Forum

Forum breadcrumbs - You are here:ForumOffentligt fællesskab: SpilStar Citizen
Please or Register to create posts and topics.

Star Citizen

Page 1 of 4Next

Hej allesammen,

så starter vi på frisk på det nye forum. Så tænkte jeg lægger ud med det sidste nye fra deres Roadmap Roundup- June 5th 2020

Roadmap Roundup - June 5th 2020

Happy Friday, everyone!

Each and every week, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.

With that said, let’s go ahead and dive into this week’s Roadmap Roundup!

-CIG Community Team

Notable Changes for June 5th, 2020

Law System v2: Surrender
Tasks in this card required work from the AI team. Due to other work taking longer than expected, the AI team will not be able to get to the needed work on Surrender by the 3.10 cutoff, so we’ve shifted the card to the Alpha 3.11 column.

NPC Improvements: Bartender
This card has been returned to the PU Roadmap under the Alpha 3.10 column. | Improvements to the Bartender AI archetype, including additional interactions for the player as well as other NPCs. This will include passes from animation and audio.

The following cards are new to the Roadmap in the Alpha 3.10 column:

    • Turret and Gunnery Improvements | New controls and functional UI will be added for turrets. Fixed weapons (on ships and turrets) get more computer assists, which will make them viable choices, especially for multicrew. Additionally, tweaks to PIP calculation improve the stability for hitting targets in all aiming modes.
    • Electron Damage | Electron is comprised of energy, distortion and stun damage. Targets hit by an electron projectile will retain a charge for a brief amount of time, and if hit again will discharge damage in the area.
    • Law System v2: Impounding Improvements | Impoundment has been developed so that infractions can have different fines and durations, allowing light penalties for blocking pads versus harsher penalties for pad ramming. Players lingering over landing areas without permission will now see a countdown timer warning them of imminent impoundment, should they not withdraw.
    • Kruger Intergalactic P-72 Archimedes Emerald | Building, balancing, and implementing Kruger’s snub craft into the game.

 

The following cards are new to the Roadmap in the Alpha 3.11 column:

    • Origin 100i | Building, implementing, and balancing the Origin 100i as a flight-ready ship.
    • Origin 125a | Building, implementing, and balancing the Origin 125a as a flight-ready ship.
    • Origin 135c | Building, implementing, and balancing the Origin 135c as a flight-ready ship.

 

The following cards have moved into polishing:

  • M50 Improvements
  • Restricted Area Rework
  • Kruger Intergalactic P-72 Archimedes Emerald
  • Thruster Efficiency Curves and Aerodynamics
  • High Speed Combat
Nevermore and Fudilaus have reacted to this post.
NevermoreFudilaus
Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

Glæder mig til at prøve Theaters of War

Momster has reacted to this post.
Momster

Ja ikke at jeg tror min maskine kan trække det fornuftigt, men det skal da prøves. ?

Det man så til CitizenCon sidst så jo lovende ud.

Når vi nu snakker om ting der ser godt ud, så har jeg samlet lidt SC-billeder folk har lagt op på reddit fra Invictus eventet, så måske vi skulle teste det nye forum hvordan det håndterer billeder ?

Hmmm de fleste billeder er over file size og det er mega bøvlet med at man kun kan lægge et billede op ad gangen da den ikke lader en markere flere end et billede af gangen ?

Uploaded files:
  • You need to login to have access to uploads.
Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

Til dem der ikke nåede at se deres Invictus Event, lægger jeg lige et par videoer/links til dem så i kan få en fornemmelse af hvad i gik glip af. CIg prøver altid at bygge disse event op i deres lore. Denne gang med deres Fleet Week, som de kalder Invictus Week.

Invictus Launch Week 2950 - Be Inspired

https://www.youtube.com/watch?v=ZtXSxvDejIg

Invictus Lauch Week 2950 Teaser

https://www.youtube.com/watch?v=m03VBN_WJvE

Welcome to Invictus - Spring 2020

https://www.youtube.com/watch?v=qx7iwS0mfJc

50 Man Fleet Battle - First Idris Takedown and Quantum Implosion!

https://www.youtube.com/watch?v=F5SXTtrlhS8

 

 

 

Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

Squadron 42 Monthly Report: May 2020

Attention Recruits,

What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).

After heavy analysis, we’ve extracted information on interrupt and abandon work, a large scale opening battle, and a particularly chilling new prop material.

The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.

UEE Naval High Command

AI (Combat)


We kick off as usual with AI Combat, whose main focus was realistic firing and Vanduul combat behaviors. For AI firing, the ultimate aim is for NPC characters to appear real, with players understanding how they manage their ammunition.

