• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
    5,006 replies, posted
[QUOTE=Bradyns;47804451]So.. What sort of goodies were in that leak?[/QUOTE] From what I've seen people talk about, it contains: - All the stuff for the fps module release - All of Squadron 42's assets as they exist as of that build, including mission maps and whitebox models of the F8 Lightning (which was never shown before and was supposed to be a surprise for SQ42), the Retribution-class super dreadnought and basically the entire Vanduul fleet - Several internal tools and a bunch of related internal assets This leak is simultaneously great news and terrible news for CIG. At once, it exposes a fuckton of stuff they didn't want to show yet (for spoiler reasons as well as not-ready-to-show-off-yet reasons) and builds massive hype because oh my god look at all this cool shit, but it also exposes a fuckton of stuff they didn't want to show yet and includes a bunch of tools they [B]definitely[/B] didn't want going out into the wild, including the tool they use to encrypt their .pak files. (No signing keys, but that's just a brute-force away from being untrue.) But at least it's gotten the RSI forums off of bitching about LTI and HOTAS balance for once. [editline]25th May 2015[/editline] [IMG]http://i.imgur.com/odnoA22.png[/IMG] That's a lot of people to liberate alcohol from.
With seeing the leak content, I feel CIG should open up the development more so we see more of the development and how its progressing. As for now it feels like they are just showing us a tiny slice and everything under closed doors, and that tiny slice is professionally marketed to us to generate hype and profit.
[QUOTE=Toyokunari;47805432]With seeing the leak content, I feel CIG should open up the development more so we see more of the development and how its progressing. As for now it feels like they are just showing us a tiny slice and everything under closed doors, and that tiny slice is professionally marketed to us to generate hype and profit.[/QUOTE] I disagree. Stuff like the story of Squadron 42 or the types of quests in the PU I don't want spoiled. Sometimes showing off art assets does spoil that, too.
Yes obviously story content should not be shown. I'm not talking about that.
Ben's said on several occasions, in different words, that they've moved to showing things that are more-polished because showing early work and WIPs backfired and [del]fucktards[/del]backers threw shitfits in the forums over mistaking WIP for being representative of final build quality. Pretty much, [I]what the fuck is this CIG why aren't you finishing the game faster/better with the millions we've given you holy shit goddamn you're slow E:D is out already and makes AC look like uncontrollable ass[/I]. Showing fairly polished work keeps the conversation from derailing really hard into "CIG are slacking and misusing our money/taking too long" territory, but at the expense of how much you can output since you're not showing the various steps along the way, only the near-final work on that stage of development. Although, they [I]do[/I] put WIPs and concept art dumps up, but those are part of the subscriber benefits. The Vault is a gallery dump with more stuff every week. They also dump the full-res images from Jump Point, because JP also contains behind-the-scenes stuff. [sp]CIG does not pursue people who leak subscriber content as long as they do not post it to the RSI forums.[/sp] As usual, the vocal minority are why we can't have nice things.
If that is the cause its a big shame really. It would be great if we have less scripted around the verse, for example a developer talking at his workstation on what is going on and all the technical details. How double precision 64 bit is coming along and much more.
[QUOTE=capgun;47800920]Someone made a hangar preview style video for the Vanduul Stinger. God this thing looks scary [url]https://www.youtube.com/watch?v=jFr9qqL8-4I&feature[/url][/QUOTE] That heavy fighter is awesome.
