[Star Citizen] - Spaceships in space est. 2012.

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matsif
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

Post by matsif »

Hangar Patch 11.1 released today, which added Occulus Rift support, so if you have one tell us how it is!
BUG FIXES
BUG FIX – Disabled Cutlass tractor beam until the hatch clipping issue can be solved
LAUNCHER UPDATES
UPDATE – Internal updates for development
UPDATE – Icon added for peer to peer support but currently disabled
KNOWN OCULUS RIFT ISSUES:
KNOWN ISSUE – To enable Oculus Rift mode create a file named ‘user.cfg’ in your ‘StarCitizen/CitizenClient’ folder and add the lines ‘sys_currentHMDtype=1’ and ‘r_stereostrength = -8’
KNOWN ISSUE – You may be able to get a better picture by setting the resolution to the native Oculus Rift resolution (1200×800)
KNOWN ISSUE – When in game, your look direction is independent from your travel direction. The player’s body can be turned using the mouse to adjust the player’s movement direction.
KNOWN ISSUE – There are some camera pops and camera direction changes when entering vehicles and during other animation-driven movements.
KNOWN ISSUE – During some player animations the camera may stop being updated by the Rift.
KNOWN ISSUE – There is some stereo separation when looking at objects close to the player, eg. ship controls when in cockpits.
KNOWN ISSUE – There can be some render skewing/warping when viewing the game at extreme angles.
KNOWN ISSUE – Rift head tracking only functions in 1st person mode.
KNOWN ISSUE – Some animations can cause the Rift view to become offset from the player’s body.
KNOWN ISSUE – UI elements such at the “Use” icon are doubled.
also, new Wingman's Hangar out, cool infos about things:

-lots of focus on occulus rift support to go along with the hangar patch
-optimizations are coming down the pipe for 6-8 core processors.
-you're not going to be able to get into a ship if your armor is too big
-your character in game will speak. number of different voices is TBD.
-flipping an aurora to a mustang will be done via a "token" to directly swap a base aurora (aurora MR) to a mustang if you wish, including your LTI if you have it. If you have a more expensive aurora, you will get the balance refunded to your account.
-they not only supported, but applauded a post on the forums that detailed how to pull assets out of the hangar module and use the cryengine SDK to edit/mod/alter things, and also said that most devs wouldn't like that. Shows even more their support of modding.
-interview with lead writer for SQ42. talks of how the episodic content will work, his preferences in the short stories they release on the website, etc. Also, it does seem that they plan to use player discoveries and events as news stories on the site, updates to the game lore, and such. Means Operation Pitchfork may actually end up as part of game lore.
-next week's show will have a lot of info on damage states
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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New 10 for the Chairman out, which means time for more transcription of the video for you lazies who won't watch it.

-The lead writer David Haddock guest-starred in this episode, mostly for the first discussion.
-started out with a lengthy(like the first half of the video) discussion on how some of the planet side architecture is gonna work, where they are taking the time to make the cities look like they were built up over time instead of being completely unified in a sci-fi theme. So, short version is when you visit Moscow in game, it's gonna have old style buildings (maybe even St. Basils or the Kremlin) with the new sci-fi stuff mixed in, to give the cities a realistic, lived in feeling. Shows the extent of how much they are planning this universe, which is really cool.
-Idris may not be able to fly solo with NPCs, anything larger will require multiple actual players. Not full decision on Idris.
-The new ships from the funding goals will probably be available for pledging. They are still in design stages, and have over 50 ships to finish at the moment.
-You will not be able to transfer your shields to another ship, or remote repair from a distance.
-There will be different "sizes" of jump points that larger ships may not be able to travel through. Mechanics not fully fleshed out yet.
-TrackIR will not be in first release of DFM. Crytek is working to try to get Occulus Rift support into first DFM, but may not be in DFM v1.
-There will be an official bounty system. Will be a "most wanted" list for anyone wanted, in a mission board for each system that will have bounties, hauling contracts, etc. Won't be limited to just space flight, will integrate into planet side stuff too.
-Connie is being reworked like the Avenger was, with some focus on the living quarters and cargo area.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

Post by Jokerle »

thx matsif ! :thumbup:
Someone buy this man more starships :lol:
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

Post by Chefcook »

Yesterday i tried the hangar again.

Too bad, i cant do anything in there... :silent:
Its not possible to mount one of my guns to the firing range.
As you said, i should have 2 different guns.
It LOOKS like i have two different ones. But when i dismount them, it says, both are the same.
AND the changes doesnt show, when i leave the computer.
(I can have both guns on the left or right, but its not working)

Maybe i just have to wait more.

Thx for all the time you get into this matsif.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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System Guide: Tiber

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Easily my favorite system guide so far. I may want to do some piracy, but team salvage mission to Tiber II just sounds like the epitome of risk-reward. I may have just found a goal for the game: land on Tiber II, find something awesome, and make it out alive. Not to mention the potential for missions and the like that the system has as far as the UEE raiding it from time to time.

Really seems like it could have everything, and since as an organization we kinda want to do everything, it really just seems perfect for us! Hauling medical supplies to UEE teams, salvaging orbital and planetary wrecks, running recon and escort missions, pirating vanduul supply lines to Tiber II...this really hit me right in the feels.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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matsif wrote:System Guide: Tiber

Image

Easily my favorite system guide so far. I may want to do some piracy, but team salvage mission to Tiber II just sounds like the epitome of risk-reward. I may have just found a goal for the game: land on Tiber II, find something awesome, and make it out alive. Not to mention the potential for missions and the like that the system has as far as the UEE raiding it from time to time.