To this end, they began using the “item provider approach” to create usables around ammo boxes. This will enable NPCs to find elements in the world that can provide them with magazines or other types of ammunition. They will also be able to run tactics that involve moving closer to sources of ammunition as they need to. The team also want to properly trigger reloads at the correct time in different conditions. For example, while advancing, NPCs will be allowed to shoot and automatically reload. However, the internal components will also notify the necessary behaviors when magazines are expended so that proper subactivities can be executed to handle the situation properly.

Regarding the Vanduul, their behavior is progressing, including iterations on unique actions and navigation traversal, such as special jumps that allow them to climb over large objects. The team are also refactoring the navigation link system to support some of the new flows in the usable code. This means they can rely on the same internal caching to understand animation offsets and the available options for different links.

AI (Social)


The Social AI Team wrapped up the first iteration of the bartender. Alongside cleaning up animations and behaviors, they tweaked different portions of the overall system. For example, they fixed issues with moving between multiple usables using the shortest path between enter/exit locations.

They’re currently enabling patrons to order and consume various drinks and use the booths and different seats around the bar. Work on the bartender and wider vendor behaviors have helped the team bring more stability to slotting and routing functionalities, as these scenarios heavily stress the usable system on every functionality it offers.

For patrol tech, the team introduced an improved debug draw functionality to allow designers to investigate behaviors in-launcher or in-editor when paths are placed inside object containers. They also fixed several animation issues, including one causing ‘idle’ and ‘idle2move’ animations to be pushed between exit animations and locomotion states due to the wrong evaluation of the actor speed.

The refactored Tactical Point System (TPS) and new Tactical Target System (TTS) are now in the common development branch and on track for release in Alpha 3.10. During the upcoming sprints, the team will start replacing the legacy nodes for target selection with the new TTS system to give them finer control over NPC target choices, whether they’re on-foot or airborne.

Animation


Last month, the Animation Team assisted in the development of body dragging, throwing, and knockdowns. They also animated weapon reloads and malfunctions for spec-ops NPCs, completed Vanduul look-dev and locomotion, and animated actions to enable AI to undertake generic inspections, move crates, and complete hangar actions. Work continued on capital ship operator seats, bar patrons, bartender animations, and holo-globe actions too.

Foundational improvements were made to the mo-cap process, such as development of the motion-builder skeleton and the new Take Selection tool.

The Gameplay Story Team continued to develop narrative scenes and abandons.

Audio


The Audio Team continued supporting campaign locations with ambiance setup and music creation, as well as supporting various features for both SQ42 and the PU.

Cinematics


The Cinematics Team routinely work on various scenes from across the whole campaign, though May’s focus was on chapter 1. They started the month completing blockouts for the game’s opening, including gameplay, camera work, and animation for a large-scale turret battle and the introduction of a key character on the Javelin.

They also made updates to several scenes from chapter 2, experimented with single-camera shots for chapter 4, blocked out chapter 5, and set up the cameras for chapter 13.

Cinematic Design finished the initial interrupt setup for all chapter 4’s scenes and are currently awaiting Level Design’s implementation. Once complete, the animators can begin pose matching. Support was also provided for wider level design work.

Engineering


Engineering worked on several tasks that affect both Squadron 42 and the Persistent Universe, including fixing issues with deep hierarchies, zone changes, and area-defining objects. For the entity component update scheduler, they submitted the first change that will add support for optional view ratios to the component aggregate streaming bounds update policy.

Physics-wise, optimizations to the inverse trigonometric function in C++ and HLSL were made and the physics profiler was modified to use thread IDs instead of ‘MAX_PHYS_THREADS’ to fight contention from external threads.

The team fixed performance regression in game-dev and continued to make improvements to body-dragging. They started looking into deformation and how to decouple the renderer and sim-mesh for physical damage and iterated on the damage TDD. They added a new physics runtime profiler in game-dev, enabled tri-mesh splitting, and optimized ‘remove isolated vertices’ in RC, and removed timestep adjustment in physics.

Engineering submitted the first version of Gen12 brush rendering, continued work on the render graph to schedule passes and bound resources, and unified handling and control over texture anisotropy. Shader items were moved to the resource container too. Shader parsing bug fixes were made and the vertex format reflection and setup were simplified.

They also fixed a jitter offset computation error with unified raymarching so that it works in harmony with the guided filter denoiser, and added transmittance-weighted depth-computation, which controls the width of the denoise kernel tin guided filtering and raymarching up-sampling results.

Specifically for SQ42, the UK Engineering Team started work on a new UI display item designed to consolidate the functionality required for displays into a single entity. When complete, it’ll manage multiple outputs and whether the display has power, is damaged, and emits light.

Support for cinematic requirements continued, with the team working on the weapon-firing track to give the designers fine control over when and how weapons fire. This includes everything from small arms to capital-ship turrets.

The Actor Team continued to develop body dragging, improving the visual sync between the player and the dragged body. They also continued work on force reactions, getting on-the-spot knockdowns implemented. Motion matching R&D is currently underway, which involves dynamic blendspaces and improvements to the stride adjustment via motion matching.

Gameplay Story


May saw the Gameplay Story Team begin work on previously untouched scenes from chapters 5 and 13.

“This means we have now implemented over 200 scenes, which is quite a milestone. Many of these scenes will still require additional work and support, but the majority of the animation work is now done, which is great!” – The Gameplay Story Team

They also continued to support the design teams with polish work on chapter 4 scenes and new abandons for chapter 8, including a complicated box-carrying scene.

Graphics


The Graphics Team focused on performance in May, with several major issues resolved and several more in the process of being completed. Most performance fixes related to excess CPU use on specific frames that resulted in a “spikey” and inconsistent framerate. One important performance change was to adjust the texture resolutions on machines without enough video memory to run the game at full quality, especially at higher resolutions. Previously, more memory than would fit on the GPU would be allocated, which would produce serious performance issues due to memory paging.

The work on the Gen12 renderer continues, as do improvements to the automated testing framework and organic shader mentioned last month. The render-to-texture system was also integrated into the texture streaming system.

“This allows us to treat dynamically-created textures like any other texture in the game, such that we can calculate the required resolution for the current camera position, stream/create their content on demand, and cache previously created textures when we have spare memory to avoid redundant rendering. This feature is fundamental to the Canvas Manager, which is a feature that will be used by the art and game teams to create dynamic texture content such as signs, name badges, ship names, serial numbers, etc.” – The Graphics Team

Level Design


The Social Design Team further developed usables and NPC behaviors alongside ongoing scene work. These systems were previously assigned to separate feature teams while the pipelines and technology were being developed.

Level Design continued to work alongside FPS AI to integrate more of the new behaviors that recently came online. They’re currently working closely with Art to build out some of the optional routes through levels.

The Space/Dogfight Team worked on the non-combat investigative behaviors prevalent across many of the early chapters. The “space scaping” of various patrol locations and points of interest continued too.

Narrative


Last month, Narrative continued to support Design by providing notes and feedback during playthrough sessions. They also undertook dedicated playthroughs to identify where new dialogue lines could provide clearer guidance and explanation. This month, scripts will be created and the lines will be recorded using placeholder actors to get them in-game as soon as possible. By minimizing the turnaround time, future pickup sessions with actors will be much more efficient. Narrative provided set-dressing documents for a handful of updated locations to provide environmental storytelling and backstory for players to discover too.

Props


The Props Team created an asset set for a scene with a frozen ship, which includes a new frost material and bespoke storytelling props.

QA


QA were tasked with creating recorded client scene captures of individual chapters, as well as investigating issues hindering the Cinematic Team’s workflow. They also expanded their understanding of tools, such as the Subsumption Visualizer, to better debug the issues encountered. Alongside work on cinematics, focus was on the upkeep of testmaps to better help the development teams access features quickly and troubleshoot issues faster.

Tech Animation


Tech Animation revisited existing assets to support recent code changes, retouching thousands of assets to ensure their quality and suitability. Specifically for SQ42, Tech Animation worked on the Vanduul warrior, as recent animation work highlighted the need to refine character deformation to enable more extreme posing.

User Interface (UI)


The UI Tech Team spent the month working on a new system to allow them to easily add 3D objects to screens, such as icons for the player visor and inventory. The concept artists finalized the look of the lens and scanning UI and are close to having final concepts for the style of the Gladius HUD – one of the key UIs in SQ42.

VFX


The team dedicated much of last month’s SQ42 work to finalizing concept art for a particularly complex scene early on in the game that involves a large amount of VFX work.

“As well as providing good visibility to all other departments on what we hope to achieve, having the concepts well laid out and detailed makes it a lot easier for the artists to actualize the effects” – The VFX Team

The Comms Array interior effects were completed, and a few older levels were reworked to bring them in line with the current design documents. Prototyping of the Vanduul kingship weapons made great progress too.

Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

Folk er gået godt igang med store pvp battles, øve sig i stuntflying, og lave andre wacky ting i Persisten universe, endda lave små shortmovies. prøver at linke til et par stykker her til dem der er interesseret. 😉

 

https://www.youtube.com/watch?v=Nauh3RrBBcw&feature=youtu.be <---- stunt flying

https://www.youtube.com/watch?v=1r7OSXSreF4&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=11&t=0s <---- stunt flying

https://www.youtube.com/watch?v=gBt8eRJqDdA <----- pvp, hammerheads & fighter brawl.

https://www.youtube.com/watch?v=EAEqLbR-Dqc&feature=youtu.be  <----- category wacky

https://www.youtube.com/watch?v=Ta445VjpaTs&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=10&t=0s <----- short movie

?

Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

June 11th 2020

This week we ain’t got time to bleed, as we delve into the design process behind the predators of Star Citizen, and explore new location-based features coming in Alpha 3.10.

Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

Alien Week 2950  ----> https://robertsspaceindustries.com/comm-link/transmission/17622-Alien-Week-2950

I found him, he belongs to me!

Join Us for Alien Week!

It was on June 12, 2438, that Humanity and the Banu race made first contact after navjumper Vernon Tar encountered a fugitive in the outskirts of the Davien system. After mistakenly opening fire on the Banu’s vessel, Tar relayed his coordinates to the United Nations of Earth (UNE). A delegation party led by General Neal Socolovich was immediately dispatched to the system to undo any diplomatic fallout and open communication.

To celebrate this historic event, we’re holding a week-long celebration of all things alien between June 12 and June 19.

We Didn’t Leave Earth To Be Safe

Know Your Aliens

Whether you’re siding with the Banu, Tevarin, Xi´an, or Vanduul(!), you should familiarize yourself with the spacefaring civilizations of Star Citizen. Are they capable of quantum travel? Can they terraform planets? Are they friendly, or do human body parts play a role in their diet?

We’ve put together a list of fun facts about all the discovered alien races of Star Citizen, which we´ll release on our social channels each day throughout Alien Week. Keep an eye out for daily fun facts and expand your knowledge about Vanduul “hair,” Banu baths, and more!

We´ve also updated our fankit to include decorative stickers that you can add to the social channels of your choice. Just pick your favorite design and slap them on top of your avatar to wish everyone a happy Alien Week!

But there´s more! While we won´t completely spoil the upcoming alien-themed lore post our Narrative Team has prepared, your tastebuds can look forward to exclusively translated alien recipes. Want to see what’s on the menu? The waiter will be with you soon!

I'M DOING MY PART

A New Contender Appears!

The Community Team is holding two contests and giving you the chance to scoop fantastic otherworldly prizes:

As an ace explorer, it’s likely that you’ve run into situations where diplomacy is needed to calm individuals and prevent potential interstellar conflict. So, imagine you’ve discovered a new star system alongside a never-before-seen intelligent alien race. Share your first-contact message with the new species – the sentence by which you define all future relationships and make it into the Human history books.

Calling all chefs, cooks, and bakers! We want you to serve up alien-themed food and treats. We’re asking for pictures of your creations alongside recipes so that others can recreate them! Let your creativity run wild and share your Xi’an green pancakes or Vanduul-shaped sugar cookies… if we want to jump through the screen and eat the goods you’ve prepped, you’ll be crowned the star-splattered chef.

GET TO THE CHOPPER!

There’s No Tech like Alien Tech!

No Alien Week is complete without a plethora of alien ships! Our limited-time offers give you the chance to get your hands on advanced alien technology and fill your hangar with the most exotic vessels in the ‘verse.

Be the first line of defense against enemy attacks in the Banu Defender, head to the racetracks in the speedy open-canopy Aopoa Nox, or try to equal the famous Banu traders – renowned for their merchant prowess – in the Merchantman! These deals won’t last forever, so get them before they vanish into the unknown.

Limited Time Warbond Upgrades

For this special event, you will have the opportunity to warbond upgrade to your favorite Banu vessel. While the Defender will be available until the end of Alien Week, the Merchantman upgrade will sail away on Monday, June 15, 10am PDT/5pm UTC.

Did you explain school to him?

Knowledge is Power!

Boldly go into the unknown, but be sure to stock up on knowledge as well as firepower! Alien Week is the perfect opportunity to brush up on your alien facts and language skills.

From introductions and greetings to in-depth pronunciation and writing, before starting your engines, you’ll want to have some useful phrases onboard. Take beginner and advanced Xi’an classes on YouTube, then head over to Spectrum to discuss the lessons and more on our Xi’an Language and Banu Language discussion forums.

Want to know more? Visit Galactapedia, the ultimate repository for information about the Star Citizen universe. This growing knowledge base is updated regularly and holds all the details you need to prepare for your next adventure.

Happy First Contact Day, everyone.

Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

Star Citizen is going to be awesome, here is why --> https://www.youtube.com/watch?v=ceBbcT7S2_Q&list=PLuddnh0V1nf4GeGune_PIlv-zINgShBTk&index=6&t=0s If you want to join and want to make a free account, get free 5000UEC ingame currency through the Referral Code System. Use my code >>> STAR-9CLP-7QWN or use the randomizer --> https://gorefer.me/randomizer/STAR#button

Nogen release date i sigte på en ?. Altså en færdig version, ikke nogen alpha/beta ting

Jeg følger ikke med, men den der creature feature video, vækkede lige interessen lidt igen

Page 1 of 4Next