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Star Citizen - Development Updates

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  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited October 2019
    ... edit - link was already posted 
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    Juicy bits from the monthly report:


    The report put in context indicates work on weather and the new version of the procedural technology to be finished this month. The citcon showcase is likely to show this off, weather technology implemented on planets.

    On datamined information from the client it has shown mission ids that point for the first showcase of jump points, and the Carrak. For citizencon maybe Microtech won't be the showcase as the "unannounced location" is mentioned, this backs up it's related to jump-points and the first travel to another solar system.

    Also for likely citcon the mention of "three important" features that are not yet announced, if rumors confirm one of them is deff jumpoints.


    Besides that, server-side OCS being tested by QA that shows already tangible stuff there what backs up their intent to partially implement server-sided OCS to prevent cut of content from the game/delays due to server performance problems.

    The new mission types being prototyped are also interesting.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    On more leaks this pretty much telling the next solar system will be Pyro, 




    Those pieces of data are descriptions that appear on the game starmap, they have been on the website starmap for long but only on past weeks started were added to the game files.

    This also cumulates with the previously datamined bits that imply a mission with a jumppoint jump will be showcased at citizencon


    KyleranErillion
  • KyleranKyleran Member LegendaryPosts: 44,059
    edited October 2019
    Thanks for keeping us updated Max, Lord knows I wouldn't have the time to "root" all of this info out.

    See what I did there, clever eh?

     :) 
    Post edited by Kyleran on
    MaxBacongervaise1

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  • BabuinixBabuinix Member EpicPosts: 4,463
    The Loremasters did a great piece on Pyro System a while back:

     
    Erillion
  • BabuinixBabuinix Member EpicPosts: 4,463
    3.7 New Update is finally released into the Live Servers:


    What’s new

    Star Citizen Alpha 37

    Above: Star Citizen Alpha 3.7

    • Caves: Adding another level of exploration to planets and moons, the addition of caves includes tech that will power the creation of future modular locations, VFX and lighting. “What was interesting about the caves is they’ve been coming for a little while now,” Tracy said. “And it’s a good example of what we’re calling staggered development. Essentially, there’s some things that take three months to do and some that take six months. These caves have a huge amount of area to explore.”
    • FPS mining: Players can buy the all-new Greycat Industrial Pyro multi-tool equipped with a mining attachment, which can find small deposits of minerals in caves, on the surface of planets, and in asteroid fields. Once activated, they can fracture and collect highly valuable mineral shards to sell for profit.
    • Harvestables: Various locations across the Star Citizen universe now contain items that can be harvested, picked up, and used, consumed, or sold as commodities.
    • Commodity inventory: This personal inventory system allows players to store various commodities, including items bought from kiosks or stores and harvestables discovered in the environment.
    • Player Interdiction: Using the new RSI Mantis, outfitted with a Quantum Enforcement device, players can pull both NPC and player-piloted ships abruptly out of quantum travel. Once caught by the Quantum Snare, a dampener prevents the target from fleeing.
    • Mission Sharing: This enables players to share missions with members of their party, allowing teams to see, track, and complete objectives together while sharing the rewards.
    • Ship Rentals: Allows players to rent ships from selected shops via in-game currency, increasing player choice and ship accessibility.

    New vehicles and weapons

    Star Citizen Alpha 37

    Above: Star Citizen Alpha 3.7’s RSI Mantis

    • Banu Defender: The first flyable ship from the Banu alien race, the Defender uses combined technology from species across the galaxy, including a number of alien components new to Star Citizen.
    • RSI Mantis: Set to debut on the October 10 birthday of the Star Citizen crowdfunding campaign, the Mantis is the game’s first interdiction ship. Interdiction means the Mantis can pull nonplayer character and player-piloted ships out of quantum travel, while creating a distortion field that prevents them from fleeing. The Mantis is lightly armed and should be used by players traveling in groups, since they can’t always predict what it will “catch” in its quantum “net.”
    • Aegis Vanguard Harbinger: The UEE’s long-range fighter/bomber, the Harbinger model converts the Warden’s escape pod into a bomb bay. The Vanguard features extended range and a relatively small profile, enabling it to strike where carrier-based ships or larger strategic bombers cannot.
    • Aegis Vanguard Sentinel: The Aegis Vanguard Sentinel is an electronic warfare ship designed to “fight smart” rather than taking enemies head-on.
    • Hedeby Salvo Frag Pistol: Slow-firing and heavy-hitting, this pistol can fire charged shots with a flat, shotgun-style blast.
    • Kroneg FL-33 Laser Cannon: These high-damage, long-range energy weapons are for the ship pilot looking for versatile weapons at medium and longer ranges.

