Star Citizen Megathread - Star Marine isn't doomed after all!
5,001 replies, posted
Woops did I say Hornet? Meant mustang. Guess I'll pick up one of the two soon, reading that squadron 42 doesn't have, or has a very little, affect on the PU. Really just into this game for the FPS/MMO/Flying stuff, don't really care about a single player story.
But seems like they have a good roadmap for the next 4 months, which will be cool to see.
[QUOTE=elixwhitetail;50820429]The Reliant Kore is hangar-ready, and in the patch that has just been put onto PTU for the closed first-wave testers (long story) the Reliant is flight-ready.
[t]http://i.imgur.com/kXhnY77.jpg[/t]
We also have:
- Server-side persistence (for certain things)
- Configuring your hangar is now done within your hangar instead of on the website -- look for little blue dots on the hangar floor that you can interact with; the ship won't spawn until you're out of the way after placing it
- Shopping and currency (but your live UEC is not active yet - there's a temporary version of UEC instead that CIG can wipe frequently), including buying handheld weapons and space suits and civilian clothing
- Wanted levels actually mean something now
Read back over a couple pages to see what's coming in 2.5, especially GrimHex.
We're also very likely going to get a new demo of the procedural planet tech at Gamescom in two weeks. Procgen is also intended to come in patch 2.7 (no ETA as always, goal is before end of 2016 at least) in the form of the Nyx/Levski landing zone being transplanted into the Crusader map the same way it was in the Pupil to Planet demo.[/QUOTE]
Am I allowed to be slightly bemused that the Reliant isn't out yet? they said it was hangar-ready a while ago iirc. Which I think may have been 6 months ago.
[QUOTE=Don Merino;50821467]I always thought that the there'd simply be some sort of counter-induction... basically that the recoil would be "electrical" as opposed to "physical".
But now that I think of it... I guess you're right. :V[/QUOTE]
What you're thinking of is a consideration, and it's called back EMF. Its a big thing to put up with in things like motors (stepper motors in particular). It doesn't dissipate physical forces, however, and is merely a resultant of the interaction of various magnetic fields. It might lower recoil, but only because its effectively reducing the maximum power your railgun is able to put out.
the long and short of it all is that physics is unintuitive, doubly so for trying to puzzle out magnetic interactions (how the fuck do they work) in zero-G (where things are both ideal and bizarre)
Oh, ye. Mustang, that's a different story.
At that point, you are comparing a VW Westy against a sporty little Fiat. The Mustang is far faster and more agile than the Aurora, but it's less versatile and durable as a trade-off. They're both reliable choices for starter ships with different focuses.
The Mustang and Aurora starter packs get you the online but no SQ42 package featureset, so if you pick one up you'll be set for playing anything available now. SQ42 is a spiritual successor of sorts to Wing Commander, but done up in the best technology [del]2021[/del] 2016 has to offer. You may change your mind. But, worry about that when it launches. :v:
[editline]3rd August 2016[/editline]
[QUOTE=paindoc;50822284]Am I allowed to be slightly bemused that the Reliant isn't out yet? they said it was hangar-ready a while ago iirc. Which I think may have been 6 months ago.[/QUOTE]
The Reliant was made hangar-ready in 2.4, but 2.4 was a huge update that spent two months just in testing because it was as massive an overhaul as the 2.0 update was. That hurt their patch release momentum, but it also moved the whole game forward a lot.
The Reliant's not as important as getting the foundations of the game working. But, yeah, from the way CIG was talking at the start of the year, everyone expected the Reliant to be flyable in live already. That's development life.
