The Star Citizen Thread v5

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Well, kind of late but here it is
January 2017 Monthly Report Summary

CIG Los Angeles

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Engineering

  • Engineering has been busy with the new Modular Character Customisation screen.
  • Working on bringing the core systems online that allow Solar system sized maps
    • These include reimagining entities, fundamental components such as lights, radar system and level hierarchies.
  • First technical application of node-based controller managers was introduced which enables improved networking of item components that also benefits Multi-crew gameplay
  • New damage controller for explosive props and destroyable objects to the Item System framework.
Tech Design

  • Buccaneer and Cutlass black have entered greybox phase.
  • Aurora update coming along well.
  • Prototype by Calix on players interacting with the world and items.
  • Kirk worked on ingame pricing, ship balance and underlining systems.
Art

  • Elwin Bachiller, Daniel Kamentsky, and Byungjin Hyun worked on the Buccaneer which has moved to the final art stage and the Aurora rework.
  • Justin Wentz is creating concept art for a new Anvil ship.
  • Explorer suit has been created for the PU as well as Heavy Marine Armour for Star Marine.
  • Continued work on more clothes for shops and NPCs
Tech Content

  • Sean Tracy has been working with 3lateral and other outsources on R&D projects that will be revealed soon
  • Fps weapon optimisation to ensure universal compatibility with male and females.
  • R&D on foot anchoring that adapts leg IK and ground alignment based on whether characters are on their feet or heels.
  • Alex Remotti recently joined the team and has taken initiative on procedural environments for planets and has integrated the initial system into the planet editor which allows for outposts and buildings to be spawned using splatter maps for ecosystems
  • Updates to older ships such as the Mustang, Super Hornet and others.
  • Improvements made to animation tools such as prop rigging, health tests, bone influence reduction tools, automated LOD creation for facial assets, and an improved tool for managing the Database of Animations.
  • Updates to the facial and head assets which is over 120 currently.
  • Updates to the Female Rig: Gripping of weapons, skinning tools for the rest of the team.
  • Facial idles for pilots has been added to 2.6.1
Narrative

  • Fleshing out mission stories for 3.0
  • Building a database of text needs for SQ42: Terminals, Galactapedia entries.
  • Continued work on building out the Xi’An language.
Quality Assurance

  • Ship self-destruction, damage states, missile functionality, character loadouts and early iterations of Item 2.0.
CIG Austin

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Design

  • Busy with defining details for PU shop Archetypes and making design doc outlining specifics. This helps in the long run with having shops having universal requirements.
  • Work on the foundations for the first iteration of the PU economy.
  • Final approval for the Shopping Kiosk feature and has been given the go ahead to start development
Art

  • Emre Switzer Wrapped up work on lighting for Star Marine and moved onto SQ42
  • Chris Smith finished his work on the Super Hornet and is now working on a new vehicle.
  • Josh Coons is working on the Cutlass Black which is in the greybox phase.
Animation

  • Work on usable interaction animations for Sq42: Pushups, stretches, leaning on a table and polished some of the useables to work for use by players in first person.
  • Ship animation team has finished work on ship enter/exit combat speed animations and await approval.
    • Work on animations for the Prospector and Buccaneer have begun.
Backend Services

  • Refactoring the backend infrastructure to new architecture being labelled as Diffusion which improves scalability.
Quality Assurance

  • Network Message Queue, Serialized Variables, Particle Preloading, Megamap, and AI balance tests.
  • Also focused on issues with Gamedev steam to ensure stability of SQ42 and 3.0 development.
Player Relations

  • Caught up with backer’s support requests from the holidays. Last years holiday requests took till April to get caught up.
IT/Operations

  • General housekeeping.
  • Focus on expanding bandwidth between offices.
LiveOps/DevOps

  • Multi-region support and efforts towards network and server side of services which will be a boon that will be explained why soon.
FOUNDRY 42 UK

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Graphics

  • Focus on lighting improvements: Shadow quality and performance within interiors.
  • Cubemap capturing is almost complete and begun writing systems to maximise the tech for truly dynamic lighting on planets and stations.
  • Work on area lights have begun.
  • Early stages of planning for a new and more efficient particle system.
Programming

  • Leaderboards and MegaMap implementation.
  • Networking: Serialized Variables, message queue rewrite.
  • FPS actor code refactor for reliability and robustness
  • Mission system, item pickup and drop improvements, 3d minimap, etc.
VFX

  • Internal data cleanup using Asset Manager.
  • Improving particle streaming for better dynamic loading.
  • Pipeline documentation updates
  • Planning breakdowns of Atmospheric Flight Model Effects
  • Experiments with new assets to blow up
QA

  • SQ42 testing, weapon balance, Star Marine bug fixes.
  • Shoutout to Evocati and frequent PTU testers.
Art