    Quality of life fixes and more updates

    Star Citizen Alpha 37

    Above: The “new” face of Star Citizen.

    Image Credit: Cloud Imperium Games
    • Arena commander improvements: The Arena Commander experience gets an overhaul, with particular focus on rebalancing the Pirate Swarm mode to make it more challenging, with several new boss-fights, and new rewards players accumulate over time.
    • Character customizer v2: This features iterations on the facial blending system and significant updates to the user interface.
    • Human AI combat v2: This includes improvements to the AI’s initial reactions to various stimuli (such as seeing an enemy, hearing a sound, etc.), with systemic transitions into those behaviors from normally scheduled activities. Also, AI combat behavior has been refactored to include multiple tactics that can be evaluated and selected according to the situation.
    • AI dogfight combat v2: This is a new AI profile for “average ship pilots,” including behavior and skill differentiation by faction (pirates, law enforcement, etc.), to create a more diverse and varied combat experience for players in PVE gameplay.
    • Flight improvements: The all new “proximity assist” feature automatically detects when players fly close to obstacles and will slow the ship’s accelerations down and allow for softer, more fine control and landings. This feature is “intelligent” and based on player-context, automatically activating when needed to ensure players are still able to fly at high speed while low to the ground.
    • Weapon attachments v2: Personal weapons are getting more customization, including new attachments to guns such as suppressors, compensators, and under-barrel gadgets. This feature will allow for customization of the player’s FPS arsenal in real time.


    Erillion
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited October 2019
    On Alpha 3.7.1 there are strange streaming on comms playing on background comms as you play the game, once people started reporting and recording and compiling them.

    https://imgur.com/a/nbXKVgG (you can click unmute to hear them)

    "something is coming, something big"

    "help me" (at least it sounds like it)



    It's unknown what exactly is up, people say it's an attack event that will rek Port Ollisar, mostly because years ago some a concept shown Port Ollisar being blown up by Vanduul ships, and that PO was stated to just be a temporary thing as is as the new station work will replace it. But it might also not be specifically lore event-related.
    Erillion
  • gervaise1gervaise1 Member EpicPosts: 6,919
    MaxBacon said:
    On Alpha 3.7.1 there are strange streaming on comms playing on background comms as you play the game, once people started reporting and recording and compiling them.

    https://imgur.com/a/nbXKVgG (you can click unmute to hear them)

    "something is coming, something big"

    "help me"



    It's unknown what exactly is up, people say it's an attack event that will rek Port Ollisar, mostly because years ago some a concept shown Port Ollisar being blown up by Vanduul ships, and that PO was stated to just be a temporary thing as is as the new station work will replace it. But it might also not be specifically lore event-related.

    "Advertising" for SQ42?
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited October 2019
    gervaise1 said:
    MaxBacon said:
    On Alpha 3.7.1 there are strange streaming on comms playing on background comms as you play the game, once people started reporting and recording and compiling them.

    https://imgur.com/a/nbXKVgG (you can click unmute to hear them)

    "something is coming, something big"

    "help me"



    It's unknown what exactly is up, people say it's an attack event that will rek Port Ollisar, mostly because years ago some a concept shown Port Ollisar being blown up by Vanduul ships, and that PO was stated to just be a temporary thing as is as the new station work will replace it. But it might also not be specifically lore event-related.

    "Advertising" for SQ42?
    Wouldn't think so, it's the same lore anyway as far Vanduul and the universe is concerned, SC is set after SQ42's events lore-wise I think.

    With citizencon and the game's anniversary coming up it can be many things, but reddit seems to be betting on Port Ollisar getting nuked
  • gervaise1gervaise1 Member EpicPosts: 6,919
    MaxBacon said:
    gervaise1 said:
    MaxBacon said:
    On Alpha 3.7.1 there are strange streaming on comms playing on background comms as you play the game, once people started reporting and recording and compiling them.

    https://imgur.com/a/nbXKVgG (you can click unmute to hear them)

    "something is coming, something big"

    "help me"



    It's unknown what exactly is up, people say it's an attack event that will rek Port Ollisar, mostly because years ago some a concept shown Port Ollisar being blown up by Vanduul ships, and that PO was stated to just be a temporary thing as is as the new station work will replace it. But it might also not be specifically lore event-related.

    "Advertising" for SQ42?
    Wouldn't think so, it's the same lore anyway as far Vanduul and the universe is concerned, SC is set after SQ42's events lore-wise I think.

    With citizencon and the game's anniversary coming up it can be many things, but reddit seems to be betting on Port Ollisar getting nuked
    OK. Just thought it would be on a par with an extended advertising campaign over many months: hints, teasers, teaser trailers etc. As you say maybe its just something to do with Citizencon. Maybe showcasing what is now possible with art assets etc.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    gervaise1 said:
    OK. Just thought it would be on a par with an extended advertising campaign over many months: hints, teasers, teaser trailers etc. As you say maybe its just something to do with Citizencon. Maybe showcasing what is now possible with art assets etc.
    It's quite complicated to predict this one, even the dev reports mention about the several important features being worked on that are not disclosed yet, including one new unannounced location.

    The Port Ollisar getting nuked rumor is strong because with the new space stations Ollisar is set to be replaced so that it could be done as an in-game event.

    Quite interested on what brings the upcoming month
    gervaise1
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    About the renting system, here is a good piece of information and feedback on it:

    https://www.reddit.com/r/starcitizen/comments/dlbi50/purchased_an_anvil_arrow_using_ingame_credits_in/?sort=confidence

    Displays the current ability for new players to progress through playing with new ships rather easily, even for who doesn't play much beyond 1 hour a day.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    Citizencon schedule! https://robertsspaceindustries.com/citizencon/schedule

    Preview a new high-octane game mode coming to Star Citizen

    > This might be a hybrid Arena Commander (dogfighting) & Star Marine (FPS shooter) combination that is something that been asked for quite some time.


    The keynote is the main presentation, by the schedule Microtech will be part of one of the individual presentations likely not the main one then.

  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    More Datamined Leaks from 3.7.1 client

    Melee Combat:





    New Missions, more FPS Ai missions:






    Terminals related to the law system, paying your fines:



    ^^ last one is new, ability to use weapons inside the no-weapon zones


    More eyewear added:



    Bar Menu:



    Many new emotes:



    More grenade stuff:




  • BabuinixBabuinix Member EpicPosts: 4,463
    edited October 2019
    New ISC


  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    For techies: 

    In-depth OCS dive the engineers given posted here https://robertsspaceindustries.com/media/i2gtpjaggpg1ir/source/JP07-10_OCS-Boot-Camp.pdf

    The status update on its implementation

    At the time of writing this article, not all work for Server-ObjectContainer-Streaming is finished. We have implemented the EntityStreaming-Manager as well as the StarHash logic. The Location-ID work is nearly done and should be finished soon. Because of that, ServerObject-Container-Streaming can already be used to a certain degree. And doing that shows us all the problems we have with missing Definite State and all the areas we still have to fix. Most major areas where we have such problems are known and are actively being worked


    The work won’t be over when the first iteration of Server-ObjectContainer-Streaming is delivered. While the first release should give us way better content scaling on the server, we will still have several areas to work in.


    It's already on implementation and as it describes on next steps the persistence front of it is not part of the first implementation. The follow-up work to that is the server-meshing.


    SSOCS is meant to set a big performance gain on the server-side to allow the addition of more content to the game without sacrificing performance.

  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    From an interview with the lead engineer that creates the procedural tech for the game here
    https://www.eurogamer.it/articles/2019-10-15-star-citizen-e-come-sviluppare-tre-tripla-a-simultaneamente-speciale

    "We will give detailed information on the V4 technology during this year's "CitizenCon". The technology will be ready when the new Microtech planet is released and all existing planets will be converted to the new version."



    The new major upgrade of the procedural technology seeing the monthly reports is hinting at weather systems.
    BabuinixErillion
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    Last Dev update:




    FPS Melee combat, bits include attack combos, takedowns, dragging bodies, that type of stuff. Also, FPS work on impact reactions.


    Also halloween roleplay lmao

    Babuinix
  • BabuinixBabuinix Member EpicPosts: 4,463
    One of the best ISC Ever! Jared and Jeremiah make such an awesome combo :D

    Meele looks dope and so does the dragging bodies.
    SlyLoK
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846

    Monthly report interesting Bits:

    • They also fixed a few issues with the combat knife and Animus missile launcher.

    • They also helped a beloved spectrum star prepare for a return to the limelight and worked on various things for CitizenCon and beyond.

    • Work on planetary ground fog continued too. This involved the initial release of SOCS, adjusting code to cope with very large objects, making exception handler improvements, and adding API to asynchronously create a core dump without affecting the calling process.

    • A lot of talk about a new and exiting feature for early 2020 will be shown in CitizenCon

    • Efforts were also focused on Server-Side Object Container Streaming, which is a major engineering overhaul that will eventually result in the dramatic improvement of in-game performance. The team is currently addressing several quality-of-life fixes that players have been requesting for a while.

    • They also finished the latest restricted area implementation. Players can expect new UI messaging and guide tunnels to help them approach spaceports when it goes live. They’re currently experimenting with improvements to atmospheric flight.

    • The last major task of October was designing the ‘biome accumulation’ system, which is the basis for a variety of effects such as snow, frost, dirt, mud, and dust. The system itself will require a combined effort from the art, graphics, and code teams over the coming weeks and months.

    • They met with Live Design to coordinate and create text for new missions being worked on for 3.8. and beyond. They named and wrote descriptions for several items ranging from mining gear, terrifying helmets, to new armor and more. The team also generated ideas for possible additional harvestables to be added in the future with a focus on microTech’s cold climate.

    • The development of large-size ship items continued and will be completed shortly, giving the PU its first proper large quantum and jump drives.



    The good news on monthly report already talking about server-side OCS first implementation so they managed to push this work earlier as full persistence requires more time.

    Citizencon hints as what features will be shown already state schedule for early 2020 releases.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846

    • Planet Tech v4 was enabled in game-dev and with it came a lot of QA testing. QA regularly test each star system, with individual planets being tested daily to stay on top of any new issues that may crop up as a result of changes. The latter half of the month saw them testing and verifying new changes to moons and planets using locally exported object containers. The next step is to perform a QA test request for each location once Design have completed their re-drop of all surface-side locations.

    • The team are also working on a large, overarching feature that deals with quantum fuel mining and refining. As part of this, they’ve had to tackle several smaller features, such as introducing new mining lasers with different properties and consumables that can alter the mining process. A related but as-yet-undetermined feature is how to deal with dangerous and volatile cargo. To kick it off, the team are building a management interface to allow players to monitor the status of their cargo in site. They also began designing the station refining UI which will allow players to take refining jobs, choose which elements they want to refine from their mixed materials, and how they want to refine it.

    • Another area of focus was the new ‘actor status’ display. This is a new way to display a player character’s health and will eventually form part of the updated visor. As usual, they worked on new features for the custom UI system, including an animation system that’ll make it easier to move away from the legacy flash UI, and one to add text decals to ships.

    • Tech Art started a refactor of the engine code base for the DNA system pipeline (DNA v2) and the facial runtime rig logic system. Both systems have gone through phases of heavy R&D and subsequent tech-hardening, so a refactor that will lead to greater modularity and versatility is the next logical step. The methodology and code behind the existing facial runtime rig logic for human heads will be generalized so that it can be applied not only to the face rigs of other alien species, but also to their bodies. It will even work with the arbitrary rigs that drive creatures and other animated entities that will eventually populate planets and the wider universe in general. This will allow the team to dynamically and procedurally create unique-looking variants from a limited-size pool of manually authored assets.




  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited November 2019
    --wrong post
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited November 2019
    The Galactapedia has been released, fully for a lore purposes database, where all from animals to planets, races, politics, etc... are being documented: https://robertsspaceindustries.com/galactapedia/ via the usual integration will feed into fill descriptive lore texts in-game
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846



    Part of 3.8 the new version of the planet tech provided a vast jump to the visuals of every planet and moon, on terrain gen and VFX, on the screen is Cellin


    The older version of the moon

    Erillion
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