[QUOTE=darkgodmaste;50821866]Definitely looking forward to going to gamescon star citizen event, I will be going there with a couple of friends [/quote]
I'll be there too :worried:
[editline]3rd August 2016[/editline]
Let's hope the livestream has been improved since last time :v:
I'm hoping that they have their livestreaming setup worked out, because:
- They're running a fancy booth at Gamescom for five days instead of running a stage show for a few hours, so there [I]should[/I] be significantly more time/money investment into the Internet solution
- They've flown out four SC community streamers to stream from the booth during the show
- They have reveals planned during the show
They have no excuse and have talked up some big promises for the show, so let's fucking hope the streaming is not a traditional CIG event streaming experience. If Badnewsbaron has to Periscope this shit all is lost. RIP the dream, Chri$ Robbers the Swedish-Italian mafia coke fiend you owe me a space pony
[QUOTE=elixwhitetail;50822433]I'm hoping that they have their livestreaming setup worked out, because:
- They're running a fancy booth at Gamescom for five days instead of running a stage show for a few hours, so there [I]should[/I] be significantly more time/money investment into the Internet solution
- They've flown out four SC community streamers to stream from the booth during the show
- They have reveals planned during the show
They have no excuse and have talked up some big promises for the show, so let's fucking hope the streaming is not a traditional CIG event streaming experience. If Badnewsbaron has to Periscope this shit all is lost. RIP the dream, Chri$ Robbers the Swedish-Italian mafia coke fiend you owe me a space pony[/QUOTE]
It's still gonna be delayed by 20 minutes cause its practically tradition at this point
[QUOTE=Techbot;50822381]
Let's hope the livestream has been improved since last time :v:[/QUOTE]
red one
RED ONE
[B]RED ONE[/B]
[B][I]JARED[/I][/B]
[QUOTE=ScottyWired;50827474]red one
RED ONE
[B]RED ONE[/B]
[B][I]JARED[/I][/B][/QUOTE]
This time is 100% "[I][B]JARED[/B][/I]"
Considering the streaming's going to be happening fairly constantly ([I]if[/I] we don't get a 100% traditional CIG event stream experience) from the show floor for the five days, I don't think we'll have any incidents of Chris bellowing stage direction at Lando from 30 feet away across the booth.
But if we do it'll be fucking [I]gold[/I].
-snip-
ATV 3.2 came out today and holy shit, THE HYPE TRAIN JUST GOT BIGGER: [B]CATASTROPHIC DAMAGE OF CAPITAL SHIPS.[/B]
[media]https://www.youtube.com/watch?v=ZNV-Y5hauZ0[/media]
[quote]
[U][B]STUDIO REPORT[/B][/U]
[B]Landing System[/B]
Goal was to make it more intuitive for the player without crowding the screen with UI
When landing gear is deployed, the ship will essentially go into landing mode and switch into Precision mode.
When you’re close enough to a landing surface such as a landing pad or terrain, it will highlight the ground as to whether it’s a valid spot or not. If it’s a station that requires permission, you’ll hail the tower and then it will highlight a particular pad for you to land on either manually or automatically.
You can choose to land manually once you’re cleared or use the automatic feature if it’s available at the station by holding the respective key and it will land it for you.
The system will also track landing pads hidden in terrain such as a cave as well.
The new system will go into 2.5, with further iterations down the line.
[B]FPS Cover system[/B]
Currently there’s a no clipping system that prevents your weapon from clipping when close to a wall by raising it, the cover system builds on top of that.
When you move close to a wall for example and want to lean around the corner, your weapon will move in such a way to indicate that you are using the system and can use the lean key to lean out, blind fire, or slice the pie.
A similar system called slice is cheese is being created for vertical cover so that when you want to peak above a balcony or you’re above your target, you can raise yourself above your cover without exposing your entire body and use the same functions as the horizontal system.
A lot of work has gone into making the system feel fluid, and the animations snappy and responsive with help from Todd Papy and the Germany Team, to Animators like Ian Colon in the U.K.
The procedural cover system will be launched in 2.6.
[B]SHIP SHAPE: ARGO[/B]
Geoff Coffin from tech design presents the Argo capital ship support craft
Capable of cargo & personnel transport, ship repair, and search & rescue
Future version to have mechanical arm and the three separate detachable pods
A redesign improved the original cargo pod by making it larger and with a rear ramp
A redesign corrected leg thruster and weight distribution issues.
[B]BEHIND THE SCENES: CATASTROPHIC DAMAGE OF CAPITAL SHIPS[/B]
They wanted to be able to reuse existing assets, simple shader swaps, and full use of effects and lighting to push a mood and feel in certain areas
The general consensus from all departments in regards to catastrophic damage was burning and fire
A lot of real world references they looked at were things like aircraft carriers and il rigs that have very advanced fire retardant systems
Pulled lots of inspiration from films like Alien, Blade Runner, 80’s classic sci-fi films
The graphics team has been working on two main areas: improving particle lighting and improve bloom/lens flares to give a better glare
They wanted to improve the lighting on the particle effects and the previous system didn’t support the usual features of their lights
The new system called tiled lighting efficiently copes with hundreds of light sources and they adapted this to use on the particle effects which better tied the particle effects in with the rest of the art
They decided to take this one step further and apply volumetric lighting by sampling the lighting many times across each particle’s volume giving every light the ability to cast a light shaft within every particle effect
They also improved the bloom and flare effect, the usual method was either artist driven or procedural
CryEngine’s base flare implementation is artist driven, blending/distorting many textures on top of one another to create complex flares but these aren’t physically based so don’t simulate actual lightship or spawn correctly to other effects such as depth of field and motion blur
Procedural are code driven and give accurate highlight shapes and respond to other effects as expected but this is quite simplistic due to their cost
They came up with a method to generate physically based flares where each individual element can be customized to exhibit a range of physically based distortions and colour shifts
Sound Design has been working on ambience inside the Idris specifically various damage levels
Using hundreds of sound spots giving you a greater sense of depth as you approach each area
Can go from a normal state of calm and gentle with the Idris humming away normally to creating more tension with things rattling or vibrating differently as you bring the damage state up[/quote]
I really love the new format, really gets a lot of info out in half the time
[QUOTE=Intoxicated Spy;50832434]I really love the new format, really gets a lot of info out in half the time[/QUOTE]
I agree. Finally we're getting show AND tell, not just tell.