[QUOTE=krail9;47795679]now I'm imagining a scenario in sq42 where you're desperately defending a bengal against a couple of kingships and the retribution warps in triumphantly and fucks everything up with some kind of super weapon[/QUOTE] Well, the Squadron 42 chapter titles were leaked in both the JIRA leak and this leak, and if my guess is correct (possible SQ42 spoilers duh) [sp]the Idris or w/e ship you're stationed on as a rookie pilot gets destroyed at some point. A dev did once post to the forums, when asked if capship combat would be boring or awesome like XYZ video clip, the dev said SQ42 was "no stranger to capship on capship drama". We might very well get fucked up by two Kingships and have to run to mama Retribution for help, and then get reassigned when the shooting stops.[/sp] [sp]Reminder: On the first Reverse the Verse after the Pets stretch goal was announced, someone asked if pets would be immune to permadeath.[/sp] [sp]"No, Chris Roberts will kill your pets." Capships are just as liable to go boom.[/sp] [sp]Especially if you start falling down into bad branches from mission failures, Wing Commander bad-end style, which, I think I remember hearing was going to be a thing? It might not have made it into implementation, or I could be just stupid, but I'm sure I remembered that...[/sp] All of that ^^ is related to SQ42 spoilers. So, I'd like to ask if you guys want to help me with a "what the fuck is Star Citizen, actually?" video, basically the edited-down, organized presentation I mumbled about after posting the three-part novel covering [I]some[/I] of the game last page. I covered stuff that some people probably would consider unnecessary, and maybe left out what others might consider important; for example, I didn't even mention how speed of information or jump points work, or how information itself is a valuable commodity that can be traded and sold. If you guys are interested, we can turn this into an unofficial Facepunch/FPCorp video; I'm fine with someone else doing the voice lines, my own voice is kind of nasally and I think it sucks. I'm a writer by trade so I can do the heavy lifting, but I need help deciding the topic list to cover. Other than the basics of how to get started (point at the homepage and specifically the Fly Now button), all the stuff like how to buy ships/how sales and CCUs work is probably a good topic for a separate video instead of mixing store and gamedev in one. I intend on listing out everything I can think of as a table of contents before I hand the keys to the doc to you guys to contribute your own topics or suggest skipping ones on the list, because I don't want it to look like I'm the ideas guy expecting you to all do the work for me. Once the topics are decided, I'll get to work writing the script and then throw it up for collaboration. Before I get started, I want to know if there's sufficient interest to involve the thread at all (I'd try and keep it as unspammy as possible if there are too many peeps to just do it by PMs/IM, I promise). For the sake of not shitting up the thread with "yeah, good idea" posts, if you are interested in participating or at least seeing a FP tutorial video that's worth showing to the outside world, unlike my caffeinated-autist impression, rate this post late. Otherwise IDGAF what you rate if at all, this isn't a ratings begging thing. <3 Obviously, I'm open to feedback, too. I just don't want to crowd out regular conversation with low-content posts.
[QUOTE=elixwhitetail;47806212]Well, the Squadron 42 chapter titles were leaked in both the JIRA leak and this leak, and if my guess is correct (possible SQ42 spoilers duh) [sp]the Idris or w/e ship you're stationed on as a rookie pilot gets destroyed at some point. A dev did once post to the forums, when asked if capship combat would be boring or awesome like XYZ video clip, the dev said SQ42 was "no stranger to capship on capship drama". We might very well get fucked up by two Kingships and have to run to mama Retribution for help, and then get reassigned when the shooting stops.[/sp] [sp]Reminder: On the first Reverse the Verse after the Pets stretch goal was announced, someone asked if pets would be immune to permadeath.[/sp] [sp]"No, Chris Roberts will kill your pets." Capships are just as liable to go boom.[/sp] [sp]Especially if you start falling down into bad branches from mission failures, Wing Commander bad-end style, which, I think I remember hearing was going to be a thing? It might not have made it into implementation, or I could be just stupid, but I'm sure I remembered that...[/sp] All of that ^^ is related to SQ42 spoilers. So, I'd like to ask if you guys want to help me with a "what the fuck is Star Citizen, actually?" video, basically the edited-down, organized presentation I mumbled about after posting the three-part novel covering [I]some[/I] of the game last page. I covered stuff that some people probably would consider unnecessary, and maybe left out what others might consider important; for example, I didn't even mention how speed of information or jump points work, or how information itself is a valuable commodity that can be traded and sold. If you guys are interested, we can turn this into an unofficial Facepunch/FPCorp video; I'm fine with someone else doing the voice lines, my own voice is kind of nasally and I think it sucks. I'm a writer by trade so I can do the heavy lifting, but I need help deciding the topic list to cover. Other than the basics of how to get started (point at the homepage and specifically the Fly Now button), all the stuff like how to buy ships/how sales and CCUs work is probably a good topic for a separate video instead of mixing store and gamedev in one. I intend on listing out everything I can think of as a table of contents before I hand the keys to the doc to you guys to contribute your own topics or suggest skipping ones on the list, because I don't want it to look like I'm the ideas guy expecting you to all do the work for me. Once the topics are decided, I'll get to work writing the script and then throw it up for collaboration. Before I get started, I want to know if there's sufficient interest to involve the thread at all (I'd try and keep it as unspammy as possible if there are too many peeps to just do it by PMs/IM, I promise). For the sake of not shitting up the thread with "yeah, good idea" posts, if you are interested in participating or at least seeing a FP tutorial video that's worth showing to the outside world, unlike my caffeinated-autist impression, rate this post late. Otherwise IDGAF what you rate if at all, this isn't a ratings begging thing. <3 Obviously, I'm open to feedback, too. I just don't want to crowd out regular conversation with low-content posts.[/QUOTE] I could do some narration if ya'll would like. I don't have the ideal setup, but you can check my youtube for an example. To start, we need to making it extraordinarily clear that you don't need a $500 ship to play. I think thats the biggest point, and probably a huge source of confusion.
