plants bathed in the light of their native sun to maximize growth. they've at least given it some thought and it sounds like they're going to have a few simple mechanics that'll make for a nice complex system to figure out.

i've always enjoyed doing little management-ish games, and i think i'll retire my characters to a farm in orbit around a distant star. growing space weed.

squeegee (OP) tridecuple-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #607,792

here's the full imgur album
https://imgur.com/a/eKddv

design documents
the Ship: https://robertsspaceindustries.com/comm-link/engineering/14974-Design-The-Endeavor
Research: https://robertsspaceindustries.com/comm-link/transmission/14972-Research-Unbound-The-MISC-Endeavor

the medical design document, the overclocking, and other more specific mechanics will be discussed as the have them more thoroughly fleshed out.

(Edited 1 minute later.)

squeegee (OP) quattuodecuple-posted this 11 years ago, 5 minutes later, 1 month after the original post[^] [v] #607,793

Externally hosted imageOn the narcotic side, there are still legal and illegal drugs. Overtly harmful drugs (particularly those with no medical application) fall into the illegal category.

Popular drugs:

Stims: Legal drug, composed of various combinations of tobacco, caffeine, and mood-enhancer. Smoked as a cigarette. Cheaper, knock-off brands are sold as packs of individual smokes while higher-end versions have electronic cylinders with replaceable cartridges.

SLAM: A fear-inhibitor and painkiller. Most commonly ingested as a gas. Vials of SLAM are cracked and inhaled. Initially gained popularity as a steroid for athletes before going black-market. Heavy-duty SLAMjunkies are easily identifiable in public; they have ‘the shakes’ — involuntary muscle twitches. Important to note that this is not a sign of withdrawal, simply a side effect.

WiDoW: Thick ink-black Opiate. Exclusively injected as a liquid. Extensive use stains the veins black, creating web-like subcutaneous patterns through the body.

Neon: Club drug. Similar to Ecstacy. Slight hallucinogenic, affects the nervous system.

Color: Street name for a tranquilizer and knock-out hallucinogen, believed to be Xi’An in origin. Looks like flakes of bark. It’s lethal in heavy concentrations (many who try injecting it die immediately); it’s meant to be ingested. The digestion process distills it to where it just messes you up. Getting ‘colored’ is like taking a massive journey into your own mind. To the outside world, you’re nearly comatose, but to you, it’s a wild trip. A handful of religions have been started after a user took a dip in color. Aside from the toxic element, there’s a chance you won’t come down from the high. They call this ‘getting disconnected.’ Users stay locked in their own head until their brain decays.

squeegee (OP) sexadecuple-posted this 11 years ago, 5 minutes later, 1 month after the original post[^] [v] #607,795

and this is the best video preview around right now

https://youtu.be/1PlzcDY_oeU

squeegee (OP) sedecuple-posted this 11 years ago, 22 hours later, 1 month after the original post[^] [v] #608,077

Externally hosted image

Star Citizen in the Media

many criticisms are leveled at CIG, some completely unfounded.

And yet the articles continue and the accusations grow more and more bizarre. today, the Escapist, posted this article Star Citizen Employees Speak Out on Project Woes. Interestingly enough the article was published without comments from CIG despite CIG having disputed many of the claims as outright lies. Chris Roberts published a timestamped photo showing that comments were indeed in the Escapist's hands, but they chose to publish a one sided attack piece with unnamed sources and anonymous accusations. Later in the day the piece was edited with bits of Robert's comments included, but the accusatory tone and presentation of verifiable fiction were still included. (Full response by Chris Roberts)

it's also shown that the author has a clear bias through various social media posts made about it to Gamer's Gate. The article also cites Derek Smart as a primary source. Derek put together a fancy spreadsheet and guessed at their running costs and says CIG has 8 million bucks left of the 90 million. He cited his own guesswork as an "insider source" and then people quoted him on it as if it was verified. he never cites anything, and he says he has insider sources and sources and he conflates the two. the accusations are so drenched in misinformation it is absolutely outrageous. but all that gets reported is this 8 million dollar figure and not a single source to back it up.

And then Forbes picked it up and re-reported that the escapist reports that Derek Smart says there's a problem. mother fucker. there was only one outfit that did an actual meta report of the whole thing, Game Informer wrote about the Escapist article and explained how they asked for comments and then published a story without them. It goes on to explain, point by point, that the unverified source's claims are all being called fictions.

someone from Kotaku weighed in calling it "one of the most disgusting pieces of reporting I've ever seen." kotaku
that's pretty bad to get called out by one of them.

i don't have much to say except i'm tired of the kind of journalism where reporters ask questions of the viewers and solicit comments rather than get off their ass and dig up the story. The media will report on rumors and say it's "starting conversation," as if conversation about what people think matters as much as figuring out what's really going on. especially if the rumors aren't even fact checked.

In his letter to the Escapist, Chris calls it a "hit-piece" and outright describes Derek Smart's involvement a F.U.D Marketing campaign designed to harm their funding model. the community on reddit is no stranger to trolls, and it's becoming more and more evident to people that the sub has been being brigaded for several months. pretty much since Derek Smart started publishing his Star Citzen Blogs.

the community is in some kind of turmoil right now, because it feels like the negativity is overwhelming. a lot of it has to do with how every report is full of even just simple mistakes about minor details they've blown into major problems. it's like every article is so full of holes and they cite anonymous sources and then spew derek smart text voice, it's maddening. it's like the media is being played and trolled, and there's shit all the community can do about it because he's always one step ahead and all we can do is respond. and then we're labeled white knights!

Jesus fuck. then later today several CIG staff posted to reddit about their experiences and said there is NOT animosity, anger, distrust or any of that crap going on, and that everyone IS a professional and no one goes around on power trips and having temper tantrums. some were even leaving their personal emails so that reporters can interview actual named employees and not just accusations from throwaway emails. Chris even invited reporters to go to any CIG studio and get the real story. of course, the reporter declined to reach out.

it's a real shit show. especially when the writer has links to derek smart through her gamer's gate activities.
excerpt from CR's letter:

This would explain her approach to the article, which was to pretty much take everything that Derek Smart claimed and report it without allowing us any opportunity to properly respond. Liz’s first email to David Swofford was at 744pm on the 24th, after which “Bandit,” riding into battle for his/her new friend, and Liz directly referenced Derek Smart’s claims. I didn’t see this until Friday afternoon (David works out of our Austin office, I was in our LA office) after David had a brief and rather irritated exchange with Liz (attached). I replied to him with some comments and concerns expecting David to have the opportunity to go back to Liz to further discuss some points she was bringing up that were clearly just singing out of the Derek Smart hymn book and much to my dismay and disappointment the article had already been published.

Which brings me back to my original point on all this. Why the rush to publish an article without allowing a proper round of fact and source checking?
indeed.

(Edited 3 minutes later.)

squeegee (OP) septuadecuple-posted this 11 years ago, 34 minutes later, 1 month after the original post[^] [v] #608,096

here's a nice tl;dr from a reddit user:

Escapist: OMG OMG the game is going to die!
Forbes: (without raising head from nap) What they said!
Game Informer: Err that doesn't sound right
Massively: That first guy is full of crap
Kotaku: even we know they are full of crap
(massive argument ensues)

squeegee (OP) octadecuple-posted this 11 years ago, 37 minutes later, 1 month after the original post[^] [v] #608,116

this is an excellent example of what i'm talking about.
http://www.informationredux.com/index.php/2015/10/01/star-citizen-has-the-vitriol-reached-a-boiling-point/
It bares mentioning as well, that all of this could have been avoided had CIG/RSI simply released a demo of sorts, from the start. In the original pitch, there was some beautiful gameplay and flight mechanics shown. Could Star Citizen not push back on some of these accusations by simply releasing what was shown to the public? Would this not allow for backers and those interested to have what appeared to be a mostly complete demo combining parts of all of the proposed modules? Yes, this was clearly a tech demo made for the pitch, but would releasing this not show how everything will work in tandem? We were able to see the 3rd person movement, the flight controls, the size of scope, and the ability to fly and interact in the original video. One has to question why this was not released in some state, at least to push back against some of the accusations.
it has. it's called fucking Arena god damned Commander and it's been out for a fucking year and a half. yes, asking questions is fine, but WHY is it that the author is under the impression that nothing has been released when EXACTLY the kind of thing he said SHOULD be released IS FUCKING released! you'd only get the impression that we didn't get the fucking tech demo content would be if your only source is DEREK SMART who trolls that nothing has been released!

it's maddening! they get attacked because they are pushing a narrative that doesn't flesh with the memories of 950,000 backers who know which claims are shit! they don't know what they are talking about half the time, yet they throw around allegations and make judgements based on blogs and comment sections from unrelated or unverified 3rd parties

squeegee (OP) just kept on posting this 11 years ago, 1 hour later, 1 month after the original post[^] [v] #608,134

https://www.reddit.com/r/starcitizen/comments/3n6lum/escapist_anonymous_sources_uncovered/
I have uncovered the anonymous sources mentioned by Lizzy from Escapist...they are posts on Glassdoor Australia. Quotes taken literally word for word. Trolls will be trolls, what can you do?

https://www.glassdoor.com.au/Reviews/Cloud-Imperium-Games-Reviews-E776546.htm?filter.employmentStatus=REGULAR&filter.employmentStatus=PART_TIME&filter.employmentStatus=UNKNOWN

Update: FYI, anyone can post on Glassdoor, there is no verification process.

Update 2: Interestingly enough, all these 1-star negative reviews were posted this week. The ones that were heavily quoted were all posted on 9/28. HMM...Lizzy?