  • New to be announced ships entering concept and wrapping up a new Anvil design
  • Reclaimer is in production with two teams working on exterior and interior.
  • Prospector has received polish for LOD’s and preparing it to be be made flight ready.
  • MISC Razor has been adapted to work within the constraints set by animation and resulted in a sleeker technical design.
  • Technical and sanity pass over SQ42 interior sections.
  • Props for medium ship components and dressing sets.
  • Destructible props were added to 2.6.0, further will be added on a larger scale.
  • Narrative assets have been added to certain environments for 2.6.1
  • Allocating more resources to universe development including moons, nebulas and space stations.
  • R&D on improving the planet's material systems to keep the same fidelity and realism from space to the ground.
  • R&D on what space will look like visually.
Audio

  • Housekeeping: Bugfixes, cleanup of assets for older ships.
  • First pass of the Mix System which means SQ42 will have a full music logic set.
UI

  • Leaderboards for 2.6 and a new pause menu.
  • Planning and scheduling large scale UI features for upcoming releases such as purchasing and selling through the kiosk interfaces.
Animation

  • Two new additions to the team.
  • Improvements to animations for 2.6.1 such as fps assets, and grenade throwing.
  • Ongoing improvements for weapon animations that will be used for new weapons in the pipeline.
  • Improvements to Prone Locomotion assets.
  • Female mocap data implementation for subsumption.
Design

  • Preparing for the new, more robust Mission System that will replace elements previously done in Flowgraph.
  • Maximising the performance of the Object Contain Stream System by splitting chapters into logical object containers
  • Fixing bugs and implementing a scoring rebalance for Arena Commander and Star Marine.
  • Moving ship functionality to Item System 2.0
  • Adding lots of detail to the multi-crew Seat Actions framework
FOUNDRY 42 FRANKFURT

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AI

  • The team started with a week long summit in Los Angeles.
  • Subsumption core functionalities being put into the Subsumption Mission System
  • These are being integrated into existing Crusader missions
  • Continuing work on changes to the Cover System and Posture Manager to allow the AI to be able to make use of the environment and work within the Object Containers system
  • Refactor work on flight control towards removing some of the complexity involved from an AI perspective
QA

  • The month of January has been spent catching up with test requests that were low priority
  • A time was spent revamping Editor checklists and documentation and providing additional training for testers in the UK
  • Community feedback for Star Marine was addressed and test cases done to provide more information for the Design Teams
  • Liaised with Production over bug tracking procedures to ensure the process is smooth as possible
  • Additional debugging was implemented to the Game-Dev branch to track down a bug in the ZoneSystem, that lead to a crash introduced in 2.6 release and is now fixed
Cinematics

  • Part of the team is working towards a more final look and feel for the conversation system for player to NPC communication
    • UI text placement and animation for dialogue choices.
    • Solving if, how, and when to slow a player down running towards and NPC
    • How to make gentle collisions between characters
    • Adjusting performances based off where the player is or changes position
    • Dynamic camera effects for when a conversation starts.
  • Conversations should feel as a film, but giving player freedom.
    • Steps were taken to gradually tune the FOV so that it doesn’t cause distortion issues if the player is too close and brings it to a wide angle lens.
Engine

  • Work started on the Solar System Editor to create a top/down universe view for better customisation.
  • Continued work on procedural object distribution on planets,moons, etc.
  • Initial passes on object containers such as small outposts and also adapting them to adjust to the parts of the terrain and colours
  • Zone system fixes and optimisations.
  • Work on new Pak system for patcher updates (Delta Launcher).
Tech Art

  • Support from technical artists in frankfurt on FPS features and weapons for 2.6.
  • Improvements to the weapon IK grip setup.
  • New cVars for previsualizing and testing new weapons in engine with their functionality.
  • R&D on improving foot planting.
Design

  • Prototyping the modularity system for Satellites, Surface Outposts and Space Station Interiors is almost complete.
  • Continuing work on the Truck Stop, Refinery and Cargo Station in preparation for when that gameplay becomes available.
  • Refactoring the Useable System to allow both AI and players to make use of objects (e.g. tables) at the same time.
  • Adding support for multiple actions (e.g. eating, talking) to be performed inside a useable state.
  • Started implementing the Oxygen, Breathing & Stamina systems.
  • Started implementing the Landing and Take-off systems and unifying the S42 and PU mechanics; implementing an air traffic control system.
  • Making small additions to the designs for the Mercenary and Bounty Hunter careers, and Customs.
VFX

  • Working with programming on tools required to spawn particles across planets.
  • Rewritten the planetary wind system to account for the spherical nature of planets.
Environment Art

  • Two new people have joined the team.
  • Building assets for individual moons
  • Refining procedural tech and tools for moons, planets and full systems.
  • Focusing on the procedural scattering system to enable rule-based scattering of rocks, plants, trees, etc.
TURBULENT

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Spectrum Alpha

  • To release alongside of 2.6.1 and to be used by the community’s many orgs
  • Includes web version of private and public chat, forums, search functions, member presence and a decent mobile experience
  • Evocati reports helped to focus our fixes on the most important of these tools
  • Improvement will continue upon release with continued feedback
  • Customization and dedicated mobile apps will be added past this introduction and stabilization phase
  • More to come
Sales

  • A revamped Vanduul Swarm and Pirate Swarm competition awarded an aggressor badge upon successful completion as well as the opportunity to purchase a Vanduul Glaive and Pirate Caterpillar respectively
  • Also new were the Dragonfly Posters and Squadron 42 hoodies that won’t last long
COMMUNITY

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Broadcasts

  • Continue to balance Around the Verse showcasing progress versus monopolizing developer’s time
  • A rare inclusion of Chris & Erin Roberts, Tony Zurovec and Todd Papy happened in the Subscriber’s Town Hall of January
  • A new show, Star Citizen Happy Hour, was introduced that focuses on fan streamers, CIG developers and gameplay while hanging out with the community
  • Another introduced new show is Citizens of the Stars highlighting the community contributions to the game and includes Quantum Questions, a two minute quickfire Q&A session from the community to the devs
  • Iteration continues
Events

  • Tyler Witkin and Jared Huckaby a stellar Bar Citizen in San Antonio and attended Pax South
  • Being 100% fan organized Bar Citizens for your area can be found at barcitizen.sc
This Week in Star Citizen

  • A weekly front page post that has replaced the old Community Manager’s Log and Schedule highlights the week’s events and points out community content that you may miss
  • You can join the testing of Spectrum that will replace our current forum and chat systems at ptu.cloudimperiumgames.com/spectrum.
  • Builds are released each week and will be iterated based on your feedback
Source: https://relay.sc/article/january-2017-monthly-report-summary


Seems that I forgot about the Newsletter:

Star Citizen Newsletter - Alpha 2.6.1 on the PTU
February 10th, 2017
Greetings Citizen.
The call went out to the Evocati this week with the release of Alpha 2.6.1 to the PTU. Multi-regional server support, the mega-map, Star Marine upgrades and more are currently being put through the paces by our dedicated team of testers. The feedback has been helpful, and we’ve already expanded the PTU to include additional waves of players, plus our Concierge and Subscribers. And the next version being published to PTU today will be available to all backers for testing.
Meanwhile, I spent the week working out of our UK office where advancements are being made to elements essential for Squadron 42 and Alpha 3.0. The timing of my trip here couldn’t have been more perfect as the office held the first ever Foundry 42 UK Bake-Off. Take it from me, the talent and artistry of our Foundry 42 UK employees extends well beyond game development.
Finally, January’s monthly report is now available for you to go through with a fine tooth comb. This month’s report contains information on character customization, Item 2.0, Subsumption and much, much more. Be sure to check it out.
-- Chris Roberts
UEE Marine Heavy Armor Sneak Peek
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This week’s sneak peek shows off a high poly pass at heavy armor used by the UEE Marines. Built by Clark Defense Systems, what this heavy armor lacks in mobility it makes up for with superior damage absorption from both ballistic and energy weapons.
 
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Well judging from the videos that I saw it so far 2.6.1. seems almost like waste of time to download once again 30Gb, the biggest "change"are the regional servers where players now finally can choose the region from where they belong and expect better ping and less lags in SM,AC,PU.....there are some changes in FM,mostly speed corections in various ships but that doesn't look like anything significant,the rest of it is just bug related improvements......
 
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there are some changes in FM,mostly speed corrections in various ships but that doesn't look like anything significant

These changes in speed are very significant to many players. Speed 'nerfs' in 2.6 was a highly debated topic. Furthermore, regional servers are something that is of interest to many international players.
 
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These changes in speed are very significant to many players. Speed 'nerfs' in 2.6 was a highly debated topic. Furthermore, regional servers are something that is of interest to many international players.

Well that speed changes are minor tweaks,FM still look like turreting in space,so no significant changes there....and yeah I am one of those International players and as I said regional servers seems like most important change in 2.6.1 however at this point in time I don´t care that much of my ping(as long if is below 200 and playable) and I will rather have better game play mechanics and introduction of trade,mining or any other of dozen promised proffesions.......
And by the way if you finding any of these changes to be cool and important for the game itself maybe you should finally throw 50 bucks into it,backed this project and enjoy a bit in that awesomeness?
 
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The only way to respond is to add other stuff

  • You want to farm - play SC
  • You have run out of carrots - go to the store and play SC
  • You have broken your leg - go to the hospital and play SC
  • Your mother has been thrown in jail for nefarious activities - go play SC
 
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I can't imagine how the exploration thing is surviving at all with just 100 systems. Here in this game (which i'm totally not discussing) we do that seven times before breakfast.

I'm very curious what they imagine between factory management and base building. And Farming. Can I fly my Idris to an interstellar farmer's market?
 
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“Explore” in a game scarcely larger than Freelancer? Lol.
“Epic battles” in a game that will struggle to reach a middling double-digit number of combatants? Lol.
“Base building” and “factory management” in a first-person game? Lol.
“Has something to do with space” in a game that can't keep track of where space is? Lol.

I guess he might have simply misspelled “EVE Online”, but still… lol.
 
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People used to say similar things about World of Warcraft. Certainly didn't stop all the other MMOs from being successful, admittedly they have smaller playerbases but they're just as dedicated.
What this guy seems to be forgetting is that the hardware requirements are much higher for SC, that's an instant barrier to entry for a considerable amount of people.
And when it comes down to it people simply like different things. It seems very ignorant for him to say just because "everything" is in one (space) game means it's the only (space) game to play.
 
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Derek Smart once said the same thing about his game "Battlecruiser 3000AD". It was marketed as the "last game you'll ever need". Didn't work out too well either.

Also:

Exploration? What, the 100 systems they plan to eventually someday have? How long until players have found everything there is in the game? Two days tops?
Epic Space Battles? You mean the one with 16 ships in one instance? Or maybe even 32 sometime? It certainly isn't going to be the "thousands of ships" they dream about.
Sandbox base building and factory management? You mean the drink mixer game? Or was that based on CR's "gotta do the same thing NMS did" kneejerk that has not even had a rough design phase yet?

I'd pose a different question: Want to visit the landmarks, nebulae and other highlights of our galaxy? Sure as ain't gonna find them in SC. Instead you'll have to choose between a handful of star systems with such deep-lore names as "Stanton", "Vanguard", "Vulture", and "Idris".

But hey, at least their forums now do carry *some* level of healthy criticism these days. Wasn't always this way.
 
> Missiles not inheriting velocity from ships

Literally a single line of C++ code is all you need to implement that provided your engine has decent vector classes. All you need to do is add the ships velocity vector to the velocity vector of the missile when it's spawned. Why don't they just fix it? Is the engine really so botched that it can't be patched in 1 minute by adding a vector addition to the missile entity code? Some of the bugs listed drives me g nuts because they shouldn't be there in the first place.

Most likely it's the fabled local physics grids screwing it up. The missile initially exists in the ship's local grid, in which the ship's velocity is zero etc. It's like that old video of someone firing a gun out of the cargo hatch of a ship that's flying, and the projectiles magically change direction as they exit the door. Like everything else in SC (including this new "diffusion" nonsense no doubt), local physics grids is just a fancy name for something which is actually a hack, and one which has been poorly implemented. Yes, it just means you add the local grid's velocity to the missile, but if they haven't fixed it after however many years it's been, then they're clearly struggling with the problem on a deeper level.

As for the subject of the oxygen stamina stuff, it sounds like just another stamina meter, the sort that everyone knows and "loves" from countless other games, but CIG's amazing spin on it is that the rate of depletion and/or regeneration will depend on the oxygen supply. So inside a station or ship it will be min depletion, max regeneration, EVA more and less respectively etc. So all you have to do is clip through the airlock so it doesn't realise you've got no oxygen and you're good to go.
 

Dreamers got to dream. Many thought the same about NMS as well and even ED players had many dreams before 1.0 dropped. I remember FGE (First Great Expedition) making plans based on deep exploration mechanics and requiring supply lines and stuff, and then within a few weeks of gamma, someone was already at the core. (But let's not talk about ED otherwise we will awake the Yaffle monster)
 
It certainly isn't going to be the "thousands of ships" they dream about.

Nonsense!

There's going to be lulzillions of players in tiered instances, MegaOrgs having fleet battles with thousands of player-owned capital ships, with players at each gun turret or system control position, merch wings of fighters will swoop in to help the highest bidder, entire nations will devote themselves to farming mud, and of course mud will need to be mopped up in case it gets all over the Idris.

Starports will be vast and populated by people and interesting AI - who all have jobs and a set schedule to keep to, missions will be dynamic and non-repetitive, even system factions will constantly be in motion due to this "algorithm" thing.

Nobody wants to play in a empty and lifeless playground. That is why Genuine Roberts has had the foresight to DENSIFY the universe - 100 systems at launch would fragment the playerbase so putting everyone into ONE system is the only sensible thing to do. Think of all the exploring everyone could do together! Org could battle Org over the rights to Big Benny's franchises.

Or something.
 
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