entry fee: pre-ordering for [I]less than the cost of the final game[/I]. that's it. Everything above that is your own fault Pay 2 Win is not a real issue and won't be in the future, the only problem as of current is the testbed has no matchmaking system to divide players by skill/ship class, and will soon change. When the game goes live, the cash shop for ships (aptly named 'pledges' because ships are technically just kickstarter tier rewards) will no longer be part of the system
I definitely intend on having a brief, 15-30 second bit where it's like, "you may have heard people/websites talk about ships worth hundreds of dollars, but understand that you don't need to spend any more than $45 to play right now, or $35 if you don't mind waiting until it leaves beta, and purchasing ships is optional and supports development. Ships get more expensive as they get larger (because they take more time to make since the interiors are modeled and fidelity is consistent across the whole ship) and more capable, but for reasons I'll touch on later in this video, having a bigger ship doesn't let you "win" the game." (And that later-on part is the discussion about how the ship power curve is paired with responsibility/running costs/crew demand curves and different ships mean different capabilities/specialties, not a linear power climb to The Best Ship.) I'd avoid using the words "pay 2 win" in this video or explaining the arguments for and against ship sales; that'd be a good topic for the separate how2CCU/all about the store video I mentioned. I definitely would like to tackle that with a short video as well, but separate from the "what is SC in 5 minutes or less" script. Okay, so, to start off, what should the broad, overall order be? I'm going to move to pastebin or docs when this gets into listing individual elements to talk about, but first we need an overall framework. I'm thinking: - 15 seconds to introduce video and the basics of SC (hi, it's an in-development space sim/universe by Wing Commander guy for PC with no compromises for shitty console ports or grandma-tier PCs) - ~1 minute on the basics (SQ42 and PU being separate-but-linked things, development modules being released, you are not a ship but a mortal first-person dood with mobiGlas for game menus, living universe with millions of NPCs + players) - ~45 seconds on introducing the ship manufacturers and their broad specialties (Origin = luxury craft, RSI = general-purpose reliable ships, Drake = every ship has a 'secret' second purpose, etc.), and the general fact that item manufacturers have corporate branding and backstories in the lore without talking about Klaus & Werner or Sakura Sun or any specific details; I'm tempted to include 5 seconds of quick-cut spoiler shots of some of the leaked Vanduul ships to tease what kind of shit we're going up against, with an appropriate spoiler warning. Just a tiny bit of leaked content. - 3 minutes talking about the 'Verse and how playing the game is going to work (topics TBD by the thread because this is the "everything else" portion) - 15 seconds on how the game's still in development and designs may have to change due to technical limitation, but that the devs intend on doing everything they can to add what they've promised and iterate it until it's fun I'm interested in feedback both for what the intro elements should be and how long they should run, because my intention is that the intro follows a logical flow that starts with the very basics and assumes the viewer knows nothing without talking down to the viewer. I dedicate a little bit of time, but not too much, to the ship manufacturers because it simultaneously gives a [I]very[/I] brief overview of the different ship roles in the 'Verse without bogging the pace down with long lists or ship-by-ship reviews and also indirectly reveals how strong the lore is being built, where everything in the 'Verse not only has a purpose but a (broad) history as to how it fucking got there, which is some next-level shit. It also gives a shot of lore and evidence of world-building and acts as a bit of a gear change from the straightforward technicals about genre/player experience and release schedule stuff that piles up at the beginning. [B]Don't worry yet about picking things for the 3-minute block[/B]; I've still got to write the list out. However, I do invite topic suggestions if you feel that the first two minutes is missing something important, because the intro and the first minute is where we need to hook people. It also goes without saying that there'll be appropriate visuals for everything, with public-release in-game footage wherever possible when it makes sense. I'm not even worrying about making decisions on that yet. One thing I do want to do is, when we get into the topics, and things like the ship manufacturers, is have annotations on the YT video that link to the appropriate RSI page/video, [I]especially[/I] for those kick-ass design posts that get