Update 3: Per request, I have included screenshots. http://imgur.com/a/xXyaC

Keep in mind that all of the other reviews were months apart. Then suddenly, 5 in the same week while 2 articles are published :)

squeegee (OP) just kept on posting this 11 years ago, 29 minutes later, 1 month after the original post[^] [v] #608,143

Externally hosted imagewow, yeah, here it is, word for word, the entire article was based on anonymous postings as sources. the site requires no authentication and all of the reviews cited in the article went up this week. it also looks like the writer was maybe tipped off to the review site by a social media account with ties to Derek Smart.

it's a huge mess. it's possible all of her sources were trolls posting Derek Smart copypasta :/

squeegee (OP) just kept on posting this 11 years ago, 41 minutes later, 1 month after the original post[^] [v] #608,158

Externally hosted imageoh, interesting. shit might get real. The author of the forbes article was notified on social media that the escapist article appears to have used bogus sources.

maybe we'll actually get to find out if her sources were legit or fake

(Edited 42 seconds later.)

squeegee (OP) just kept on posting this 11 years ago, 2 days later, 1 month after the original post[^] [v] #608,878

Externally hosted imageCIG's legal dept has issued a letter calling the actions of the escapist libel

squeegee (OP) just kept on posting this 11 years ago, 34 seconds later, 1 month after the original post[^] [v] #608,879

Externally hosted image

squeegee (OP) just kept on posting this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #608,880

Externally hosted imagebest part: verified by photo of company ID card

CIG doesn't issue company ID cards!

lol, seriously, i think the Escapist just got trolled...

squeegee (OP) just kept on posting this 11 years ago, 2 minutes later, 1 month after the original post[^] [v] #608,881

Externally hosted imagedemanding an investigation, a retraction, and an apology to the individuals slandered or they threaten legal action

(Edited 4 minutes later.)

squeegee (OP) just kept on posting this 11 years ago, 6 minutes later, 1 month after the original post[^] [v] #608,884

Externally hosted imageso there we go. that's CIG's response. we'll see what happens next

Killer Lettuce !!iNo3FkiZx replied with this 11 years ago, 10 minutes later, 1 month after the original post[^] [v] #608,887

Damn, looks to me like the Escapist got BTFO.

Interested to see how this develops.

Anonymous H joined in and replied with this 11 years ago, 43 minutes later, 1 month after the original post[^] [v] #608,891

Woah

Killer Lettuce !!iNo3FkiZx replied with this 11 years ago, 7 hours later, 1 month after the original post[^] [v] #608,961

Are the images gone for anyone else?

squeegee (OP) replied with this 11 years ago, 5 hours later, 1 month after the original post[^] [v] #609,021

link to the original response with updates

CIG will be updating this page as new information is available
https://robertsspaceindustries.com/comm-link/transmission/14979-Chairmans-Response-To-The-Escapist
The attached demand letter is our formal response to specific, slanderous allegations made in the recent The Escapist article on Star Citizen. Normally, we would keep this behind closed doors, but we felt it was imperative to put our statement on record and indicate how disgusted we are with The Escapist’s irresponsible actions. Corporate at Defy Media asked us to delay publication of this letter while investigating, but we feel strongly that the record needs to be set straight without further delay.

We know that most Citizens are not interested in this drama, and as such we are updating the original notice rather than publishing additional Comm-Link articles. Future updates will occur here rather than in additional sections of the RSI site.

squeegee (OP) double-posted this 11 years ago, 6 minutes later, 1 month after the original post[^] [v] #609,024

Forbes: 'Star Citizen' Developer Threatens Lawsuit Against The Escapist, Demands Apology And Retraction
The letter in question addresses the majority of the claims reported on by The Escapist, and hurls some accusations right back, calling the allegations “ridiculous, highly slanderous, and easily disproved.” Furthermore, the letter accuses The Escapist of participating in a conspiracy between the author and third parties with the “deliberate intention of inflicting emotional distress and financial harm on the individuals and entities concerned.” If you thought this wasn’t serious, think again. -Jason Evangelho

squeegee (OP) triple-posted this 11 years ago, 24 minutes later, 1 month after the original post[^] [v] #609,039

Externally hosted imageoh fucking wow
https://twitter.com/lizzyf620/status/650617503450841088

confirmation that the ID badge that was used to identify people was a generic RFID tag used to open doors.
pictured: Disco Lando, a real CIG employee, showing the generic badge issued to office workers all through the country.

according to CIG they don't issue any kind of badge used to identify employees. at all.

squeegee (OP) quadruple-posted this 11 years ago, 4 minutes later, 1 month after the original post[^] [v] #609,040

Externally hosted imagepictured: ben lesnick showing the front side. Lizzy claimed the ID's she was showed had info blacked out. did someone photoshop a black box onto a picture of a keycard and lie about it covering up personal info? Should photos with blacked out personal info even have been used to identify anonymous sources to begin with?

lots of questions. the escapist has till monday to figure out what the fuck happened.

Killer Lettuce !!iNo3FkiZx replied with this 11 years ago, 2 minutes later, 1 month after the original post[^] [v] #609,041

@609,039 (squeegee)
Sorry if I'm being dense, but does this mean that The Escapist was tricked, or that CIG is lying and does issue badges?

Edit: nevermind. your next post clarified it.

(Edited 35 seconds later.)

squeegee (OP) replied with this 11 years ago, 4 minutes later, 1 month after the original post[^] [v] #609,043

@previous (Killer Lettuce !!iNo3FkiZx)
https://web.archive.org/web/20151004114203/https:/twitter.com/lizzyf620/status/650619195193954304

idk, but for some reason the author of the article is now nuking tweets related to this. in this archived tweet the author posts a picture of an employee with a badge and used that as proof that those badges are issued. it's merely a keycard. Later the says she's not 100% that's the one, so then ben and Disco posted really clearly what they are. now the social media trail of comments is being purged for some reason. also notice derek smart in the middle of it all

squeegee (OP) double-posted this 11 years ago, 1 day later, 1 month after the original post[^] [v] #609,509

mini update

so far nothing heard from the Escapist today. however, several news outlets have reached out for a comment and they have declined. one reporter called that, "not a good sign they are not immediately standing behind their story," and said that may indicate this is an administration/management problem now and not an editorial one. Also, the parent company behind the escapist is presided over by a man once sued by Derek Smart. it's possible they are going to just retract the story and not try to lean on what are turning out to be sketchy sources. hopefully we'll get an update today.

(Edited 17 seconds later.)

squeegee (OP) triple-posted this 11 years ago, 9 minutes later, 1 month after the original post[^] [v] #609,513

uh, and this looks like a gamer blog of some kind, but there's an interview with a current employee at the Santa Monica Studio (where chris and sandy, the two "incompetent and racist bosses" work).

http://blogjob.com/oneangrygamer/2015/10/star-citizen-interview-cig-employee-addresses-financial-allegations-project-concerns/

after the latest round of accusations Thomas Hennessy put himself out there and offered to talk about the working conditions at CIG's main studio. he paints an entirely different picture of the project and of the company culture.

squeegee (OP) quadruple-posted this 11 years ago, 42 minutes later, 1 month after the original post[^] [v] #609,519

Update: The Escapist

notwithstanding Cloud Imperium Games' notice and posting, stands by its coverage of Star Citizen and intends to continue to investigate the developing story. Since publishing our original stories, we have been contacted by, and are currently interviewing, additional sources corroborating a variety of the reported allegations. Additionally, if Mr. Roberts' offer for The Escapist to "meet the developers making the game and see how we're building one of the most ambitious PC games first hand" remains open, we take the opportunity to accept such invitation so as to hopefully provide the public with sufficient information and opportunity to vet such sources' allegations and claims for themselves. We have also communicated the foregoing directly to Cloud Imperium Games.
https://archive.is/JLByy

nope, no retraction. i wonder how ugly this is going to get. in other events Derek Smart tweeted late last night that CIG had sent him a cease and desist letter. he stated he's not going to entertain it. CIG did threaten legal action, i guess now we'll see how serious they were.

squeegee (OP) quintuple-posted this 11 years ago, 1 day later, 1 month after the original post[^] [v] #609,902

fan video

by Teller
quick video showing all of the ships. i follow the game closely, but we never get to really see them all in one group. the line-up is getting pretty impressive.

squeegee (OP) sextuple-posted this 11 years ago, 11 hours later, 1 month after the original post[^] [v] #610,084

huh, i'll be damned. I guess it's true what they say about there being no bad publicity:
Star Citizen's pace of funding has accelerated, and it's powered by new backers
Nothing can keep a sufficiently-propelled spaceship down. According to the income tracker on the Star Citizen site, and confirmed by Cloud Imperium, the mammoth space sim’s pace of funding has significantly increased in the past few months.

A little less than four months ago, on June 10th, the site tracker showed that Cloud Imperium’s crowdfunding efforts had raised $85,006,128. Today, that total is $90,382,383 - some $5,376,255 more.

Often it’s assumed that Star Citizen’s upward thrust is powered by existing backers splashing on increasingly lavish spaceship designs. But, those last few months have seen more than 66.5K new arrivals - or ‘Citizens’, as Cloud Imperium dub them.

That influx of new backers seems to be primarily responsible for a near-doubling of the company’s crowdfunding income of late. This despite the scrutiny the project is under - not least from Derek Smart, who is determined to set a legal precedent for future crowdfunding projects.

Killer Lettuce?? !!iNo3FkiZx replied with this 11 years ago, 7 minutes later, 1 month after the original post[^] [v] #610,086

@previous (squeegee)
Good to hear, m8.

