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Benutzerdefiniertes Datum
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15. November 2012 - 23. Dezember 2024
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23. Dezember 2023 - 23. Dezember 2024
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29.12.2014 - 29.12.2014
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Beliebte Inhalte
Inhalte mit der höchsten Reputation am 29.12.2014 in allen Bereichen anzeigen
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Hi Leute, Um der immer größer werdenden Menge an Optionen Herr zu werden, mit denen man sein Starter Schiffchen (oder teils größere Schiffe) umwandeln kann, hatte ich mir ein kleines Tool geschrieben. Ich werde versuchen, es immer aktuell zu halten - jedenfalls bis auf der RSI Homepage mal ein vernünftiges CCU System eingebaut wurde. => http://goo.gl/bWTi3l So long, Luftwolf *UPDATE* Link, mit dem man sich ALLE CCUs seit Dezember 2014 anschauen kann: => http://goo.gl/TbII8511 Punkte
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Edit (Mod): Quelle: Reddit (Post auf Reddit erstellt d. Nehkara) Titel des Themas: Notes from Holiday Livestream, v. 27.12.14) **FOUNDRY 42** - 81 people working at Foundry 42. - Foundry 42 working on Squadron 42 and helping with Arena Commander. - CIG is hiring in all locations, including Manchester. (Game developers get a significant tax break in the UK, so Foundry 42 is growing a lot... you get more bang for your buck if you develop there. Same is true with Colorado and Illfonic.) - Art @ Squadron 42 increasing focus on Vanduul fleet. (We've seen some teasers.) - Dialing into the design language of the Vanduul ships. - Lots of work on the UEE capital ships. - Retaliator coming up in the "near future". - Foundry 42 working with Austin to make sure everything they make for Squadron 42 can be used in the PU. - Focus for 2015 is multiple UEE capital ships (including the Idris, Javelin, Pegasus, and Bengal) plus the full Vanduul fleet. - Idris and Javelin are both Aegis ships so that helps in their development. They can share assets between the ships. - Wanted to get basic functionality for Avenger and Cutlass in for AC V1.0, but Foundry 42 will be going back and giving both ships "a lot of love and attention" in 2015 including a modular makeover. - The Shubin Interstellar mining station (Argo) is 6 km long, and modeled to the detail of many of the ships. - Tech has been completed at Foundry 42 that allows them to quickly build rooms, so Argo is being fleshed out. - Argo has 26 landing bays that can fit a Starfarer-sized ship. - Giant operational mining base. You will see these bases around the PU. Fully functional including mining droids. "We want people to just turn up, turn off their engines, and just sit there and watch it for an hour. And just look at it and go 'Wow!'" - Argo is featured heavily in Squadron 42, Episode 1. "It's a monster. You could base the whole game in that." - They are making strenuous efforts to make sure FPS and space combat do not feel like two distinct gameplay types. They're completely blended. Describes being in a dogfight, landing and engaging in FPS combat and still being able to see an ongoing dogfight going on, then being able to jump back in your ship and re-join the dogfight. - Pegasus Escort Carrier is "the Bengal's little brother". Designed by Ryan Church. 900 meters long. 16 Hornets, 16 Gladiators. Room for other ships as well. Two Argo Utility Ships on-board. Two Retaliators underslung on the carrier. - Pegasus Escort Carrier Gallery: https://robertsspaceindustries.com/comm-link/transmission/14393-Introducing-The-Pegasus-Escort-Carrier - Pegasus will be your home for a significant part of SQ42. - Pegasus is finished concept, early whiteboxing phase. - The Bengal is now 1100 meters and much "chunkier" than the Pegasus. - Manual landings being worked on for carriers. There will also be an auto-assist option but if that system is damaged you will have to land manually. (This could get very interesting if you are missing parts of your ship as you may have to try and land on your ships' belly.) - Ryan Church is working on two projects right now. Star Citizen and Star Wars. - The Bengal and Pegasus are both RSI ships. - AC 2.0 - Intention is to have not only the smaller multicrew ships but also the capital ships. - Technical challenge is maintain huge detail in massive environments (space) AND interior environments. - DirectX 12, OpenGL Next, and other new APIs for graphics will allow them to render a lot more efficiently. - Starfarer almost complete concept. Entering production in Q1 at Foundry 42. It will be getting the modular treatment similar to Javelin/Avenger/Cutlass. "You will be able to swap out complete rooms or sections, change the whole cargo side of it." - Idris Frigate Gallery: (All images in-engine.) https://robertsspaceindustries.com/comm-link/transmission/14386-Idris-Frigate-Gallery - Idris is now completely modular as well, similar to the Javelin. - Idris is the test case for a capital ship in the engine. - Foundry 42 excited for next year as this year was a lot of ground work and technical work. Creating systems (capital/multicrew ship systems), new damage system. - CIG is looking forward to showing their hard work on characters in the coming year. New base model for male and female, a new level of fidelity for animations. Performance and motion capture coming into play. Partnered with [imaginarium](http://www.theimaginariumstudios.com/). Goal is to get the fidelity and quality of characters to a point where it's better than anything out there currently. Not there yet, but they will be. March/Aprilish you should see some of the new character stuff rolling out. - In AC your character's face will be animated, blinking and with different facial expressions depending on what's happening. - Character pipeline is at Foundry 42. ---------------------------------------------------------------------------------------------------------------------------- **MOON COLLIDER** - Kythera is an AI middleware created by Moon Collider. - Kythera controls the AI behaviour for all of Star Citizen (Arena Commander, FPS, Squadron 42, Persistent Universe). - Moon Collider is excited to start showing the FPS AI behaviours soon. - Some recent developers are AI's use of cover in FPS. AI selecting good cover from which they can shoot at the player. AI will now lean out of cover. - [FPS] AI can now not only just attack but also defend certain points on a level. They can also communicate in squads and use teamwork and tactics. - [AC] AI now understands signatures, what it means when they lose you on radar when you hide behind an asteroid. - [AC] Added support for the new missiles to the AI, such as knowing which countermeasure to launch. - Arena Commander is now more challenging and 18 waves long (most probably know this but I figured I would add it for those who don't). - Arena Commander going forward will also act as a testbed. For example, they could add a mission to escort a transport ship and you get ambushed by pirates. AC will be used as a prototype for encounters in the PU. Lots of fun stuff this coming year for people to play with. - Moon Collider using a behaviour tree technology that can apply to all of the parts of the AI (Combat, FPS, Living World). - We will see the first example of the Living World AI in the Planetside/Social module. ---------------------------------------------------------------------------------------------------------------------------- - Still work to be done on improving AC V1.0. One of the improvements will be to add a "contact lost" notification from the Bitching Betty when your radar loses the signal on a target. ---------------------------------------------------------------------------------------------------------------------------- **CIG AUSTIN** - Mark Skelton: "What's up party people!?" - CIG Austin is working on the Persistent Universe, Dev Ops, Live Operations. - Confirmation again that Planetside/Social from Austin and FPS from Illfonic are next up for module releases. - CIG Austin aiming to deliver, for the first iteration of Planetside/Social module, the functionality for players to spawn into their hangar and invite other players to their hangar. Players will move between their hangar and another players via an "elevator system". The elevator system will also give you access to the first of the Planetside experiences, Arc Corp. You will be able to see the beginnings of the NPC population. It will be relatively spartan at first but it will give you a sense of how the AI activities will operate. You will able to interact with a few shops but not to purchase anything initially. However, it will give you an idea of how the "transactional system" works. You will be able to cycle through the inventory of the shop, see pricing, see descriptions of items. - First iteration of Arc Corp will have 6 shops with at least 2 and probably 3 more to follow in the second iteration. Second iteration middle of next year... first iteration will be "considerably sooner" but no date has been announced. - Large World conversion of CryEngine should be completed roughly around the end of January. - Fairly close to being able to have players go from cities to space and from space to cities. Quantum travel system (in-system long range navigation from one point of interest to another) is a piece that is missing and will be addressed soon. - You will be able to bring up a map of everything known to you that is of interest. This opens the door for the explorer occupation to find as-yet-undiscovered things of potential interest. That could be anything from comets, asteroid fields, derelict spaceships, combat encounters, etc. - Mission creation system - long term objective is to allow designers to set up designer-driven modules which can be strung together algorithmically. "I kind of equate it to a thread and when you pull on a thread it unveils what's behind that. Each one of these threads has linkages to the other nodes, such that you can maintain some sense of continuity in terms of the context. If you are doing a pirate-oriented mission, then all of the stuff that naturally flows after that will be little modules that designers have specifically created that will follow that general motif. Similarly, if you are doing a rescue mission then there will be a lot of stuff oriented in that general direction." - Initial occupations supported next year: Mining, exploration, bounty hunting, mercenary operations, transportation activities (includes escorts, space taxis, cargo transports, couriers). - Chris: "Sounds pretty cool." Ben, "This is gonna be a good game!" - Mark Skelton is trying to make sure concept work is several systems ahead of production, "So we get this train moving." - Tier system - Rule sets on how to build assets so that they can be reused throughout the game. For example, assets built for a level in Squadron 42 can be re-used in the PU. - Tier system allows them to not have to create a new wall or ceiling or floor for every building. Once the re-usable parts are laid out to create an environment, they do another pass to put in some unique elements. - Tier system will allow them to quickly create planetside environments. - Add completely unique elements to locations as landmarks. - First test bed was Arc Corp and it was a big success. Almost all of it was modular pieces, but with the Arc Corp ball that is unique. - "It's like the ultimate set of LEGO." - Terra Prime is now the focus. - Working on making it different from Arc Corp. - After Terra Prime, work will move to Nyx. - Currently working on creating three pillars of styles for the first few systems, then expanding later. First three will be High Tech, Low Tech, and Supermodernism. - Terra tower is kind of like the Revel & York hangar. Huge centrepiece tower. Mark Skelton compares it to [burj Khalifa](http://en.wikipedia.org/wiki/Burj_Khalifa). - Huge atriums in the tower where they tried to really detail out and push that style (R&Y). A lot of foliage and smooth lines. - Extremely tall, almost vertigo-inducing. Top of the tower you can look out across the city. On one side you can see the rest of the city. Other side you can see ocean, mountains, and forest. - Elevator that goes up the tower spins around so you can see the scenery. - Terra Prime is a massive city. - Arc Corp's basic architecture is done but the NPC population still needs a lot of work and some of the shops need to be finished up as well as the shop interface. First layer of work done on Arc Corp but the next layers are in progress. - Terra Prime is well underway in terms of its architecture. - Nyx is at the earliest stages currently. Nyx will be the third system. - Nyx is an abandoned mine inside an asteroid which has been taken over by pirates and fringe groups. - Working on having a unique thing in each city to make it immediately identifiable (Arc Corp ball, Terra tower). - Settlement on Nyx is built into the walls of the huge hole that was dug into the asteroid for mining, and that is its identifying characteristic. A lot of old mining machinery. Some still operational as there are still a few people trying to make a living by mining the asteroid. The large mining operation has long since shut down. - Working to make each of the first set of landing zones look dramatically different from each other. - Nyx is a pretty shady place. Probably be okay if you stick to the shops and areas near the landing zone, but if you wander off the beaten "you're gonna get rolled". - Not much security on Nyx. That said, if you start shooting up the place you'll have some "pirates up your butt". - Not much by way of customs on Nyx. - Foundry 42 has point on character customization, however Austin will discuss it briefly. - Foundry 42 has point on the character customization because they will be using it for SQ42 before Austin will need it for the PU. - Austin and Foundry 42 collaborating though because they have to ensure whatever Foundry 42 does is compliant for the PU. - Originally the idea was to have sets of clothing but as they talked both to each and the community more, they have decided to try and have a more robust system where you can have like a pirate top with a military bottom if you want to. They're trying very hard to make it happen and Mark thinks it will but there is still a lot of things to be worked out. "Backpacks... you know, if you have a big collar and backpack... what the hell happens there?" - The idea now is to be able to mix anything together but again, there are issues to be worked out. - Trenchcoats are something they really want to do but again, they're tricky. - Tony: "If it sounds like some of the ideas are still being worked through that's because they are." - UK is aiming to have the final system (for character customization) locked in place by the beginning of March (about 10 weeks from now). - Once that has occurred, they will be able to go into very precise detail about how the system will work for the initial iteration of the game. - Initially they are aiming to do two layers of clothing. It's possible they may be able to "crank that up another notch" further on in the process. There all sorts of trinkets you can associate with your character. Obviously also other hardpoints such as weapons and belts, etc. - FPS concerns about how you interact with your clothes. - Different levels of military gear that you can put on. - If you want to have grenades and other military gear on you (in pockets and hardpoints on your clothes) then you will have to wear military gear or at least clothing designed for that purpose. - Tony: "The clothing and belts that you wear will dictate the hardpoints that allow you to attach other items to your character." - (On the cargo pants topic) Mark: "It got cargo-centric for awhile there. Cargo pants are awesome because you can just shove stuff in them. But... after awhile it was like, if everyone's wearing cargo pants that's gonna be weird. The pocket stuff got kinda crazy. But anyway, we pulled it back. Smugglers get to wear cargo pants." - "TARDIS in your pocket." - We will see a lot more of Austin in the New Year. - Ben: "We are going to kick off showing you what they are working on in the PU in January. To coincide with PAX South, we are going to be doing a PU townhall where we're going to have backers interact directly with the guys right here. Share ideas, concerns, thoughts." - The reason Nyx was included in the first systems is because Nyx is where the asteroid hangars will be located initially. - Discussion about what will be modeled in a star system, original question was about whether there will be individual moons. Tony: "Certainly moons... we're actually going a lot farther than that. One of the occupations will wind up being Discovery and Discovery is going to have a subset that is going to have research-oriented missions. There will be a number of different points of interest, the most obvious ones being planetary-sized bodies that would likely have some sort of landing zone - at least in a lot of situations. Ditto with moons, ditto with big space stations. There will also be a lot of much smaller stuff - small asteroid fields, large asteroid fields, cometary bodies, unknown gravitational anomalies where someone has to actually traipse out there and figure out exactly what it is, derelict space ships - so, the solar system is actually going to be littered with a variety of interesting places to visit but at any given time the vast majority of that will be unknown and it's up to these explorers to basically go through this skill-driven process to ferret this information out. Then, depending upon whether or not these explorers have done that as a result of undertaking a job, in which case the information is immediately transmitted back to the broker, or whether they discovered it and covered all of the costs on their own - they are now the sole owner, in theory, of that particular bit of information. They now effectively have some insight into the solar system that no other player may have and that's a valuable asset. If you think about it, if you go out and you find your own asteroid field and it happens to be loaded up with a particularly valuable type of commodity that you want to mine. There is no one else that you have to worry about extracting all of that value from those asteroids. You can just go back over and over and essentially mint a fortune if you were diligent enough to actually go out and find your own field. At the same time, a lot of players will avoid these big commonly known points of interest... the asteroid fields that are well known to people will very quickly be depleted of the all of the most valuable resources and so as a result a lot of players will find themselves going to these so-called information brokers, paying a fee, and then getting some insight into a particular point of interest that basically provides whatever it is they're looking for. In the case of a miner that might be an asteroid field that has a particularly high density of whatever they're looking for which would probably be dictated by what the prices are currently in that system. In the case of a scientist, what they might be looking for is which section of the solar system has a particularly high number of sightings of comets because they're going to get paid via basically taking video of a comet from the backside. If you think back to the movie Armageddon, where you have the two space shuttles approaching the backside of a comet that was throwing off all sorts of debris that you were having to navigate around. That's one of the things that we would like to add to the game which is the ability for these occupations that you're doing to present the player with opportunities. They are dangerous opportunities, you can die doing things that have nothing to do with combat. You can die merely as the result of... well, your mission objective is to obtain 30 seconds of uninterrupted video footage from within 500 meters of one of these cometary bodies that's throwing off all sorts of stuff behind which you are weaving, ducking, dodging to prevent your ship from getting blasted. Same thing with mining. Mining is not going to be as simplistic as landing on asteroid, clicking a button, and the ore is just gradually extracted into your ship. Instead, there are a variety of dangerous scenarios that can unfold as you are injecting massive amounts of energy to break off fragments of these asteroids. That could include everything from accidentally penetrating a compressed gas pocket. That could be accidentally igniting a particularly volatile material that could blow the asteroid apart. So, there are going to be a number of mechanics integrated into all of these different occupations that are going to add a skill component and a danger component regardless of what you're doing. Scientists will face danger, mercenaries will face danger... it's just danger of a different type." (Thus ends one of my favourite statements ever.) - Last two of the five initial locations are Mariana and Odyssa. - Odyssa is a city in the system of Magnus, on the planet Magnus II (Borea). - (I am not sure where Mariana is located... from what Tony says it sounds like the name of the city rather than the name of the planet or system. Does anyone know where Mariana is? I'm also not completely sure on the spelling.) - Odyssa is reminiscent of Detroit. Lots of unemployment. City past its prime. First city you will visit with lots of stores that are closed and vacant. It is an abandoned ship construction yard. You will be able to see half-finished hulls off in the distance. - Space stations are in intense development. To allow flexibility for mission creation system, they wanted the ability to have "mobile landing zones" wherever within the system. This will be accomplished with space stations. - One of the art sets is a space station set. - Ability to make luxury space stations, mining stations, military outposts, etc. - Missions system will utilize these such that they can have points of interest wherever they want. - Unemployment will be linked to the economic simulation. - Economic simulation will provide inputs to cities. It will dictate population, per capita wealth, crime ratio, jobs available. Economic data will dictate which NPCs you see in a city. Maybe you will have more than normal criminals and fewer businessmen, tourists, etc. - Landing in place with economic hardship will be more dangerous, more criminals in those places. Higher chance of being mugged, held up, etc. - Economic state is tied to the visual look of a city. - You could visit a city and it is thriving and looks nice, no trash on the ground, no graffiti. Then maybe you come back a month later and "the place has just gone to hell. There's spray paint on the wall, there's crap on the ground and stuff everywhere." - The reason for this is as the wealth goes down and the crime goes up, you will have more vandals who will break windows, spray paint on walls, and knock over trash cans... making things look awful. - James, Sandi, and Ben going to Austin at the end of January to do Around the 'Verse from Austin. Interview everyone and share more of Austin's work. ---------------------------------------------------------------------------------------------------------------------------- **BEHAVIOUR** - Behaviour is working closely with Austin, carrying out a lot of the plans. - A lot of work done in 2014 has been figuring out mobiGlas was, what it was going to do, and how it would be used by players. Last few months were focused on style, animations, and interactions. It is looking great. - First few applications have been worked on in the last month such as the shopping interface, mission manager, home screen, augmented reality, and contact list. - [mobiGlas] Aiming on getting something fun to play with sometime this coming year. - Hangars will be part of the living world of Star Citizen and will be customizable. - Behaviour very busy this coming year. Working on planetside environments, connecting those environments together and to the hangars, ensuring multiplayer hangars work, and much more. - Area of Arc Corp currently done is not the full extent of Arc Corp. It will grow over time. - Currently working on Terra Prime. - ~45 people working at Behaviour. 30% programmers, 50% artists, and then UI artists, designers, and one QA person fill out the rest. - "Please use the liquor cabinet with moderation during the holidays." - "Don't drink and drive the buggy." ---------------------------------------------------------------------------------------------------------------------------- **SHIP TEAM @ CIG SANTA MONICA** - Took about 6 weeks to get the paint system working with all of the ships but it "looks fuckin' awesome though". - Calyx's favourite damage state is Mustang Beta body damage debris 3... which you'll know because it actually has the number 3 on it. It breaks apart and takes the interior with it and looks great. Elwin chimes in and says that that one piece took him about 16 hours. - Could potentially see more variants for existing ships in the future as a lot of the processes to create them have been refined. - Super Hornet and Cutlass will be transitioned into multicrew ships. - Then Constellation will get a slight rework to get it set up with the interior physics grid for multicrew. - Then it will be the Freelancer. - Xi'An Scout and Vanduul Scythe are also on the agenda. - Gurmukh is working on an office showroom. Then early next year he will move on to the concept for the Bulldog. - Continuing to streamline concept art processes. - Focusing on visual enhancements to all weapons - you should be able to tell what manufacturer it is just from looking at it. - Different weapon manufacturers have different characteristics (energy recharge, distortion, etc). - Zane is working hard on the manufacturer specific and ship specific interfaces. - Alien interfaces will come after the manufacturer specific ones are done. - In terms of signature, each component of your ship produces a IR and EM signature, rather than your ship itself producing them. - Three types of signature: IR, EM, and cross-section. - Cross-section signature is 3D and changes continuously with what perspective you are seeing the ship from. - If there are things between you and the ship the signatures are blocked (asteroid, space station, etc). - If there is a really huge emitter between you and the target or a huge emitter behind the target, it can blind the radar. An example of this would be a star. (This feature is NOT in the game yet. It is coming in an upcoming patch, definitely before AC 2.0.) ---------------------------------------------------------------------------------------------------------------------------- **ILLFONIC** - Working on integrating FPS code into the current version of Arena Commander/Star Citizen, making sure that everything plays nice. - Illfonic has also been helping on Arena Commander. - The HUD getting onto the visor properly was due in large part to Illfonic and bringing FPS code into the main branch. A lot of work to get everything to work properly. - Travis: "It was a total chocolate and peanut butter situation - it was a bit of a mess but we got it figured out." - Working being done on procedural tech for pushing and pulling yourself around the environment in Zero G. Motion capture for this was actually done on the day of the livestream (Dec 19). - New animation director for CIG was formerly animation director at Crytek. - Cover system is procedural... anything that could conceivably be used as cover, can be used as cover. - Cover isn't grabby. Input never locked in cover. - You can shoot from cover, lean out, etc. - Prone is in the FPS now. Need animations with the help of motion capture. - Limb damage is being worked in. Animations being worked on - need motion capture data which is happening soon. Examples: Limping after being shot in the leg. Need to pull out a pistol after being shot in the arm because one arm isn't working (can't use two-handed rifles). - Lots of places to hide/move in FPS. Crawl spaces, attic spaces, and spaces along the wall (shimmying through tight spaces). More examples: ventilation systems, under metal grates. Refactoring done on the physics system to make alot of these movements possible. - Working to make sure there is lots of opportunity for stealth gameplay. - Sounds like some armours will preclude you from using crawlspaces (which makes sense). - Iterating on gameplay over the next few months. - FPS module is next up. - FPS demo @ PAX Australia just a small part of the gameplay. - As each module comes online, they enhance each other. ---------------------------------------------------------------------------------------------------------------------------- **TURBULENT** - The website redesign included the PTU functionality and ability to run video on the front page. - About Star Citizen section focused on helping new backers get into the game. - The re-design will be continuing with an upcoming dedicated community area, called the Community Hub, which will be (hopefully) in the next update of the website. - The changes that we saw on December 19th are just the first step of a larger complete re-design of the website. - The Community Hub will be for existing backers who want to follow everything Star Citizen - updates from the community team, things that are posted about Star Citizen on other websites, community content. - Turbulent was a bit surprised that the vote for their next big project went to the Star Map. - Here is the web star map prototype: http://youtu.be/PqX9pBw3Uas?t=3h27m21s I very strongly recommend you check it out if you haven't. I have tried to link to exactly the right spot in the video but if it doesn't work, the part you are looking for is 3:27:21 to 3:32:10 - The star map on the website will be closely related with the star map on the mobiGlas in the game. - The star map is being made using WebGL (same technology used for the holoviewer). - The web star map will be like the encyclopedic version of the in-game star map. It will be updated likely daily, whereas the map in the game will have real-time data including economic data directly from the economy system. You will see a "macro" version of that data on the web star map. - The star map will be more lightweight than the holoviewer because it has nowhere near the number of polys as a ship. - You will be able to plan routes on the map, find the fastest way to get from place to place. - "We're going to be evolving this prototype quite a bit in the next few weeks and then art is going to start, and then we really want to roll this out to you guys as soon as we can." - Creating custom shaders for some aspects of the map. - Want the star map to be as close to the quality of the one in-game as possible. - The website will only become more integrated with the game as time goes on. (Galactapedia, star map, organizations, contact list, etc) - Iterating on the communication between the game and web platform. - R&D being done on "windows on the world", allow streaming directly to the RSI website from the game. The evolution of this will be to the PU where there could be cameras throughout the game universe that you can view from the website, allowing you to see what's going on the game. - Discussion on building a streaming client into the game so that the game rules could drive what is being recorded. This could allow for something like jump point discoveries to be recorded. - Also, game master controlled cameras which can capture events in the universe. These could play back on news updates in bars around the 'verse and also on the website. - Updates for organizations have been shuffled. Jobs/careers in orgs has been pushed back in favour of communication tools for organizations such as an organization blog and private forums. - Turbulent is building their own forum engine to power this upgrade. Once the organization forums have been completed, the main forums will be retrofitted to use the new engine. - New forums will have a more modern UI/UX. Will allow you to customize what you display on your posts. - CR: 'One of the strengths of Star Citizen is the community. Period. There's this incredible base of people from all over the world who love this kind of game and are fully committed to helping us make it. Obviously, the financial support is one thing, but it's not really just the financial support - it's really the fact that everyone cares so much about the universe. They're discussing and arguing about different aspects of it, whether it's gameplay or lore. In Arena Commander they're playing it and they're giving us feedback and so we're getting to iterate on it. I think one of the reasons why we have been able to do that is that from the very beginning we decided that we would make the community front and center. So, we were always going to build a platform that the community could stay on and communicate with each other and would be directly tied to the game - so it's not sort of like oh here's your game and then you go on some other forum - and so the more of this stuff that we build in, I think the stronger it is. The power of the people that we have is one of our strengths. If I go talk on the business side, if I go to an event like DICE or something, everyone always wants to focus on the money. But, it's not really the money. It's about the fact that this huge community has come together because they see this dream and they want to see this dream realized and they contribute in all these different ways.' - Turbulent love getting feedback and try to act on it ASAP. - Design documents for Star Citizen have tons of annotations with links to forum threads. "The game design documents are littered with your suggestions." - CR: 'Honestly, I don't see how we can be a failure because of the way it's being built. It's being built in lockstep with the community where everyone is giving feedback and we're doing iteration.' - CR: 'We're releasing it very early, people are giving feedback, and we're making things better. They can see it. In Arena Commander in V0.8, V0.9, and now with V1.0 - you can definitely see the progress and you can see the impact of people's feedback, and we're constantly going to be iterating. So, at that point, with the time and the community I don't see how Star Citizen can't be a great experience because we've got that many smart and great people not just on the development team but in the community all contributing to try and make it as good as possible. That, for me, makes me feel good and makes me go: 'This is a pretty cool way to make games.'' - Community bug report system is in the works. - Users will submit bugs and it will go through a filtering system where the bug will get categorized and tallied. Moderators or users with special privileges (likely users who have a good history of bug reporting) can go through that and decide if it is a real bug or not, then they can nominate bugs to be sent to the development team for fixing. This system would be incentivized in some manner as well to compensate people for their work. - CR: 'It's hard to say it's just a game. It's sort of like... a universe basically.' Ben: 'It's a revolution, man.' ---------------------------------------------------------------------------------------------------------------------------- **2015 EVENT SCHEDULE** - January 20th - Los Angeles at Pacific Design Centre - Chris will be giving a presentation at BAFTA. Sandi, Ben, James, and a few other staff will also be there. - January 23rd - Event in San Antonio at PAX South - PU Townhall with guys from CIG Austin. Series of panels you can be a part of. Informal gathering afterwards. Details upcoming. - February 3rd - Chris is speaking at DICE. Please don't go to this event specifically to see Chris, it is insanely expensive. - March 6th-8th - PAX East in Boston - Sharing a booth with Logitech. - March 7th - Event at Boston Royale - March 13th-17th - SXSW in Austin - Chris has a Game and Geek stage panel on March 13. CIG is doing the closing party at SXSW "and we're hoping to have some pretty stunning visuals at that". - April/May - A couple tentative things but nothing to announce. - June 26th - Foundry 42 Livestream - August 5th-9th - Gamescom in Cologne - CIG will have a small booth on the show floor. - August 7th - E-Werk in Cologne - CIG Event - September 4th-7th - Dragoncon - Ben, Dave Haddock, David Ladyman will be there. - October 10th - Manchester - CitizenCon. Details to come. Panels, meeting the team. - October 29th to November 2nd - Paris Games Week - November 26th-29th - Dreamhack Sweden - A few UK Devs will be present. - December 12th - Austin - Big end of year event. Big shindig. ---------------------------------------------------------------------------------------------------------------------------- - Sandi would love to announce manufacturer of the SC HOTAS but they haven't quite finished the paperwork. She expects people will be happy, they have taken note of the polls. The second HOTAS poll was shown to the developer. - CIG won't be at GDC in an official capacity. Too many events in that time frame. Some staff may be there, however, such as Travis Day. "Please find and hug Travis." - CIG has shipped merchandise to 99 countries. - Sandi likes the pre-order system for merchandise going forward. They can open an item for pre-ordering for a period of time and then order from the manufacturer. Doesn't leave them with extra stock in the warehouse. - Art for the mouspads done by an artist at Behaviour. - They know people would like other mousepads. Considering opening a poll and then doing pre-orders for those that are popular. - Star Citizen Imagine trailer will evolve over time. - Star Citizen Imagine trailer: - “Do we cut the stream now… or what happens?” Congratulations, you have reached the end! Quelle: Reddit6 Punkte
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Von daher bin ich recht entspannt der Spiel Entwicklung gegenüber. Ich denke und hoffe das es in dem Ausmaß, wie du es vorhersagst in Form von "Mimimi" sich hoffentlich nicht zeigt. Zum Topic...Noch kann man aktiv mitwirken nutzt auch mal das RSI Forum um eure Meinung kundzutun, wenn ihr Probleme mit der Sprache habt holt euch jemanden dazu der den Text ins Englische übersetzt. Noch glüht das Eisen, wenn es erkaltet ist es schwerer Formbar Das HQ ist ein gute Plattform zur Diskussion, aber das HQ ist nicht das RSI-Forum. Wir haben im HQ keine Entwickler als Mitglieder an Bord. Wollte ich nur mal wieder in Erinnerung werfen nur weil es hier geschrieben wurde wird Chris nicht wissen, dass etwas für Euch nicht passt ihr müsst Eure Meinungen ihnen also dem Team schon kundtun! Woher sollen Sie sonst wissen das etwas nicht Stimmt bzw. Unstimmigkeiten bestehen? Wie wäre es einen Bereich im HQ Forum zu haben z.B "HQ fragt Developer" dabei werden eine bestimmte Anzahl an Fragen aus dem Thema ausgewählt, insbesonder die noch nicht gestellten und je nachdem übersetzt ins Englische und dann im RSI Forum unter der Rubrik "ASK the Dev" gestellt bzw. Gepostet. Was haltet ihr von der Idee?5 Punkte
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Hm, also medizinisch gesehen hat der Black- und Redout nichts mit Schwerkraft zu tun, sondern mit Beschleunigungskräften. Hier geht es um Volumenverteilung in Gefäßen, deren Wandstruktur, der möglichen Pumpleistung des Herzens und die Auswirkung von Beschleunigungskräften auf Flüssigkeitsvolumina (Trägheit) und Gefäßwiderständen (und deren Reaktionsmöglichkeit durch Wandspannung ihren Durchmesser zu verändern) im Körper. Ob man einen Atmossphärenflug macht, oder sich im absolut schwerefeldlosen Bereich zwischen Himmelskörpern aufhält, ist dabei völlig unerheblich. SC setzt das Phänomen aus meiner Sicht korrekt um. Das hat jetzt nichts damit zu tun ob es einem gefällt oder nicht, oder ob es für den Spielspaß gut oder schlecht ist. Die physiologischen Auswirkungen werden korrekt umgesetzt. Im Seit-, Frontal oder Rückwärtsschub treten die gleichen Kräfte auf, führen aber nicht im selben Ausmaße zu einer Volumenbewegung im Körper. Hier kommt es zu Volumenverschiebungen entgegen der Schubrichtung (Diesen Umstand können wir ja im Moment nutzen um mit dem Gieren auch bei hohen Geschwindigkeiten die Drehung in SC auszuführen). Bei der klassischen Auf - und Abbewegung der Nase des Flugzeuges / Raumschiffes kommt es aber in erheblichen Ausmaß zu Volumenumverteilung im Körper. Die venösen Rückstromgefäße haben eine große Speicherkapazität, sind stark dehnbar und haben nur eine schwache muskuläre Schicht um ihr Volumen zu verändern (dem wird ja mit den Anzügen in Kampfjets oder mit dem Rennanzug in SC versucht entgegen zu wirken (bezogen auf Blackouts)), der Schädel hingegen ist ein knöchernes geschlossenes Behältnis. Er hat nur eine natürliche Austrittsstellen und das ist das Foramen magnum - das Hinterhautptsloch, aus dem das Rückenmark aus dem Hirnstamm austritt. Im Gehirn gibt es drei Kompartimente: Blut, Liquor (Hirnwasser) und Gehirn. Kommt es zu einem Volumenanstieg eines dieser Kompartimente (hier das Blutvolumen), steigt der Druck im Schädelinnern sprunghaft an, da das Schädelvolumen durch den knöchernen Schädel fixiert ist. Das Rotwerden der Augen durch die verstärkte Durchblutung im Bereich der Augenkapillare bei einem Redout ist nur ein sichtbarer Effekt. Das eigentliche Drama spielt sich im Gehirn ab. Hier wird Druck aufgebaut und es kommt zur Druckausübung auf das Gehirn (im Extremfall kommt es zu einer Verschiebung von Hirnmasse in Richtung des Hinterhauptsloches und das erzeugt Druck auf das Stammhirn - was zu Beeinträchtigung unserer lebenswichtigen Funktionen wie z.B. Atmung, Herzschlag, Blutdruckregulation führt) und einer starken Belastung der sich dort befindlichen arteriellen Gefäße. Kardial passieren bei Volumenverschiebung im Gefäßsystem auch noch ein paar Dinge, die Effekte haben, da das Herz zum Teil über das Volumenangebot seine Pumpleistung steuert (beziehungsweise davon beeinflusst wird). Da SC eine Simulation sein möchte, und versucht eine möglichst realistische Flugphysik nachzubilden, ist es nur folgerichtig, dass auch im Bereich der Physiologie die Realität simuliert wird. Es gibt, außer dem Versuch über externe Kompression durch spezielle Anzüge, mir keine bekannte Möglichkeit dieses Phänomen zu unterdrücken. Es ist einfach so, dass diese Auswirkungen auf fundamentalen pyhsiologischen Eigenarten von unseren Körpern beruhen. Die einzige Möglichkeit ist, einfach zu sagen, dass wir ein Medikament erschaffen haben, dass diese Effekte aufhebt, oder eine Umgebung geschaffen haben, die unseren Körper dafür unempfindlich machen. Da hat sich der Simulationsgedanke aber relativ schnell erledigt und der scheint CR wichtig zu sein. Wahrscheinlich wird man sich aber darüber Gedanken machen müssen, bezüglich des Hyperaumsprungs geht das so nämlich im Moment auch nicht wirklich , da stimme ich den Kritikern der Flugmedizin durchaus zu. Den Satz im Freelancer Commercial verstehe ich so, dass die Ladung gegen physikalische Einwirkungen (Stoß, Fliehkräfte, etc.) gesichert wird. Diese Ladung hat aber keinen Körperkreislauf mit verschiedenen Steuervariablen, also auch kein Problem mit Red- oder Blackout. Gruß Runan4 Punkte
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Im nächsten Jahr werden wir noch viel "MIMIMIMI" hören... in der Richtung .... Meine Delta ist nicht mehr IMBA Ich krieg mit der Hornet die Idris nich platt ich bin getroffen keiner rettet mich Ich flieg die Connie Solo und geh dauernd drauf wenn ich mit meiner Aurora Missionen fliege brauch ich ja 10 Jahre um nen Bengal zu kauffen ( har har har)2 Punkte
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Für mich sieht das bisher gezeigte im AC eigentlich recht gut aus, auch wenn an vielen stellen noch gearbeitet muss, und sicherlich wird. Es soll nach wie vor ein Spiel sein, und keine 100% Simulation ( 4 Stunden Bremsanflug z.b. will keiner haben oder ?). Im Sinne des "Gameplays" müssen numal 5 gerade sein, who cares. Bei Assasins Creed beschwert sich ja auch keiner darüber das ein Sturz von gefühlt 500 Metern in den Heuhaufen alles gut geht, oder bei Shootern gefühlt 100 Treffer in der Deckung wieder geheilt werden. Im Shooter Part von SC werden sich die physikalischen Gegebeneheiten bestimmt z.T. denen vom AC wiedersprechen, und mit Sicherheit auch bei anderen Teilen im Verse. Aber warum ist das so? Ganz einach, die Leute um Chris sehen sich sehr genau an wieweit Realismus dem Spielspass dient, taugt es nicht naja dann hat Einstein eben mal nicht recht gehabt (soweit es das Spiel betrifft ). Zurück zum AC Redout/Blackout sind IMO als Spielmechanik durchaus sinnvoll wenn es darum geht die verschiedenen / ich weiss jetzt nicht wie ichs sagen soll / Manövervierfähigkeiten der verschiedenen Schiffe auszugleichen.2 Punkte
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Was ist eigentlich mit Trägheit der Masse? Wie verhält sich ein Körper menschlicher Natur, wenn das Objekt bzw Raumschiff um ihn Herum beschleunigt oder die Richtung scharf ändert? "Retorische Fragen" Dabei stelle ich mir die generieung künstlicher Schwerkraft als einfacher vor als sich dynamisch veränderliche G Kräfte beim Raumflug zu absorbieren. Genaugenommen beschleunigt man beim Jump hole ja nicht, da dies ja ein Wurmloch ist, also eine Krümmung des Raums die einem Strecke und Zeit grob gesagt nur erspahrt also brauche ich denke ich keinen Eimer. White Wolf kenne ich in der Tat nicht. Ich muss aber auch hinzufügen das ich kein großer Freund von Sarkasmus bin, da ich jedem zumeist direkt sage was ich denke mit allen damit verbundenen Konsequenzen. Dafür weiß man aber auch das ich zu meinem Wort stehe und wo man bei mir ist. Zumeist verwirrt mich Sarkasmus eher als das er mir nützt vlt begründet sich darin meine Ablehnung dahingehend2 Punkte
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Schon ein bisschen zynisch. Im Grunde ist die uns bekannte Höchstgeschwindigkeit gleich etwa 300.000 Kilometer pro Sekunde oder etwa eine Milliarde Kilometer pro Stunde (genauer Wert: 1.079.252.848,8 km/h) etwas schnelleres kennen wir nicht. Auf das Spiel bezogen wird es sich denke ich ähnlich verhalten also es wird eine maximale Höchstgeschwindigkeit geben, dabei lasse ich jetzt mal die Jump Geschwindigkeit außen vor. Zu den Waffen, diese sind für meine Begriffe noch zu unreichend gebalanced als das man dahingehend Vergleiche oder gar Schlussfolgerungen auf das Fertige Spiel machen könnte. Nichts für Ungut den letzten Satz fand ich Recht Lustig, in der Hinsicht wie man ihn nun deuten konnte. Zum einen scheinst du wütend darüber zu sein, dass das Spiel anscheinend sich nicht in die Richtung entwickelt wo du es gerne sehen würdest zum anderen aber schreibst ja siehe Zitat oben: Das man kann ja eh alle Werte der Waffen in Übereinstimmung bringen könnte. Aus Protest bzw. Trotz. oder doch Frust? Oder hast du gar Angst einen von dir gedachten Vorteil zu verlieren, der nun ins wanken gerät? Schlussendlich soll ja niemand wirklich über Vorteilt sein in Chris Roberts geplanten Universum ohne dabei jetzt eine neue (Redacted) Debatte vom Zaun brechen zu wollen. Bin mal gespannt ob ich richtig oder doch falsch gedacht habe! Zum AC: Er gefällt mir muss aber zugeben so häufig fliege ich nicht im Multiplayer als das ich mir darüber ein Urteil erlauben könnte. Der Freeflight, der Rennparcour und Vanduul swarm fühlen sich bis jetzt vom Flugverhalten Stimmig an. Meine Schiffe sind dabei die Hornet und die Mustang. Wobei anzumerken ist, das die Mustang teilweise kein Damage Status hat. Ob die Simulation physikalisch Korrekt ist kann ich in sofern nicht beurteilen, da ich nicht den totalen Überblick habe. Soviel sei gesagt aber, das der AC eine gute Demo ist, den Dogfight, Rennens bzw. Anderes. Der ArenaCommander spiegelt für mich vielmehr momentan das wieder was ich größtenteils versuchen werde später im pu aus dem weg zu gehen. Und nur anzuwenden, wenn unbedingt nötig.2 Punkte
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Spannende Diskussion mit interessanten Beiträgen. Wurde schon vieles gesagt, dem ich auch zustimme, trotzdem noch ein wenig Senf von mir. Die G-Kräfte finde ich richtig so und gut dargestellt. Sollte auch so bleiben. Die Gründe dafür wurden hier ja schon ausführlich erklärt. Vor ein paar Monaten wurde im Lore Builder auf der RSI-Seite über die Generierung von künstlicher Schwerkraft diskutiert, wie das in-fiction so funktionieren soll. Lange Geschichte, aber ein Detail ist für die G-Kräfte interessant: Die Schwerkraftgeneratoren sind zu träge, um auf spontane Beschleunigungsänderungen reagieren zu können. Von daher werden wir auf einen Trägheitsdämpfer wohl vergeblich warten. Aber vielleicht tut sich da noch was bei den großen Schiffen. Von der Trägheit der Schiffe her finde ich die Cutlass nicht schlecht gemacht. Richtungsänderungen gehen merkbar zäher und wenn man die Flugvektoranzeige im Auge behält, sieht man, dass sie deutlich stärker "slided". Aber die Cutlass soll ja auch ein agiles Schiff sein und kein fetter Tanker wie die Starfarer. Die erkennbare Richtung ist mal nicht schlecht. Wer die Schiffe so träge haben will, wie in Elite, der sollte ComStab einschalten. Wobei die "Flugphysik" in Elite ziemlich unrealistisch ist, aber diese Diskussion können wir an anderer Stelle führen. Was am Flugmodell noch stört, ist dass manche Schiffe bei Schubänderungen sinnlos herum wackeln. Besonders die Cutlass ist da noch recht verbugt. Angeblich kann man ja aktuell die Haupttriebwerke abmontieren und fliegt noch gleich schnell. Da gibt es wohl noch ein paar größere Baustellen... Einer der Hauptkritikpunkte sind für mich auch die unterschiedlichen Höchstgeschwindigkeiten, die scheinbar wahllos auf die Schiffe verteilt sind. