Game Discussions Star Citizen Discussion Thread v12

Can't put my finger on it since Aria renamed her handle. I forgot whhat it was before. I suspect her handle gave the impression of officiality? And then there was this anal devotedness of posting Test server messages or whatever you call these system notifications. How many branches are there, 3? I mean "anal" for a normal person - normal for an employee managing the outbound communication.
How many branches are there, 3?
Comically, six:
  • Evocati
  • Preview (with Pay2Test access waves)
  • Experimental PTU aka EPTU (with Pay2Test access waves)
  • PTU (with Pay2Test access waves)
  • Hotfix
  • Live
 
I think the SQ42 "Answer the call" pre-order NOW at full price page was online sine 2016.

Hilariously it had a "minimum spec" that changed over the years.

Since before then too
wYDsx0e.png
 
image.png


The following cards have been added to Release View, targeting a release in the Alpha 3.23 patch cycle, currently slated for April 2024:

Starmap Rework
Implementing the new and improved Starmap with improved visuals and usability, including easier search and trip planning functionality.

mobiGlas Rework
Reworking the mobiGlas system to use Building Blocks, which will also allow for easier development of mobiGlas apps. This update includes reworked Home, Maps, Contract Manager, and Journal apps.

FPS Map System
Implementing a minimap for the HUD as well as interior maps for FPS gameplay, helping players stay oriented in close-quarter encounters.

Personal and Instanced Hangars
Creating new tech that creates an instance of the player's hangar to allow for uninterrupted management of cargo, inventory, and vehicles. Personal hangars are found at the player's home location and allow for customization and organization of the hangar interior.

Freight Elevators
Implementation of systems and content for players to physically load and unload cargo to and from their ships by conveying cargo to and from hangars, landing pads, garages, and docking collars.

Item Bank & Unique Item Recovery
Adding Item Bank kiosks to the persistent universe, allowing players to retrieve and store FPS items at multiple locations. This addition will also allow players to retrieve lost account-bound items, such as subscriber flair.

New Missions - Cargo Hauling
Making use of the Freight Elevators feature, this mission type will have players hauling large quantities of cargo to earn both aUEC and reputation.

Dynamic Crosshair
Combat helmets now support the dynamic crosshair which allows for quicker target acquisition in close-quarter situations.

EVA T2
Improved EVA controls and animations for smoother traversal in Zero-G. Introduces limited EVA fuel and encourages the use of zero-G push/pull and the Multi-Tool's tractor beam.

FPS Loot Screen
Introducing a new screen for looting critical items quickly, allowing for more reliable inventory management in tense situations.

New Character Customizer
Implementing an overhaul of the player character creator for Star Citizen, including a new user interface and additional customization options.

Visor & Lens HUD Rework
Converting the Visor and Lens systems to Building Blocks for improved performance and flexibility.

Distribution Centers
Creating new traversable areas offering gameplay opportunities in corporate industrial environments. This initial release includes the surface levels of the facilities, with underground areas coming in a later update.

Dynamic Event: Blockade Runner
Introducing a new dynamic event that involves a criminal faction (Nine Tails) locking down an LEO and L1/L2 rest stops. Players must run the blockade and purchase and sell a percentage of Quantanium before time runs out.

Reputation - Hostility
Adding a new feature to the Reputation system where players will encounter AI that are either friendly or hostile based on their reputation with the organization the AI belong to. This also includes different friendly-fire thresholds and defense responses.

Player Interaction Experience
Implementing the updated Player Interaction Experience; a holistic array of complimentary features and systems, all related directly to the player. Player status, item status, environment status, as well as interactions with both the game world and the objects within it, are covered under these systems.

Master Modes
Implementing new modes to vehicles to manage their speed, components, and role-specific functions. This release introduces the NAV and SCM modes, as well as a complete re-tuning of all ships.

Replication Layer Update
Testing continues for this important update to the persistent universe's back end database. This release will remain fluid in regards to timing as edge cases are solved and performance is optimized. With this publish, we're moving this card to the Alpha 3.23 column, but keep an eye on Spectrum and the Tech Preview channel for the latest on the Replication Layer.

No Progress Tracker updates this week as work continues on long-term planning.
 
Last edited:

They always highlight the best quotes 😁

“So far, we are right in the thick of building out core functionality and establishing pipelines, with early prototyping proving out functionality and providing input for iteration. There is still much work to come, but progress has been solid to date.” Core Gameplay Pillar

I swear whoever compiles these has to be trolling...
 
So wait, comparing the two VFX reports, does this:

VFX​

Last month, the VFX team focused on fixing ‘log spam’ that had built up over time. This involved solving minor data errors that don’t break the game but can be problematic to devs working in the editor if too many accumulate. For example, a missing texture referenced by a particle effect.

+

VFX​

Last month, the VFX team [...] created a new rota system to make sure the number of VFX-related data errors was reduced to zero; each week, an artist is picked to work directly with the embedded VFX QA team member to ensure the existing bug list is kept at zero week-to-week.

=

Our tool is near unusable due to bug messages, so we get a team artist & QA to perpetually chase them down.

Problem fixed.

:eek:
 
Last edited:
Ooh new Sq404 update dropped today, some of the big news, something new, never done before;
Last month, AI Features continued to polish the technology used to fire arced rocket pods. This system solves equations that have multiple variables (angle of throw and speed) and a range of solutions that need to be evaluated. On top of the arcing solution, collision checks must be performed, which repurposes existing technology created for grenades and other arced-fire weapons.

Hang on, no, this is in fact exactly what every FPS has been doing since the day they were invented, what have these guys been doing? Did they hire a team of fresh out of high school kids, give them some programming text books, tell them what needed to be done, then kept them in complete social isolation so they had to invent weapon firing from scratch all over again?
 
Ooh new Sq404 update dropped today, some of the big news, something new, never done before;


Hang on, no, this is in fact exactly what every FPS has been doing since the day they were invented, what have these guys been doing? Did they hire a team of fresh out of high school kids, give them some programming text books, tell them what needed to be done, then kept them in complete social isolation so they had to invent weapon firing from scratch all over again?

That's hilarious.
 
Back
Top Bottom