I might not even play this game, but I am glad that Derek Smart is losing.

squeegee (OP) replied with this 11 years ago, 1 day later, 1 month after the original post[^] [v] #610,519

Prototype for medium/large ship Explosions

smaller ships take extensive and detailed damage, but large ships will be much, much more complicated. Today we see what kind of progress is being made in larger ship damage states

(Full Video) This short clip of the Constellation (a 60m ship) show the full final damage animation prototype. keep in mind that the 60m constellation is quite small compared to some of the other multicrew ships. the carriers are up to 1000m long. some are even larger. (the clip continues with a couple of soundless slow motion examples from different angles.)

(clip) This quick clip shows the damage as it happens inside the ship as well. matching the external damage and internal damage (since the internals and externals exist in different zones) has been a complex technical challenge. CIG developed the GOST (game object state system) as part of the back end that shares information between zones and allows for seamless and matches internal and external damage, i.e. you hit the ship with a missile and the bulkheads on the inside will explode and buckle where it was hit. (developed by the germans poached from CryTech)

You Tube Doubler Some crafty citizen matched up the 2 segments of the video so you can watch both at the same time. it's not perfect, but it's the prototype they're building upon and working to perfect.

Interview with the designer of the large ship damage tech. It's actually pretty interesting, i haven't shared stuff from their weekly show in a while because there's not been much to show with the long wait for Star Marine, but they're starting to crank out some interesting systems now. Also i'm really liking their new format, it's a lot more polished and i like Disco Lando as an interviewer. he gets it.

Anyway, it's looking like the larger ships are going to die beautifully, and it sounds like the nerd in charge is only wanting to make it more detailed.

(Edited 4 minutes later.)

squeegee (OP) double-posted this 11 years ago, 15 hours later, 1 month after the original post[^] [v] #610,672

Externally hosted image

24 hours till Citizen Con!

Get Fucking Hype!

http://www.pangamers.com/gaming/star-citizen-ship-explosions-are-some-of-the-finest-ever-committed-to-space/
http://www.pcgamer.com/star-citizen-video-shows-spaceships-exploding-spectacularly/?utm_source=facebook&utm_medium=social&utm_campaign=pcgfb
http://www.gamestar.de/spiele/star-citizen/news/star_citizen,48820,3237501.html

(Edited 2 minutes later.)

Killer Lettuce?? !!iNo3FkiZx replied with this 11 years ago, 20 minutes later, 1 month after the original post[^] [v] #610,674

Derek Smart posted this on his blog.

The sheer egotism of it is hilarious to me.

squeegee (OP) replied with this 11 years ago, 9 hours later, 1 month after the original post[^] [v] #610,869

Externally hosted image

15 and a half hours to Citizen Con!

https://youtu.be/e_SL4Mb5Yhc

squeegee (OP) double-posted this 11 years ago, 14 minutes later, 1 month after the original post[^] [v] #610,870

i don't know why that didn't linkify

squeegee (OP) triple-posted this 11 years ago, 3 hours later, 1 month after the original post[^] [v] #610,902

12 hours till Citizen Con!



*spoilers* Squadron 42 Cast member revealed!

squeegee replied with this 11 years ago, 9 hours later, 1 month after the original post[^] [v] #610,980

3 Hours till Citizen Con

Anonymous B replied with this 11 years ago, 10 minutes later, 1 month after the original post[^] [v] #610,987

@previous (squeegee)
i dont know what citizen con is

squeegee (OP) replied with this 11 years ago, 2 hours later, 1 month after the original post[^] [v] #611,008

Externally hosted image@previous (B)
In nov 2012 Star Citizen was announced. at the time Star Citizen was a very small CryEngine mod, a proof of concept, that space vehicles in zero G would work in CryEngine. a short trailer was produced, and the original Kickstarter pledge drive went up that year. The next year in oct/nov 2013 CIG celebrated the anniversary of the launch day with a small live event called Citizen Con. The devs do a "State of the Game" kind of presentation and there are usually some surprise reveals. They did another one last October in 2014 as well, and it's becoming sort of like BlizCon for Blizzard. This year it's in Manchester and they are expecting a pretty large crowd.

Anonymous B replied with this 11 years ago, 3 minutes later, 1 month after the original post[^] [v] #611,009

@previous (squeegee)
why aren't you there livechanning it?

squeegee (OP) replied with this 11 years ago, 7 minutes later, 1 month after the original post[^] [v] #611,010

okay, so links and times:
1. The actual Event stream will be here:
http://www.twitch.tv/starcitizen
presentation starts at 1200 PDT, or 1900 UTC.

2. reddit is doing a live blog
https://www.reddit.com/live/vq48g9icz6fh

3. INN coverage (live now): Interstellar News Network is a fan site and they are covering the pre-show leading up to the presentation. probably mostly just neckbeard chatting.
http://www.twitch.tv/INNLive

4. all other info concerning the live stream:
https://www.reddit.com/r/starcitizen/comments/3o42wa/citizencon_live_stream_info/

squeegee (OP) double-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #611,011

@611,009 (B)
it's in manchester. that's in england

Anonymous B replied with this 11 years ago, 23 seconds later, 1 month after the original post[^] [v] #611,012

@previous (squeegee)
just hop on a plane

squeegee (OP) replied with this 11 years ago, 6 minutes later, 1 month after the original post[^] [v] #611,015

@previous (B)
i thought about it, but i'll probably wait for the first citizen con after launch. right now the events are supported by ticket sales (since pledged money goes into development) and so they are kinda small and limited venues. but once they are out of development and earning real profits i bet they do a big grand citizen con like a festival. more like blizzcon. bigger, better, longer. so i'll probably try to get to the first one after launch. i did go to the persistent universe town hall they did in austin, and that was a blast, so i do hope to go to another SC event or two.

squeegee (OP) double-posted this 11 years ago, 1 hour later, 1 month after the original post[^] [v] #611,046

5 Minutes to the Citizen Con Presentation!

hold on to your asses, we hear it might be a 3 hour presentation!

also, holy fuck, there are over 2 million viewers
edit: oh, i jumped the gun. that's over 2 million total views, derp.

(Edited 3 minutes later.)

squeegee (OP) triple-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #611,047

according to their twitter there may be a 30 minute delay. load up your VLC players and start streaming now, it's soon (trademark sign)

squeegee (OP) quadruple-posted this 11 years ago, 32 minutes later, 1 month after the original post[^] [v] #611,057

it's live!

http://www.twitch.tv/starcitizen

(Edited 11 seconds later.)

squeegee (OP) quintuple-posted this 11 years ago, 2 hours later, 1 month after the original post[^] [v] #611,106

Externally hosted imageSquadron 42 Teaser

Full Cast Reveal: Gary Oldman, Gillian Anderson, Mark Hamill
http://www.pcgamer.com/star-citizen-features-gary-oldman-gillian-anderson-mark-hamill/

Squadron 42 on the RSI website
https://robertsspaceindustries.com/squadron42

(Edited 4 minutes later.)

squeegee (OP) sextuple-posted this 11 years ago, 2 minutes later, 1 month after the original post[^] [v] #611,107

Star Citizen Alpha 2.0 Press Demo

all live action gameplay

https://youtu.be/SrpeLpQWzTk

interview with Gary Oldamn about his work on Squadron 42
https://youtu.be/UTuhr_vzTEE

(Edited 8 minutes later.)

squeegee (OP) septuple-posted this 11 years ago, 11 minutes later, 1 month after the original post[^] [v] #611,114

Externally hosted image

New Military Ship Concept Sale!

yes, it comes with LTI
the Aegis Sabre
Part of Aegis Dynamics’ Phase Two of new ship models, the Sabre was designed as a space superiority fighter for those situations where you need to leave a lighter footprint. While no one will deny the Hornet’s place as the UEE Navy’s brawler, the Sabre offers an elegant and nimble alternative to handle an ever-evolving combat landscape. Designed to be a rapid responder, the Sabre is more than capable of establishing battlefield dominance for any number of combat sorties.

Engineers looked equally to the past and the future to build the Sabre . Incorporating Aegis’ battle-tested power distribution systems into their dependable ship-hull construction while developing cutting-edge flight and system technology, the Sabre is truly a next generation fighter that represents the new Aegis.

Aegis Dynamics has designed the Sabre in response to a United Empire of Earth Navy’s request for proposal for a next-generation fighter capable of outmatching the Vanduul STINGER-class heavy fighter in speed and turning. While the Navy has not yet accepted the the Sabre bid, Aegis has opted to make a run of production prototypes available to licensed civilian operators.

squeegee (OP) octuple-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #611,116

Externally hosted image

squeegee (OP) nonuple-posted this 11 years ago, 1 minute later, 1 month after the original post[^] [v] #611,117

Externally hosted image

squeegee (OP) decuple-posted this 11 years ago, 15 minutes later, 1 month after the original post[^] [v] #611,123

Interactive Star Map

browser based

https://robertsspaceindustries.com/starmap

it's excellent. you can plot courses through the Star Citizen universe and read lore about all the systems. it's... very detailed. you can even have it plot population density and crime rates within systems

squeegee (OP) undecuple-posted this 11 years ago, 43 minutes later, 1 month after the original post[^] [v] #611,138

FREE Flight!



Code is: CITCONFLIGHT2K15
Go here to activate it

squeegee (OP) duodecuple-posted this 11 years ago, 3 minutes later, 1 month after the original post[^] [v] #611,141

Squadron 42 intro

welcome to the UEE Stanton, Idris class Frigate, your home in the story
https://youtu.be/_8YkjRs-S8w?t=51s

(Edited 1 minute later.)