buried easily (even with the latest RSI homepage redesign). Maybe even have something at the very start that says to watch with annotations off, and then, for more info, watch a second time with annotations on and pause when you get to a bit you want more info on for the (multiple, if available) reference links. On to CIG news... [URL="https://forums.robertsspaceindustries.com/discussion/264338/comm-link-schedule-week-of-may-25th"]This week's comm-link schedule:[/URL] [QUOTE]The folks upstairs say a PTU build isn’t likely this week, but keep watching for announcements. Wednesday, May 27th - Vault Update - Reliant Q&A Volume I Thursday, May 28st - Around the Verse: Episode 46 Friday, May 29th - Reverse the Verse - Reliant Q&A Volume II [B]- Military Ship Fly Free Week[/B] Saturday, May 30th - Reverse the Verse Archive Post Sunday, May 31st - Weekly Roundup[/QUOTE] [video=youtube;_4Ml0-EedyU]https://www.youtube.com/watch?v=_4Ml0-EedyU[/video] [QUOTE]0:44 - Using debris as melee weapons 2:15 - In-game chat system 3:16 - Controller balance on release? 6:29 - Romance/Relationships to add immersion 8:09 - Jump Point warfare 10:06 - Voice chat plugins 11:08 - Currency in the game & inflation 12:59 - 54M Stretch Goal - AI Behavior 15:32 - Third person camera in FPS? 17:46 - Radiation mechanic to affect play[/QUOTE] Fighting in a Jump Point sounds like something that will definitely happen somewhere in SQ42/sequels if it's actually a fun gameplay experience. Talk about a pants-shitting dogfight. What I want to know is, can you [B]stop[/B] inside a Jump Point and just... park your ass in between the walls of the singularity and just make sure to stay in the open area. [URL="https://forums.robertsspaceindustries.com/discussion/comment/5090659/#Comment_5090659"]Ben makes a statement about the leak[/URL], and recall that comments on the forum are not official policy unless spoken by CR (and, arguably, Toast when speaking as CIG Legal on legal topics), but coming from Ben it's a reasonably good indication in this case: [QUOTE][QUOTE]Nothing in the official schedule about an official statement on the leak and how it will affect development. :\[/QUOTE]Development will continue :) We'll take some time to look at security and social media policy, but it isn't going to change how much we share or what our goals for Star Citizen are. I don't think there will be a statement beyond asking that backers please do not share content that spoils elements of Squadron 42 for other players. I've asked that the mods keep everything off of our forums, and other communities like Reddit are free to set their own rules.[/QUOTE] [video=youtube;EaNtSdhLv9I]https://www.youtube.com/watch?v=EaNtSdhLv9I[/video]
[QUOTE=elixwhitetail;47810195]Fighting in a Jump Point sounds like something that will definitely happen somewhere in SQ42/sequels if it's actually a fun gameplay experience. Talk about a pants-shitting dogfight. What I want to know is, can you [B]stop[/B] inside a Jump Point and just... park your ass in between the walls of the singularity and just make sure to stay in the open area.[/QUOTE] couldn't find just some clips of the particular scene, but I remembered a hyperspace fight in cowboy bebop and found this hype fuel [media]https://www.youtube.com/watch?v=HcThk-CuBcE[/media]
Cowboy Bebop really could be called a more stylized, jazzed-up preview of SC. :v: [IMG]http://i.imgur.com/IuNwG6k.png[/IMG] We did it. And fps module drop is going to [I]slaughter[/I] 1 million registered/850k ready-to-play, I bet. Also, I forgot to put this with the CIG stuff. Austin's flooding (in case you didn't know), but it's localized and both CIG Austin and everyone working there are safe and not in flood zones, as far as they've told CIG LA/Ben.
I've encountered a weird bug. I bought a pair of bulldogs so I could have a full laser repeater loadout on my super hornet (2 badgers and 2 bulldogs that came with the ship + 2 extra bulldogs), but for some reason whenever I put the four bulldogs on, two in the canard turret and two in the nose turret, one always gets left behind, so I end up with only three bulldogs mounted. My account recognizes that I have two extra bulldogs in my inventory, but one won't equip for some reason.
try stripping all the weapons, then restarting the holo table and trying again
It's stupid and it happens to me, too. Also torch your (username)_inventory.xml file in the Star Citizen\CitizenClient\USER\ folder to have it resynch with the master copy. Note, this doesn't fix the bug entirely, it just gives the game another try at getting it right. The current holotable is, entirely, a placeholder, so we'll be free of this thing eventually.
More leakage, The freelancer seems to have gained quite a bit of weight [url]http://imgur.com/a/tGAxJ[/url]
Bug is still persisting. I tried deleting my user folder and stripping, exiting, reentering and reequipping the weapons, and for some reason it still thinks I only have three bulldogs.
[QUOTE=capgun;47811836]More leakage, The freelancer seems to have gained quite a bit of weight [url]http://imgur.com/a/tGAxJ[/url][/QUOTE] I'm glad because I never really liked the interior. It looks more like the Starfarer than it used to, especially the front end of the ship.
[media]https://www.youtube.com/watch?v=89GtZBF33LQ[/media] Got FPS to function Sort of, except my HUD didn't stay on my face, and it's amazingly buggy.
connie looks smaller now.
[URL="https://imgur.com/a/FNh09"]Someone posted a gallery[/URL] of a higher-quality (but scaled really small by default, like hangar flair size) model of the Retribution they found, probably for cinematics. [URL="https://i.imgur.com/6yOOJHO.png"]This is it next to the Broken Moon terraformer, for scale.[/URL] Jesus fuck.
fucking badass, using atmosphere shaders to really give you a feel for the size of this thing: [t]http://i.imgur.com/vkwoJ2S.png[/t]
needs a nice missile battery with extra large torpedos.
[QUOTE=icefox;47812698]except my HUD didn't stay on my face[/QUOTE] maybe because hud_hide is set to 1 (check the game.cfg)
[QUOTE=Techbot;47814468]maybe because hud_hide is set to 1 (check the game.cfg)[/QUOTE] It was due to not setting my loadout (which i only figured out at the end of the first video) All good now though [media]https://www.youtube.com/watch?v=owyD117J3WU&feature=iv&src_vid=89GtZBF33LQ[/media]
[QUOTE=icefox;47814830]It was due to not setting my loadout (which i only figured out at the end of the first video) All good now though [media]https://www.youtube.com/watch?v=owyD117J3WU&feature=iv&src_vid=89GtZBF33LQ[/media][/QUOTE] How did you achieve that? I would really like to know so I can try it myself. [editline]27th May 2015[/editline] Plus, how did you spawn dummy players? [editline]27th May 2015[/editline] I get gl_GameRules FPS_TeamElimination but I can't actually tell my game to use that game mode.
Well, this is much less exciting, but I fucked up some Vanduul nice and quick in an Aurora LN. The original video looked better than what it came out as, unfortunately. [video=youtube;WfvFuvbRImo]https://www.youtube.com/watch?v=WfvFuvbRImo[/video] Thinking of submitting this to the thread on the SC forums for people to submit their 30-second highlights clips for play on AtV as brief intermissions. Good idea?
[QUOTE=icefox;47814830]It was due to not setting my loadout (which i only figured out at the end of the first video) All good now though [media]https://www.youtube.com/watch?v=owyD117J3WU&feature=iv&src_vid=89GtZBF33LQ[/media][/QUOTE] That looks pretty rad and polished. Hope the official release isn't too far off.
my friend apparently broke the tutorial after the landing bit (he slid off the landing pad after slamming into it too hard, so it never got the memo that he took off afterward I guess), so we took the most sensible option available at the time [t]http://i.imgur.com/FMsG2j4.jpg[/t] [t]http://i.imgur.com/NxTYfLt.jpg[/t] [t]http://i.imgur.com/c44LB2a.jpg[/t] [t]http://i.imgur.com/AFfD1c8.jpg[/t] [t]http://i.imgur.com/i8LV2Ec.jpg[/t] [t]http://i.imgur.com/UfPUxJq.jpg[/t] [t]http://i.imgur.com/PY6jpLd.jpg[/t] [t]http://i.imgur.com/YIWYhEz.jpg[/t] [t]http://i.imgur.com/gc71quk.jpg[/t] [t]http://i.imgur.com/iLCBsBx.png[/t] [t]http://i.imgur.com/tyElamY.jpg[/t] [t]http://i.imgur.com/eFW8dVB.jpg[/t] [t]http://i.imgur.com/F8j8Dui.jpg[/t] [t]http://i.imgur.com/bzh6kv3.jpg[/t] [t]http://i.imgur.com/j43q6v8.jpg[/t] I'm the first explorer to reach a new star! [t]http://i.imgur.com/2fmbl59.jpg[/t] [t]http://i.imgur.com/qbFC47S.jpg[/t] [t]http://i.imgur.com/65Ax9ka.jpg[/t] [t]http://i.imgur.com/OINgiy0.png[/t] [t]http://i.imgur.com/giYyDig.png[/t] it was a buggy ride, by the time you reach this far the helmet is violently shaking and pieces of the ship graphic on the HUD were offsetting themselves all over the place. Also the journey took forever because there was a 'how to strafe' reminder tooltip grinding us to a dead halt every ~7 seconds/1500m
Sorry, you need to Log In to post a reply to this thread.