[editline]5th August 2016[/editline]
[QUOTE=Squeegy Mackoy;50826355]Hehehe.[/QUOTE]
I'd missed out on the latest Derek Smart creepy stalker stuff until just now. And I finally get what's so funny.
So are they planning so that you can't fully destroy ships? Just completely disable them? Particularly Ships with FPS levels. How cool is it using the wreck of the ship as an FPS level.
[QUOTE=Toyokunari;50832987]So are they planning so that you can't fully destroy ships? Just completely disable them? Particularly Ships with FPS levels. How cool is it using the wreck of the ship as an FPS level.[/QUOTE]
I sure hope that's the case for big ships. Hell, I enjoyed the way smaller ships could be destroyed in the past, too. If they suffered catastrophic damage they wouldn't always explode - you'd just have the ship, powered down and completely dead, just spin in whatever direction it was moving to infinity.
they definitely talked about the bengal and other capital ships never being fully destructible, just going derelict, the biggest hurdle in acquiring one since the only player attainable bengals will start out in such a state, so you'd need a huge org with lots of dosh to blow on bringing it online before even considering the general needs of keeping it manned. Given the size of the idris (and its owners' egos) I'd assume it also falls into that category.
other larger 'FPS level' kind of multicrew ships will probably have an extended 'doomed' state where they're completely inoperable but will be temporarily impervious to further destructive force, allowing a decent time for evacuation and the chance that an attacker can stop and leave it in a salvageable state instead of blowing it to pieces. Worth note referencing the derelict retaliator and the tali damage state video from a while back
[QUOTE=dai;50834590]they definitely talked about the bengal and other capital ships never being fully destructible, just going derelict[/QUOTE]
It can be assumed that TEST will still attempt to fly one into a star.
[QUOTE=elixwhitetail;50834636]It can be assumed that TEST will still attempt to fly one into a star.[/QUOTE]
yeah I was thinking about that after I wrote that, what happens if you just nose down over a planet and put a brick on the pedal, [i]ingame mechanic[/i] wise. My best bet for a decent 'we know TEST is willing to chuck the resources' response would be a basic 'safe distance' autopilot that will essentially treat stations and planets with a no-fly zone that will cause the ship to decelerate and push itself back to safe distance.
[t]http://i.imgur.com/dwP7o8u.jpg[/t]
So will there be a single 100% damage "FPS level" per ship or will there be variations depending on the way the ship was destroyed?
[QUOTE=_Axel;50835759]So will there be a single 100% damage "FPS level" per ship or will there be variations depending on the way the ship was destroyed?[/QUOTE]
They're still R&D'ing it; this is unknown as of yet. However, I imagine it'll be at least partially procedural; an Idris that crashlands on a moon upside-down is probably going to be fucked up differently than an Idris that got shot up so badly in space that the main reactor blew out and destroyed life support/large sections of the interior from the fireball igniting the atmosphere, or whatever.
Having the "this is the Idris at 25%/50%/75%/100% damage" with two or three variations of broken model bits per quadrant is so close to the way they originally did the damage states before realizing that process is inefficient and stupid and abandoned it. Considering this is all the work of shaders I'm sure they'll at least try to put procedural variation into it.
God I haven't been this hard since the Constellation/Retaliator explosion:
[video=youtube;nKn25_e-vZM]https://www.youtube.com/watch?v=nKn25_e-vZM[/video]
[QUOTE=Forumaster;50835931]God I haven't been this hard since the Constellation/Retaliator explosion:
[video=youtube;nKn25_e-vZM]https://www.youtube.com/watch?v=nKn25_e-vZM[/video][/QUOTE]
I thought back to these and was worried because these scenes here look WAY better than what we got in game.