RWBY Rhubarb? !!iNo3FkiZx replied with this 11 years ago, 8 minutes later, 1 month after the original post[^] [v] #611,143

@previous (squeegee)
Oh, nice, is this set in Space UK?

squeegee (OP) replied with this 11 years ago, 10 minutes later, 1 month after the original post[^] [v] #611,144

@previous (RWBY Rhubarb? !!iNo3FkiZx)
yes!

squeegee (OP) double-posted this 11 years ago, 9 hours later, 1 month after the original post[^] [v] #611,254

Externally hosted imageOoo

squeegee (OP) triple-posted this 11 years ago, 9 hours later, 1 month after the original post[^] [v] #611,355

Externally hosted image:D

squeegee (OP) quadruple-posted this 11 years ago, 25 minutes later, 1 month after the original post[^] [v] #611,363

here's a video of the new Star Map if you don't want to mess with playing with it but want to see it
https://youtu.be/4eAD0liNeis

Anonymous B replied with this 11 years ago, 24 minutes later, 1 month after the original post[^] [v] #611,378

when will this game be playable is there an eta

squeegee (OP) replied with this 11 years ago, 41 minutes later, 1 month after the original post[^] [v] #611,383

@previous (B)
release dates got to be a very hot button issue, and on stage chris was dying to say something about dates, but he forced himself not to. it looked like it took a lot of restraint. but no dates were given. but i can explain where they likely are.

tl;dr we should have something big and major in our hands by the end of the year (maybe sooner). the "BabyPU" is what they are calling it

the BabyPU is a single star system with a few dozen points of interest, 40 mission types, fully functional multicrew, and fully functional FPS. it's going to be used as a testing ground to introduce the career mechanics such as salvage, mining, fuel collection, etc. they are currently concurrently building out the next systems and will bring the next ones online as they are fleshed out with POIs and landing zones.

Q. so what about Star Marine and all the modules and crap?
A. we can finally stop looking at the game as a bunch of disassociated modules, all of the development branches have been merged into 1 single development stream. all of the modules have been blended together and dependencies have been stitched up. the next update (patch 1.3) will lay the remainder of the groundwork for 2.0 (the BabyPU) which is expected after that.

Star Marine is still "a game within a game" and will be made available on the simPod just like Arena Commander just as soon as it's ready to be unlocked. But, all of the core FPS game mechanics and features developed for Star Marine will be live in the engine and apply everywhere before the Star Marine SimPod Game Mode is playable.

Q. is the babyPU a game?
A. the babyPU is pretty much exactly the thing that everyone in the community has wanted for going on 3 years. there are lots of places to explore, and the places have functions, like a communication array. they can be shut down by pirates or players to draw people in for PvP. there will be random pirate and vanduul encounters, there will be full on space stations that can be occupied and fought over.

and this is all in simply a free flight multiplayer map. free flight is just "sandbox", people just dick around and fly each others ships and get in little fights and have fps gun fights in the asteroids and race imagined race tracks around the stations. it can be a lot more fun than just dog fighting. and the more mechanics we have and ability to interact the more fun it gets. When they introduced early multicrew (sans-local grid, i.e. you had to be locked to a seat) people had a blast just riding in the back of a cutlass while it was torn apart in a dogfight.

the babyPU is exactly the game people want to be playing, it's going to be the first real taste of the gameplay we'll experience in the PU.

Q. okay, okay, when is the babyPU happening?
A. i think we can expect 1.3 this next week, and then if the plan is to push 2.0 out after 1.3 then maybe as little as 2 weeks after than. so i predict the BabyPU in our hands no sooner than 3-4 weeks from now. it's probably more than likely that "end of the year" is a better guess.

squeegee (OP) double-posted this 11 years ago, 1 day later, 1 month after the original post[^] [v] #611,835

Externally hosted imageI'm Derek Smart: by Kate Russell a freelance reporter on the Webscape segment of the BBC technology show Click.

this really made my day :')

(Edited 11 seconds later.)

squeegee (OP) triple-posted this 11 years ago, 22 hours later, 1 month after the original post[^] [v] #612,104

1 million backers


https://robertsspaceindustries.com/comm-link/transmission/15007-Letter-From-The-Chairman
Starting today, we are eliminating ‘Alpha Access’ and the $5 module passes. Anyone who has pledged for a Star Citizen Package can now play today without worrying they won’t have access to some portion of the ‘Verse in the future. No Star Marine pass, no Alpha 2.0 pass… no additional payment needed for any module in the works, pre-release. Going forward, should we need to put out some sort of limited release it will be done through the PTU test server. All backers will have access to any live release, the moment it publishes.
finally. that shit was just confusing. beta access this, alpha access that. this is way better. get a ship, you've got access to the game. done.

(Edited 38 seconds later.)

squeegee (OP) quadruple-posted this 11 years ago, 22 hours later, 1 month after the original post[^] [v] #612,301

1.3 live on the PTU

it's a large patch with lots of quality of life improvements, but no large content update.

there are a lot of patch notes. pretty much everything from game balance to lighting got some love. the new social area, Arc Corp has been expanded, more than double the size. The new area has been described as a "construction zone" with lots of open spaces to drive ground vehicles. Oh yeah, there are ground vehicles in multiplayer now. they explode and will kill you if you crash. fun stuff, people are already organizing "buggy death races."

it also appears many of the new animations developed for Star Marine are in this patch. instance sizes have been upped to 40 (from 24) which is cool.

the biggest deal about 1.3 is that it's the first launch after the "great code merge" that happened last month. what we hear is that most of 1.3 is "under the hood" stuff that will drive the Baby PU. supposedly the very next patch is intended to be 2.0 which is where all of the new content is added. exciting times.

hopefully (like seriously an optimistic guess) is that 2.0 drops within the next 2 weeks. again, by the end of the year is more realistic, but it's closer than ever.

(Edited 56 seconds later.)

Anonymous I joined in and replied with this 11 years ago, 1 day later, 1 month after the original post[^] [v] #612,583

@previous (squeegee)
Please keep us updated!!

squeegee (OP) replied with this 11 years ago, 23 minutes later, 1 month after the original post[^] [v] #612,616

@previous (I)
well, alright. So turns out 1.3 is not without it's share of bugs. some are pretty game blocking. some are funny. Those of us with SSDs now load so fast into the game that our character spawns and falls out of the level before the ground is drawn. that's really the worst of it since so many backer QA testers use SSDs. there's a simple work around, just spam movement keys as you spawn in and you'll land inside geometry for some reason so you're cool. aside from that the servers have pretty much been at "capacity." i used quotations there because we're well under what the server architecture can handle as far as concurrency goes, but the high number of players is causing more bugs to pop up in servers and tank whole sessions. Which is actually good, and not entirely unexpected. They raised player caps in instances and patch weeks are always super busy. And they are getting a lot of good data back from the crashes so they'll know where they need to put fixes in place.

we'll end up with 1.3 pushed to the live servers probably within the next few days, maybe by the weekend, but probably next week with the quantity of bugs i'm seeing. so far the longest a patch has been in the PTU was 2 weeks with about daily patches. it's possible this one could be on the PTU as long or longer, we'll just have to see.

A lot of hardcore players are bummed about game balance. Some of the "fixes" appear to have made things worse or brought about new problems. Of course that's how game balance goes, blizzard is STILL trying to balance Starcraft 2. but i do agree that some of the fixes were shit and at least one ship is pretty badly broken. It could be that some XML files were not updated correctly, we'll just have to see what kind of patches they do while in the test universe. it could be they intended these changes to be so drastic.

one cool thing is that you can now properly EVA from the ships. before you would either need to land and exit the ship, or eject. now you power down, get out of your seat and float around inside the cabin. then you can open doors and EVA around the map, EVA back, reenter, startup and fly away. it's pretty neat. it IS kind of wonky, but you can totally see where they are going with it. mostly the wonkyness is in the player animations. entering some of the ships uses the same animation they use on the ground and looks funny. the "push/pull" mechanic that'll be used to navigate in zero G isn't finished being developed, so some stuff just doesn't quite exist yet. and the zero G animations aren't perfect either. that's all more 2.0 stuff or post 2.0 stuff.

oh yeah, and the buggies exploding around arc corp is pretty great.
https://youtu.be/ysP4C1NlEj8

squeegee (OP) double-posted this 11 years ago, 1 week later, 1 month after the original post[^] [v] #615,500

Externally hosted image

1.3 published to live

after 5 or 6 updates to the PTU 1.3 is pushed to the live server. the next patch version they are aiming for is 2.0

Port Olisar Space Station is found in the Stanton system orbiting a gas giant named Crusader. it's among orbital shipping hubs and other service oriented platforms such as security and repair. the other planets (Hurston, Microtech, Arc Corp) are all having their landing zones completed. Crusader appears to be the hub of the "mini PU" release (aka 2.0) and will feature a procedural mission generation system. there is going to be high security space, as well as lower security space further from the trade lanes and ports. random enemy encounters will be a thing, as well as other scenarios (derelict space ship full of alien bugs kinda stuff.) you can find out more about the Stanton system by checking out the Arc Starmap here and you can see more pictures of Port Olisar here.

i really, really doubt we'll see 2.0 within the next 2 weeks, but, CIG does try to do a patch release at least that often. it's possible we'll get a 1.3.1-whatever series of patches over the coming weeks, but, it does sound like they are making a really big push to hem everything up into the 2.0 deliverable. there are still problems they consider "blockers" and game play bugs they are "investigating" and systems they are "iterating upon" so i expect it soon, but not immediately. end of the month is the most optimistic, end of the year is still a much more reasonable expectation.

Weekly status update: https://robertsspaceindustries.com/comm-link/transmission/15024-Development-Update-Star-Citizen-Alpha-20-Star-Marine
1.3 patch notes (short version): https://forums.robertsspaceindustries.com/discussion/292236/publishing-1-3-0-to-live

squeegee (OP) triple-posted this 11 years ago, 35 minutes later, 1 month after the original post[^] [v] #615,505

Externally hosted image

squeegee (OP) quadruple-posted this 11 years ago, 2 days later, 1 month after the original post[^] [v] #616,604

pretty cool thing going on about the Facial Animation pipeline. how about pupils that react dynamically to lighting? eh? eh?
https://www.youtube.com/watch?v=G1eLecTsTSw

squeegee (OP) quintuple-posted this 11 years ago, 2 weeks later, 2 months after the original post[^] [v] #623,433

The Next Great Star Marine Contest

a year or so ago they did the Next Great Starship contest and had fans compete to design a ship to be put in game. several teams entered and after several rounds of culling they got down to the final ship, the Redeemer Drop Ship. as part of the contest the teams were required to fully create the ships in a 3D modelling program and prepare it to be placed into the formal CIG ship pipeline for further refinements.

The new competition is for the "Class 9 Titan Suit" which is described as a bulky mech suit power armor kind of thing. in the past devs talked about it like a cross between the Power Loader from aliens and an Iron Man suit. not purely built for fighting, but not purely built for utility. we'll see how it turns out, but it's cool they're letting the fans design the aesthetics.

That's probably the only real interesting news in the last couple of weeks. They're still just cranking away at 2.0

They're also talking about the cutlass. the Cutlass is a weird ship that has pretty terrible flight characteristics. unfortunately you can look at it and see why it turns like a cow, it drifts like a 1970's rear wheel drive drift mobile because the cutlass has a rear end with big rotating thrusters that pretty much push your ass around like shopping cart wheels. but i'm not sure CIG sees that as the exact problem, but they are looking for solutions. people are just kind of mad because they expected a top-of-the-line dog fighter (even though it's on the huge side of the small ships) and the cutlass handles like a UPS truck.

One solution they're kicking around is just designing another Drake Ship to fit the interceptor role and leave the cutlass as a multi-role freighter. the Buccaneer is what they're calling it for now. but it's all talk. they might just redesign the cutlass to make it handle more reliably. imo all they need to do is make it "front wheel drive" by placing the thrusters off the bow, then the tail will follow the front instead of always trying to jack knife and push the ass to the front in a turn.

anyway, back to playing fallout

(Edited 52 seconds later.)

squeegee (OP) sextuple-posted this 11 years ago, 2 days later, 2 months after the original post[^] [v] #624,382

hnnnng

on today's 10 for the chairman several bombshells were casually dropped.
1. positional audio - something backers have wanted since some tech demo was going around for it a couple of years ago. basically when using voice speak in game hearing someone is dependent on proximity. it's a cool thing that RPG players really want. i guess people really want to be yelling at each other and forced to use comms devices in game, like radios. it does sound cool, and i know other games make good use of it, but team speak is so ubiquitous i think anyone doing major pvp with in-game voip only will be at a disadvantage. but, i guess if it is robust enough and useful enough and not a hindrance to gameplay then i guess people might just use that and not teamspeak. we'll see, because it's now confirmed to be in r&d.

2. speaking of r&d the second bombshell has to do with planetary landings. originally the plan called for free-form space flight, and planetary landing "on rails" or autopilot. for more than one reason, from technical difficulty to gameplay limitations, autopilot has been the vision. free-form landing was planned as an after launch feature; once the procedural tech to generate a populated planet with cities and everything then they'd look at letting us do atmospheric flight. well, today it was announced that there will be more free-form flight down to the planet than they originally planned. evidently their procedural tech is further along than anyone thought, which is awesome, because the community has been wanting controlled flight while landing since inception.

3. start up sequences and physical switches in the cockpit (ala hardcore flight sims) - yes. fucking hype! engage dynamo, start up pre-coolers, warm up the fuel injectors, power up engine, disengage dynamo, route power to thrusters, power up shields, request permission to take off. fucking hype!

there'll also be a noob sequence that starts up everything by computer, but personally i'll be flipping switches turning dials myself. (also they did say they want it to remain accessible, so they probably won't go super nuts with start-ups.)

squeegee (OP) septuple-posted this 11 years ago, 11 minutes later, 2 months after the original post[^] [v] #624,387

unfortunately this is the only link to this video, but it's a demo of the ragdoll zero g animation stuff. animations have been a big blocker since it's requiring pretty much the full suite of tech to make it playable. they have the zero g stuff cobbled together in game now, and it's trash. but mostly because it's very incomplete.

what we're seeing here is a test where they are throwing the player character around in zero g and bumping him into a column and the floor to see the ragdoll effects and how well the animations "recover" to a usable state. mixing ragdoll in has been hard, because they want more realistic animations, so that if you're thrown into a wall your left arm might ragdoll while your right arm can still shoot your pistol. something like that.

anyway, it's simply demonstrating the ragdoll effects in zero g (collisions) and nothing else like proper jet pack thrusters and inertia (that's off for this test), so this is not fully representative of the final product. but it is leaps and bounds better than the previous iterations of zero g ragdoll

https://www.facebook.com/215475438505750/videos/943769532343000/
(sorry it's facebook)

(Edited 7 minutes later.)

squeegee (OP) octuple-posted this 11 years ago, 11 minutes later, 2 months after the original post[^] [v] #624,388

Externally hosted imageoh yeah, and lastly, 2.0 will release "very close to the november livestream" which is in like a week or so i think. hype.

RWBY Rhubarb? !!iNo3FkiZx replied with this 11 years ago, 8 hours later, 2 months after the original post[^] [v] #624,462

Any new developments on CIG vs the Escapist? That seems to have gone quiet.

squeegee replied with this 11 years ago, 6 hours later, 2 months after the original post[^] [v] #624,480

@previous (RWBY Rhubarb? !!iNo3FkiZx)
nothing new. but derek smart is neutered. his reputation caught up with him and now no one is taking him seriously. he's also pretty much confessed much of it was lies.

he's a god damned retard. the escapist has promised follow ups, so we'll see how it shakes out.

(Edited 50 seconds later.)

squeegee (OP) replied with this 11 years ago, 8 hours later, 2 months after the original post[^] [v] #624,566

Gamestar teaser for their Star Citizen themed Mark Hamill interview on 11/19

he really whips out that light saber at the drop of a hat doesn't he

(Edited 1 minute later.)

squeegee (OP) double-posted this 11 years ago, 1 day later, 2 months after the original post[^] [v] #624,926

Externally hosted imagelivestream starts in 15 minutes
until then watch this interview with Mark Hamill about his role in Squadron 42!

squeegee replied with this 11 years ago, 3 hours later, 2 months after the original post[^] [v] #625,048

hype

2.0 is dropping to the first 1000 players right now. doing rolling release like previous patches. it'll open to everyone over the coming days/weeks. no NDA for streamers. :D

squeegee double-posted this 11 years ago, 59 minutes later, 2 months after the original post[^] [v] #625,059

also the crucible was shown, it's the repair ship. there's also a repair design doc for the whole profession. it looks intricate. these designs just keep getting better and better as more systems are fleshed out.

links and pics later

squeegee (OP) replied with this 11 years ago, 2 hours later, 2 months after the original post[^] [v] #625,082

people are streaming 2.0
http://www.twitch.tv/directory/game/Star%20Citizen
i'm watching this guy on twitch

it's, uh, woah

squeegee (OP) double-posted this 11 years ago, 12 minutes later, 2 months after the original post[^] [v] #625,084

there's a lot of crashing going on, but man, the ptu is impressive as fuck. it looks better than the previews they showed at gamescon. dude was just doing supercruise through an asteroid field and it looked amazing. elite dangerous is eating it's heart out.

oh, and derek smart is frothing at the mouth like a raving lunatic

(Edited 2 minutes later.)

squeegee (OP) triple-posted this 11 years ago, 25 minutes later, 2 months after the original post[^] [v] #625,088

Externally hosted image

squeegee (OP) quadruple-posted this 11 years ago, 45 seconds later, 2 months after the original post[^] [v] #625,089

Externally hosted image

squeegee (OP) quintuple-posted this 11 years ago, 5 minutes later, 2 months after the original post[^] [v] #625,092

Externally hosted image

squeegee (OP) sextuple-posted this 11 years ago, 13 hours later, 2 months after the original post[^] [v] #625,320

https://youtu.be/94l8Psq8MY0

things are really starting to look nice...

squeegee (OP) septuple-posted this 11 years ago, 22 minutes later, 2 months after the original post[^] [v] #625,323

oh, the Vanguard is hangar ready. wow, they just did the concept on this. the vanguard is pretty much a military ship designed as a long range heavy fighter. it can also be outfitted for eWar and as a torpedo bomber. its utility is probably always going to be on the military side since it makes a lot of space compromises to house backups for every system. this won't make for the best trading ship, but would probably do fine as a merc ship or maybe even bounty hunting. certainly it'll make a good ship for a pirate fleet, it's very resilient and punches above it's weight class.

https://www.youtube.com/watch?v=3Aj_szNi5DY

squeegee (OP) octuple-posted this 11 years ago, 8 minutes later, 2 months after the original post[^] [v] #625,324

Externally hosted imageoh man, it even matches your environment to your marital status. hnnng

squeegee (OP) nonuple-posted this 11 years ago, 2 minutes later, 2 months after the original post[^] [v] #625,325

the Crucible o.o

it's gorgeous. it's one of the more "space ship looking" ships. boxy, industrial, utilitarian. it's grate

(Edited 4 minutes later.)

squeegee (OP) decuple-posted this 11 years ago, 8 minutes later, 2 months after the original post[^] [v] #625,326

Externally hosted image

ship repair and maintenance design doc

Space is a hostile place and even the most skilled pilots will need to have their craft patched up from time to time. Fortunately, there are a number of options available to Citizens to get themselves back up and running.

Star Citizen’s repair system works in conjunction with the engine’s detailed damage model to create intuitive and engaging gameplay for players wishing to pursue a career in ship repair or for pilots to execute quick field repairs.

The basis for repair technology in Star Citizen are tools equipped with multipurpose lasers that can trim away damaged material or sinter construction material injected onto a component’s frame, rebuilding its structure
https://robertsspaceindustries.com/comm-link/engineering/15062-Ship-Repair-And-Maintenance

(Edited 21 seconds later.)

squeegee replied with this 11 years ago, 4 hours later, 2 months after the original post[^] [v] #625,364

new PTU update tonight. looks like picking players based on bug reporting is working out. they've uncovered several bugs the devs didn't know about and a new build fixing major blockers (such as crashing to desktop) is on its way to address some of that.

they'll likely continue rolling out daily builds up to the point they go to the live servers with it.

also, from what we hear (and see on streams) a lot has changed. it actually looks like a real game now. no more "modules", just star citizen in its infancy.

(Edited 35 seconds later.)

squeegee (OP) replied with this 11 years ago, 2 hours later, 2 months after the original post[^] [v] #625,395

Externally hosted imagehttps://www.youtube.com/watch?v=j_qAtqm4XUI

i'm about to watch this. one of the "big time" star citizen streamers is attacked by a bunch of CIG QA people in some space station. it's at the top of the SC sub right now and has traction elsewhere. evidently it's "cool as fuck". let's see...

squeegee (OP) double-posted this 11 years ago, 3 minutes later, 2 months after the original post[^] [v] #625,396

i just got my PTU invite :D

holy shit! see you suckers in hell
https://www.youtube.com/watch?v=XbGkvwEqqzE

(Edited 13 seconds later.)

squeegee (OP) triple-posted this 11 years ago, 32 minutes later, 2 months after the original post[^] [v] #625,407

i forgot it takes like 4 hours or something to download so i'm stuck with you bastards for a while yet

oh yeah, and that bad news baron video was only kinda cool, but not the big fight i was expecting. it was like one dude. but still, space stations, guns and ships. also some thievery.

(Edited 2 minutes later.)

squeegee (OP) quadruple-posted this 11 years ago, 1 hour later, 2 months after the original post[^] [v] #625,421

jesus fuck! the servers are on fire! 15,000 new invites went out today bringing the total up to 16k! the patch earlier has resolved a lot of the crashing issues (evidently they were related to repairing the constellation, anytime someone went to get repairs the server tanked) but now the new EMP device on board the new Avenger Warlock causes everyone in its sphere of influence to CTD. lol.

the download is going poorly, something happened and i had to restart and now the launcher isn't allowing me to download. this was a problem yesterday for people. you just have to wait for traffic to die down, people are hitting the pipe pretty hard.

squeegee replied with this 11 years ago, 3 hours later, 2 months after the original post[^] [v] #625,483

Ooo, i'm updating. sweet. only another hour and a half wait.

squeegee double-posted this 11 years ago, 10 hours later, 2 months after the original post[^] [v] #625,564

okay, it's pretty awesome. i played a bit last night and it was shocked at my 60fps. it plays better now even.

port olisar is fucking huge. and i got to ride along in a multicrew ship. technically i was a stow away, but no one threw me out the airlock.

haven't even flown a ship yet, today i'll be exploring the moons and stations. stoked.

squeegee (OP) replied with this 11 years ago, 18 minutes later, 2 months after the original post[^] [v] #625,566

Externally hosted imageokay, this gif is cool as fuck. constellation class frigate in super cruise (traveling at about 3 thousand mph) buzzing Port Olisar and flying between the rotating rings of the station. ships are fast as fuuuuuck now.

https://gfycat.com/PaltryQuickEeve

picture: view of the planet Crusader from the docking collar of an RSI Aurora.

(Edited 30 seconds later.)

squeegee (OP) double-posted this 11 years ago, 1 hour later, 2 months after the original post[^] [v] #625,576

i just hitched a ride on someone's connie while i ran around the ship. it was a unique experience. i've never seen anything like that before. he went into quantum travel and was heading for a space station and i was just watching all the scenery go by. then we got attacked by someone and the inside of the ship threw sparks and shook and made damage sounds and filled with smoke. then some dude got out his pistol for some reason and started shooting at me, so i got out mine and we had a pistol fight in the cargo hold while a dog fight was happening outside and our ship was getting battered and klaxons were wailing.

i love it. watching a Retaliator take off and fly away is like watching a movie. and to think this is the most bare bones and content lacking version of the vision. next is going to come persistence, shops, civilian NPCs, all the careers, and landing locations. it's only going to get grander from here.

squeegee (OP) triple-posted this 11 years ago, 8 hours later, 2 months after the original post[^] [v] #625,737

got to play with supercruise for a nice long time and confirmed a couple of things. first of all the moons are not part of a sky box. i was able to orbit Vela completely. it's gorgeous, Vela is surrounded by a dense asteroid field and it's fun as hell threading the gaps at 3000mph. i also found that you're still able to use all your thrusters in supercruise and you can boost your turning significantly by translating in the direction of rotation. you can strafe at like 300m/s giving you a nice bit of maneuverability even at those speeds, but the g forces can kill you. lol.

also i figured out that you can most certainly fight at those speeds. it's really fucking hard, especially if they're going 1/4 your speed, but it'll give new meaning to the term "boom and zoom." it's already a super useful tactic, but with supercruise it's going to be amaaaaazing. i can't wait to try out a torpedo bomber on a cap ship :D

especially with a gunner dropping the bombs

(Edited 1 minute later.)

squeegee (OP) quadruple-posted this 11 years ago, 44 minutes later, 2 months after the original post[^] [v] #625,755

also, boy, the 985,000 people who haven't gotten an invite yet sure are jelly. i guess maybe i'll stream some so people can live vicariously through me.

squeegee (OP) quintuple-posted this 11 years ago, 10 minutes later, 2 months after the original post[^] [v] #625,757

streaming some PTU action in about 5 minutes. i'm going to go make a cup of coffee, smoke a cigarette, then come back and do some streaming.
http://www.twitch.tv/lonestar_the_kilrathi

squeegee (OP) sextuple-posted this 11 years ago, 17 minutes later, 2 months after the original post[^] [v] #625,764

okay, live now for idk how long. maybe an hour. depends how long i want to stomach crashes :D

squeegee replied with this 11 years ago, 6 minutes later, 2 months after the original post[^] [v] #625,766

hmm, maybe not. obs (streaming) is dropping frames like a bitch for some reason. i lowered the bitrate, but i might just have to record :(

(Edited 1 minute later.)

squeegee double-posted this 11 years ago, 14 minutes later, 2 months after the original post[^] [v] #625,772

okay. i'm not a masochist. one more try

squeegee (OP) replied with this 11 years ago, 1 hour later, 2 months after the original post[^] [v] #625,795

well, i was able to make this from the video i did grab.
https://youtu.be/t2hg6ZXDHPk

squeegee (OP) double-posted this 11 years ago, 12 hours later, 2 months after the original post[^] [v] #625,879

https://youtu.be/h5C5RBubygU

this is one of the funnier videos i've seen. this guy manages to rip components off of some guy's ship with his bare hands. the results are pretty hilarious.

squeegee (OP) triple-posted this 11 years ago, 19 minutes later, 2 months after the original post[^] [v] #625,884

cheap LTI ship for CCU purposes

for anyone remotely interested in the "collectors" edition ships there is a new path of entry, the $30 Kruger Intergalactic Archimedes.

the Archimedes is technically a parasite fighter and requires a mothership for jump and i think even quantum travel. it's useless for any role except for combat, and even there it's extremely limited. so it is not a "starter ship" or any kind of "multi-role" ship. but, it can be Cross Chassis Upgraded to any other ship and the new ship will inherit the Lifetime Insurance from the Archimedes. LTI is not important for the game, and in fact even its "collecter value" has diminished over the years with new waves of LTI ships. buuut the game isn't out yet, and after release LTI will be gone forever. so whatever LTI ships exist then will be the only LTI ships that will ever exist. it's my personal belief that the "real collector value" will be reached post launch, not pre-launch (even though some ships hit big money early on.)

the only other reason to want LTI is to flaunt LTI in game, it'll set the early backers apart from the noobs and make people look "cool." you'll always be able to "prove" you're an old-timer with it, right? and people love that kind of shit. So if you're interested in having the thing to flaunt, that thing i guess is LTI. of course if you don't give a shit about that kind of thing then there's really no reason to worry about LTI, buying an Archimedes, or CCUing anything.

but, for anyone interested, there's your path to LTI anything

Anonymous J joined in and replied with this 11 years ago, 2 minutes later, 2 months after the original post[^] [v] #625,886

upgrade 2 not boring

squeegee (OP) replied with this 11 years ago, 45 minutes later, 2 months after the original post[^] [v] #625,904

@previous (J)
and of course for people who'd rather wait for the fully featured game and aren't interested in early access, playing during beta, or experimenting with first-passes the game will cost $60, require no subscription, and will take another 2 years (or so) to complete. in the meantime periodically check this thread for updates, interesting developments, and cool media.

squeegee (OP) double-posted this 11 years ago, 28 minutes later, 2 months after the original post[^] [v] #625,915

Externally hosted imageoh yeah, and the Archimedes picture. it's basically a racing Merlin. it'll be fast and highly maneuverable.
Kruger Intergalactic ships are some of my favorite looking in the game.

(Edited 1 minute later.)

squeegee replied with this 11 years ago, 1 hour later, 2 months after the original post[^] [v] #625,970

going to be doing some streaming

squeegee (OP) replied with this 11 years ago, 14 minutes later, 2 months after the original post[^] [v] #625,978

the most reliable way for me to actually stream is to load into the 2.0 environment and then load the stream. so when the servers crash or i bug out i have to stop streaming otherwise i can't sync with the servers or something. i'm not one of those guys with a separate streaming rig or anything like that, though that would be handy to have because streaming does effect performance a bit. but, i'm collecting some pretty good little highlight videos of the new supercruise mode which is nice.

Anonymous J replied with this 11 years ago, 1 hour later, 2 months after the original post[^] [v] #626,014

@625,915 (squeegee)

> oh yeah, and the Archimedes picture. it's basically a racing Merlin.


it's basically a cartoon

squeegee (OP) replied with this 11 years ago, 10 minutes later, 2 months after the original post[^] [v] #626,020

testers are being remarkably patient. everyone is just kind of rolling with the crashes, and people just keep reloading. there's all kinds of cool content coming out from all kinds of people. check out this guy, he's a paleontologist and he's orbiting the moon Cellen and talking about all the geologic features. it's really interesting. https://youtu.be/XjCAzVfHfGY

on the bug front there have been tons of reports. mostly the reports concern the server crashes and disconnects. it's hard to test everything available because you'll crash after 5-10 minutes. i have about enough time to get to my ship, jump to a destination, and then i've got maybe 7 minutes to cruise around. hopefully they're closing in on the crashing issue, there hasn't been a patch in 2 days and we're not really expecting one tonight, but tomorrow i think a lot of people will be unhappy if we don't see some kind of movement there.

aside from the disconnects everything seems to be working pretty well. there are a lot of very obvious problems like transparent textures (see through walls) and misplaced effects and even stuff like "missing landing gear" that's all pretty blatant to everyone, but nothing else that seems to be game breaking. it looks like once they've got the crashes more under control then they'll be able to go live. kinda par for the course, tbh, every ptu lately has suffered disconnects as the primary blocker. but, they are on a whole new backend architecture now and there's still tons of bugs that aren't client side.

my best guess based on previous PTU testing is that we'll have something stable by the end of the week and will hopefully be live the following tuesday. optimistically speaking probably. we'll see.

squeegee (OP) double-posted this 11 years ago, 4 minutes later, 2 months after the original post[^] [v] #626,022

@626,014 (J)

Anonymous K joined in and replied with this 11 years ago, 2 hours later, 2 months after the original post[^] [v] #626,035

@626,020 (squeegee)
are you streaming yet?

squeegee (OP) replied with this 11 years ago, 2 hours later, 2 months after the original post[^] [v] #626,052

@previous (K)
i did, and then i decided to play some fallout.
http://www.twitch.tv/lonestar_the_kilrathi/v/27197884

squeegee replied with this 11 years ago, 1 hour later, 2 months after the original post[^] [v] #626,079

Externally hosted imageawesome. this is the same ship, same interior space, but after 2 revisions. the latest connie rework is gorgeous. makes the first pass look like trash from last decade.

squeegee double-posted this 11 years ago, 11 hours later, 2 months after the original post[^] [v] #626,179

i'm just now hearing about this but for the rest of the week every day they are selling 500 $30 game packages. it's the new anniversary starter package sale. i'm trying to see what time, but they are selling out in minutes.

2 million has been raised this weekend. been a good anniversary for cig.
2.0 is really getting people excited

squeegee triple-posted this 11 years ago, 5 hours later, 2 months after the original post[^] [v] #626,313

PTU patching now


we hear the disconnect problems are fixed. entirely eliminated? we'll see.
if it stays up for more than 10 minutes at a time i'll stream some exploration tonight. i'm interested in the mystery of the abandoned shipping hub. looking forward to doing the missions :D

squeegee quadruple-posted this 11 years ago, 3 hours later, 2 months after the original post[^] [v] #626,421

sweet. i'm in. run one starts now

squeegee quintuple-posted this 11 years ago, 8 minutes later, 2 months after the original post[^] [v] #626,424

stable as fuck. streaming now. amazeballs. amazeballs...

Anonymous L joined in and replied with this 11 years ago, 1 minute later, 2 months after the original post[^] [v] #626,426

@previous (squeegee)
gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay..

squeegee replied with this 11 years ago, 6 minutes later, 2 months after the original post[^] [v] #626,427

still crashes though. better than this weekend though

squeegee double-posted this 11 years ago, 9 minutes later, 2 months after the original post[^] [v] #626,432

finally got my stream to be stable and the game loads with it running, so i can stream crashes uninterrupted

squeegee (OP) replied with this 11 years ago, 1 hour later, 2 months after the original post[^] [v] #626,444

it was stable for a pretty good while, then it started taking a shit once all the people finished the download. we're back to very frequent disconnects and lots of client side CTD as well. it's actually a bit easier to get onto a server and there's some jankiness that's gone, but it's crashing just as frequently.

so it's better in some areas but framerate predicts how long a server will perform when you join. if i join and already get low frames then it's going to be a short session. if i join and get really good frames then it'll go ten, maybe 15 minutes before it takes a dump. but, like i said, my first session was the longest and all the rest were cut short very early. not quite ready for primetime.

but, i'm still really stoked to be playing even in this largely frustrating state. there's a lot of polishing left, some LODs (levels of detail) are fucked, some textures are fucked, some ship components are fucked, there's some clipping problems during multicrew (probably due to desyncing) and there are still a lot of rough edges. it could be a couple of weeks before it's ready for the huge influx a live environment will bring. no idea. but it won't be tomorrow :p

edit: patch 2.0c will be going out tomorrow to further address the CTD's which are worse according to reports. but, it's easier to connect now.

(Edited 5 minutes later.)

Anonymous L replied with this 11 years ago, 2 minutes later, 2 months after the original post[^] [v] #626,445

@previous (squeegee)
it is almost as cool as minecraft..

squeegee (OP) replied with this 11 years ago, 6 minutes later, 2 months after the original post[^] [v] #626,450

Externally hosted image@previous (L)
have you heard about the cool ignore function? you should be able to ignore "star citizen" and this thread won't even appear to you! pretty cool, huh?

anyway, check out this picture from CIG. "bug smashers", and by the looks of those windows i think CIG is serious about getting it done.

Anonymous L replied with this 11 years ago, 2 minutes later, 2 months after the original post[^] [v] #626,453

@previous (squeegee)
but...you are an awesomely cool mc poster..


yet you choose to overpost about this nerdshit constantly..


come back to us...drop this bullshit and be one with us again..

squeegee (OP) replied with this 11 years ago, 16 minutes later, 2 months after the original post[^] [v] #626,469

@previous (L)
it's only over posting if you're spamming the board with new threads. bumping a thread with relevant information isn't over posting, especially since you can choose to ignore content you dislike. i purposefully put Star Citizen in the headline specifically so people CAN choose to ignore this content if they don't like it or find this thread spammy. what people can't choose to ignore are hundreds of unrelated shitposts with the only thing in common being the drunken anonymous spastic spamming periods.

so either relax and enjoy the content or ignore the thread knowing there's nothing here for you. but shitting up my thread isn't the answer. AA is the answer.

Anonymous L replied with this 11 years ago, 2 minutes later, 2 months after the original post[^] [v] #626,471

@previous (squeegee)
the shit you are posting avboutnis gaaaaaaaaaaaaay..

squeegee (OP) replied with this 11 years ago, 14 minutes later, 2 months after the original post[^] [v] #626,480

here's the best run of the night. the first run. i wasn't sure it would be stable so i kinda started recording halfway through. but you pretty much get to see a pretty clean walkthrough of the constellation while it's in motion. the whole interior physics grid in action. the pilot kinda just jumps around and looks at several stations and moons. i just run around the ship and watch him fly around the verse. wish i had started the recording so you could see the boarding and take off. very, very immersive stuff.

Anonymous L replied with this 11 years ago, 4 minutes later, 2 months after the original post[^] [v] #626,482

@previous (squeegee)
gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay..

squeegee (OP) replied with this 11 years ago, 2 days later, 3 months after the original post[^] [v] #627,057

Externally hosted image

2.0d


4th version of the 2.0 patch. still a crash fest. things have improved, but just not super noticeably on the user end. there are issues connecting to servers, and once you're in the likelihood of a crash is 100%, it's all a matter of how much uptime you get. 2.0b fixed some pretty major issues with simply connecting, and connecting is easier, but it didn't fix the crashing. c was introduced late the next day but it didn't include fixes so much as it included additional bug tracking into the client. the tools have negatively (but expected) effected performance a bit. earlier this afternoon 2.0d was released with fixes that didn't make it into 2.0c.

2.0d of course still crashes, but they are honing in on the sources of server crashes. it's been known that the new repair system was bugging out and it's disabled at the moment it looks like and stability is measurably up. i had a 30 minute run earlier, i thought those were only rumors or lies. probably won't see another patch till next week so this is looking like it won't be the shortest PTU. but the war stories people are telling in the reddit sub all sound pretty bad ass. as sson as this is stable the RPG folks are going to go nuts. already people are performing a search and rescue role because everyone is ganking each other and lots of people get left stranded and call for help in chat. and now that one guy has posted a story about it other people will make the videos and then everyone will start doing it themselves like the asteroid belt supercruise videos people have been putting out. afaik i was the first to video it and then everyone one upped me by filming bigger risks, bigger less maneuverable ships, or longer times in the belt.

orgs are even already discussing what stations they're going to try and occupy and hold. half of my org mates are looking at being Gank Pirates and the other half are wanting to fly patrols to help keep unsafe stations safe from greedy orgs and gank pirates. all it really needs are the few core careers (cargo hauling, salvage, mining) that make up the economy and half of the roles (pirates, merchant marines, wingmen) will just fall out of the gameplay organically.

but, i digress. they need to fix the disconnects and crashes before anything else is even possible. it's still got a long way to go, but alpha is actually about to start getting really interesting

Constellation firing off entire compliment of missiles at once.

squeegee (OP) double-posted this 11 years ago, 9 hours later, 3 months after the original post[^] [v] #627,152

connie gets torpedoed :)
https://youtu.be/EBewCZEgUG4

squeegee (OP) triple-posted this 11 years ago, 2 days later, 3 months after the original post[^] [v] #627,804

best race i've ever seen 350r vs. m50, both excellent pilots who fight for position the whole time. usually the racers get kinda spread out and aren't right on top of each other the whole time. these guys know what they're doing so they stayed very, very close to each other since both were taking the best line. fun to watch.

the music is shit though.

squeegee (OP) quadruple-posted this 11 years ago, 35 minutes later, 3 months after the original post[^] [v] #627,807

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patch e

''it dropped last night. seems like many of the issues with logging in have been sorted, but CTD still persists and there's still a high frequency of server crashes. there are also some new bugs breaking the ship selection screens for many players. i had guessed based on previous PTUs that we'd have something stable by today, but E is only stable-ish. up-time has improved for servers, but the CTD client side issue hides the gains made on the server problems. you are still 100% going to crash, but people are reporting improvements to playtime. so not every session crashes after 7 minutes. sometimes you'll play for an hour.

it's still unacceptable for a live build, so my guess of a publish next tuesday is certainly wrong. devs are confident that the problems have mostly been identified and fixes are in the works, so they opened up the PTU to group 3: 50k players picked by citizen number. there are now 66,000 accounts with access and some fraction of that playing periodically. servers are packed despite the crashes.

my new prediction is one more week in the PTU, but with an invite to all players with one of the next daily patches. maybe by this time next week everyone will have access and we'll have a stable enough build in our hands that CIG can publish it live the next week.

Anonymous M joined in and replied with this 11 years ago, 3 hours later, 3 months after the original post[^] [v] #627,840

itt: ultimate gayness

squeegee (OP) replied with this 11 years ago, 16 hours later, 3 months after the original post[^] [v] #627,934

this is awesome, someone loaded up some random floating junk from around one of the damaged stations and carried it across the map and delivered it to a different station.
First Cargo Mission In the PTU

i was surprised this worked as perfectly as it did. i would have guessed the debris was clipable or unable to be moved. turns out the junk has collision and is not locked in place. it also doesn't despawn. it also interacts properly with the internal physics grid. pretty much this proves that everything they need to make cargo work is already in game. we lack the full "grabby hands" system that will make moving items around easy, but it seems like everything else is working just fine.

edit: replaced the shitlink with a youtube link

(Edited 5 minutes later.)

squeegee (OP) double-posted this 11 years ago, 1 day later, 3 months after the original post[^] [v] #628,229

2.0 F

is patching to the PTU right now.
more of the same, major/minor bug fixes. it's interesting the sources of some of the crashes. "using chat while zoomed in on a ship display screen" kinda stuff. some performance improvements too we hear. so we'll see, it's a 9gb patch, it'll be a bit before i'm in since i'm also watching the walking dead.

Anonymous N joined in and replied with this 11 years ago, 33 minutes later, 3 months after the original post[^] [v] #628,240

@previous (squeegee)
Rick's son dies at the end.

squeegee (OP) replied with this 11 years ago, 7 minutes later, 3 months after the original post[^] [v] #628,245

@previous (N)
i already finished it ;)

Anonymous N replied with this 11 years ago, 5 minutes later, 3 months after the original post[^] [v] #628,249

@628,240 (N)
Did Rick go bonkers again, like when his whore wife died?

squeegee (OP) replied with this 11 years ago, 1 day later, 3 months after the original post[^] [v] #628,604

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2.0 G

they've stopped the server crashes! people have been able to play for much longer than previous patches, but, g does come with a few unique bugs of its own. there's currently a framerate problem and the game goes to stuttering. the dev ops team was talking earlier about knowing the source of the problem. hopefully one more patch and we'll have stable servers and clients with acceptable performance. beyond that there are a host of bugs that'll will triage next, most are geometry issues and clipping and are related to the new layered physics grids. new waves of invites have gone out, no idea how many people are in now but the servers are getting smacked pretty good.

i really won't be surprised if this ends up being the longest PTU to date. they could easily continue polishing it up through the remainder of december. i do kind of expect a general release sooner than that, but we'll see.

Anonymous N replied with this 11 years ago, 4 hours later, 3 months after the original post[^] [v] #628,623

@previous (squeegee)
NOONE CARES

squeegee (OP) replied with this 11 years ago, 7 hours later, 3 months after the original post[^] [v] #628,648

@previous (N)
have you heard about the ignore feature and ostrich mode on minichan? sure sounds right up your alley! i'd suggest you start with the keywords "Star Citizen" and you'll never have to be upset by this thread again! remember, on the internet you're only ever as mad as you allow yourself to be :)

squeegee (OP) double-posted this 11 years ago, 33 minutes later, 3 months after the original post[^] [v] #628,655

https://youtu.be/jV-_7JbiqDs

the explosions are really looking good.

squeegee (OP) triple-posted this 11 years ago, 1 day later, 3 months after the original post[^] [v] #629,014

December Free Fly

https://robertsspaceindustries.com/enlist
download and play Star Citizen for free between now and december 14th

brie !K97EToNZCM replied with this 11 years ago, 1 hour later, 3 months after the original post[^] [v] #629,040

@previous (squeegee)
I wish I had a machine capable of running SC.

squeegee (OP) replied with this 11 years ago, 48 minutes later, 3 months after the original post[^] [v] #629,045

@previous (brie !K97EToNZCM)
it's still a huge, huge resource hog. way better than it was even 6 months ago, but it's still not "optimized" to any real extent. there are people running i7 6700k machines with dual titan X's and are still getting stutters and don't have perfect performance. in fact some bugs have shown GPU usage to be too low at times. if i'm not mistaken i believe the 980ti is only running at 30% or something. so it's got a looooong way to go before minimum specs are really pinned down and we start to see "launch day" client performance.

it's still going to take a "gaming rig" to run it, but i doubt it's going to take the highest end PCs at the time just to play it. i'm betting when it finally launches the minimum spec PC will be on the low end. even now people with lower end cards can play, especially with some of the community made graphical tweaks. i'm even running some of those settings (basically turning things to a setting lower than low with a user.xml). i guess there's really no telling how well it'll run till they truly have everything in the game (like right now we still don't have the huge capital ships) and once they DO add the giant assets it could crater performance for all but the best enthusiast builds so i guess we'll just have to see.

personally i don't mind a forced upgrade, but i know it excludes a lot of people by requiring ridiculous hardware. so i hope there's a happy medium. i hope i can get all the enthusiast kit and be able to use the overhead and at the same time i hope that settings can throttle back for more mid-tier hardware.

squeegee (OP) double-posted this 11 years ago, 1 day later, 3 months after the original post[^] [v] #629,378

the coolest kill i've seen so far

squeegee (OP) triple-posted this 10 years ago, 5 days later, 3 months after the original post[^] [v] #630,718

PTU 2.0k

things are starting to stabilize

this is the first patch where i've had zero crashes. they're looking at another patch tonight and at the very least going to push more invites. at the moment i think there's 100k plus invites out and everything is chugging along nicely. there have been many, many improvements to fix all the crashes and performance dumps. the way it's playing i have little doubt they'll keep it in PTU beyond next week. i'm thinking they'll go live after this weekend. CIG is going to be doing a holiday live stream on the 16th and they'll be showing off something. everybody is kind of guessing they're going to show off the procedural mining tech they're working on, or they're going to be showing off some fancy pants new shader tech that makes planets look super real or something like that (based on some dev comments).

they've also been talking this week about what comes after 2.0

next down the pipeline is the Nyx star system and the Levski landing zone. Levski is basically a gargantuan hollowed out asteroid in an enormous belt. After that (or before, it's like a race) they'll introduce shops, persistence, and AI. what people are most looking forward to, though, is the inclusion of the base economy jobs (mining, gas extraction, salvage, cargo hauling.) oh yeah, and jump points (interstellar travel) eventually soonish.

(Edited 1 minute later.)

brie !K97EToNZCM replied with this 10 years ago, 8 minutes later, 3 months after the original post[^] [v] #630,725

@previous (squeegee)
eventually soonish™

squeegee (OP) replied with this 10 years ago, 21 hours later, 3 months after the original post[^] [v] #631,110

2.0 to publish at 6pm CST

looks like my original estimate of 2 weeks on the PTU was a good guess

they're taking the servers down right now and pushing the build. a live build. that means everyone who has a game package will have access to the new universe sandbox in about half an hour! but, that's not it for the end of the year. there's still the live stream on the 16th (with a surprise) and they're looking at pushing 2.1 by the end of the year. 2.1 will bring in the Nyx landing zone and other features, possibly shopping. we'll see, all we know for sure is that crunch time isn't over and they're still pushing out new content this month!

so fire up your launchers and prepare for probably a 9 GB download
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