Really seems like it could have everything, and since as an organization we kinda want to do everything, it really just seems perfect for us! Hauling medical supplies to UEE teams, salvaging orbital and planetary wrecks, running recon and escort missions, pirating vanduul supply lines to Tiber II...this really hit me right in the feels.
pretty much my reaction too! This universe they are crafting is getting really engaging. I can't wait to play SQ42. I can't wait to get in the persistent universe and do some scavenging in Tiber!

By the way, would GC want to support op. pitchfork officially? I know I want to get involved personally.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

Post by Tea-Assault »

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I'm up for it. Anything that damn deadly is definitely worth my time!
I just can't get over how much fail/win we are going to have in this game.. you can't even begin to comprehend my excitedness :o
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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New Wingman's Hangar

-apparently servers are crashing in their internal DFM testing, but hey it's an alpha and they still aren't releasing it for at least a month
-big focus on ship damage states, mostly on the hornet. Tons of details put in for effects, there's 10 damagable "parts" on the hornet, with around 100 effects over the whole ship! went in depth into how they do each of them, and this whole section is about half of the video.
-some discussion of a points system for just damaging ships in the DFM so we can see all of the above with purpose
-there will be a spectator mode for DFM in the future, but not at initial release. However, when you eject in DFMv1, you can hang out in space and watch the fight for a while if you want.
-if you get a "dead or alive" bounty and kill the guy, you cannot take his ship as a prize, that's still considered stealing and illegal.
-planets will have night and day cycles. time compression will be in the game, but values aren't really set yet, and the lengths of time are up to testing. The game will also have a standardized clock, but each system/planet will have a local based time as well.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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First off, SC hit $40 million in funding today!

New TFTC
Transcripted:
-David Haddock guest starred again
-discussion on voting and politics of the UEE, including political campaigns and voting for senators and such. This is planned to impact how the devs update the content in the future.
-There will be gamemasters who just go around recording things as journalists. This then becomes the universe news that you'll see reports of.
-the server code is being created to only be limited by hardware and bandwidth limits
-FPS mode may have a 3rd person view similar to RenX/ArmA that you can pop in and out of. Planned to be more tactical and slow shooter due to the death mechanic. More info after DFM. FPS boarding addition will be added to DFM down the road.
-Your Mobiglass (personal computer for those who don't keep up) will be able to do light ship engineering such as changing power loadouts and looking at ship systems.
-Components and ships will deteriorate over time, after a certain amount of time they will never look showroom new again, even if you get them cleaned.
-VOIP is planned. You can hail other ships to initiate VOIP. Text chat will also exist.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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Obligatory WMH Post:

-DFM status update early on in the episode
-look into the AI system, how it's being made and some specifics on reactions and personality and such. pretty long segment, suggest watching it if you're interested in it. The AI is really in depth in how the game is going to work, looks to be pretty cool.
-the servers for the PU is up, but not being tested with DFM just yet.
-Discussion on hangar fees. Everyone with a ship gets a free hangar. Any place you land that isn't your "home" hangar, you have to pay a "landing fee" for a 1 time landing, and you can "rent" a full time hangar on that planet/moon/whatever if you so desire.
-You'll have mini-thrusters on your suit to move around EVA, along with some cargo sleds and such (rehash from earlier episode).

not a stupendously large amount of info from my transcription, but over half the video revolved around the AI and it's really not something I have the time to make a good summary of tonight.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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I have 0 interest in playing this game but I do like to read the patchnotes and general news you're posting matsif.
Many thanks! :thumbup:
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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Sarantini you'd make a mighty addition to the fleet if you did join :) Also thanks Matsif for the continued breakdowns and patch notes!
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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New TFTC, so more summarizing:

-there will be some sort of skill and progression for NPCs that you hire out for your ship, with cost to hire being higher for a better crew.
-explanation of how CryEngine uses multicore and RAM
-you will be able to use inertia to fly w/out using fuel, cause Newtonian physics
-jump points may pop up next to a star or in an asteroid field
-you will be able to lend your ship to friends, hire NPCs to fly your ship to do a job, or possibly rent other player/NPC ships
-a close up and explanation of the model behind Chris' desk

there were lots of redundant questions this week that have been gone over multiple times either in previous videos or on the site that I'm not going to rehash.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

Post by SeraphiM0352 »

matsif wrote: -a close up and explanation of the model behind Chris' desk

I was actually thinking about asking about this myself but i wasnt sure if it was something everyone else already knew and i was stupid for not knowing. looking forward to the explanation.
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Re: [Star Citizen] Chris Roberts is back in the gaming indus

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New WMH so more padding of my forum post count:

-apparently Wingman is at GDC interviewing people, so this was filmed last week

Full Performance Capture
-peak behind the scenes for the first full performance capture test for SQ42. For those that never played a Chris Roberts game before, the single player always had a large cinematic element to it.
-Segments were split, first 5 minutes or so were before forum feedback, another interview with one of the guys working on it was after MVP for about 10 minutes or so.
-showed off some of the cameras and one of the pieces of headgear, with some discussion on the equipment and props used

Forum Feedback Info
-female avatar for the player is on the way
-autopilot will pilot you to player-selected waypoints, generally in a similar pipeline. As stated before, getting too close to something will drop you out of autopilot, but that distance is still not set in stone.
-NPCs will fly whatever they need to do their job
-cargo and ammo mass will impact ship handling
-bengal is getting a rework like the avenger and such. other cap ships will probably be out first.
-DFM has 2 maps as it currently sits, but multiple different game modes for variety. More maps will be released over time.
-Game modes for DFM include fighting against AI, free flight, TDM, last man standing, and possibly even CTF

Next week we get to see the asteroid hangar! Everyone who bought a cutlass is going to get this hangar upgrade, and it will probably be available to purchase (or hack through some xml name changes) for everyone to see.
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