[QUOTE=archangel125;50835943]I thought back to these and was worried because these scenes here look WAY better than what we got in game.[/QUOTE]
due to the lack of the 'doomed' state I was talking about, I don't think they've talked about having tried to implement it yet. Right now the tali looks pristine but suddenly pops with a few well placed shots from pirate 300i's for some reason.
It's noted that tali explosion vid was previz but encapsulated what they wanted for the experience, but now we've seen a live walkthrough of an idris in that totaled evacuation emergency state. Definitely coming far and the whole situation is in-engine, just a matter of implementing said doom state where it goes into evac alarms and the ship itself is left drifting and unable to operate
[URL="https://robertsspaceindustries.com/comm-link/transmission/15444-Monthly-Studio-Report"]Monthly report's out.[/URL]
[t]https://robertsspaceindustries.com/media/zon4ah0qz7ssgr/source/Reliant.jpg[/t] [t]https://robertsspaceindustries.com/media/i6j7gweg6b9wmr/source/Reliant2.jpg[/t]
[t]https://robertsspaceindustries.com/media/3qb629w8dhztsr/source/GrimHEX1.jpg[/t] [t]https://robertsspaceindustries.com/media/fixca7z3def4er/source/Design.jpg[/t] [t]https://robertsspaceindustries.com/media/c70n08zrduit5r/source/Grimhex.jpg[/t]
[t]https://robertsspaceindustries.com/media/1wau5jt1iqkmpr/source/ScreenShot0021.jpg[/t] [t]https://robertsspaceindustries.com/media/afkcyh9qtot67r/source/Levskihangar_02.jpg[/t] [t]https://robertsspaceindustries.com/media/4tqqbwi79c393r/source/ScreenShot0011.jpg[/t]
[t]https://robertsspaceindustries.com/media/2wqm6f0owt97xr/source/DE_Header.jpg[/t]
:drool:
[video=youtube;ZQFDccjJrww]https://www.youtube.com/watch?v=ZQFDccjJrww[/video]
Today's RtV was an early one to get the F42 UK devs from the AtV segments yesterday on to answer questions. Think of it as a Q&A segment tacked onto AtV's capship damage section. Audio issues as usual.
[video=youtube;K3kD6cCagzA]https://www.youtube.com/watch?v=K3kD6cCagzA[/video]
Castra just can't get away from its legacy as a militarized Perry Line system.
I'm really impressed with how they've handled that "cover system" in the FPS module. It looks like a less clunky/non-sticky version of what Red Orchestra 2 tried to do and I'd love to see it in more tactical FPS games
I haven't played the game for about a year or so, have they implemented proper(ish) updating yet?
I believe I can actually run the game now, however I still shite internet and don't want to redownload the entire game every patch.
[QUOTE=Karmah;50839658]I haven't played the game for about a year or so, have they implemented proper(ish) updating yet?
I believe I can actually run the game now, however I still shite internet and don't want to redownload the entire game every patch.[/QUOTE]
No. Delta patching is a dangerous forbidden technique.
[QUOTE=Karmah;50839658]I haven't played the game for about a year or so, have they implemented proper(ish) updating yet?
I believe I can actually run the game now, however I still shite internet and don't want to redownload the entire game every patch.[/QUOTE]
Delta patching is [I]still[/I] not in, but they've been talking about steady progress on it and apparently it's just on the verge of going live. I don't know if this means we'll see it used for 2.5 or if we'll have to wait for 2.6 or 2.7.
The patching pace is also one major patch every month or two, currently, with one or two minor hotfix patches to fix things QA missed/bugsmashers couldn't get sorted in time. So, the bandwidth draw isn't too bad.
They hate it just as much as we do, because not only do they have to pay for all the bandwidth we use redownloading the whole game, think of the impact this will have on moving dev builds around. They're several hundred gigs because they contain way more than what's in the live build. Those builds have to be synched with the different studios and they pump out 6 or more builds a day. They want delta patching as badly as we do, but it's difficult to diff encrypted gigabyte-sized blobs.
This new marine armour looks awesome.
[t]https://robertsspaceindustries.com/media/o74fn4den9j9rr/source/Marine_Medium_Armor.jpg[/t]
And this as well:
[t]https://giant.gfycat.com/JubilantConventionalCarpenterant.gif[/t]
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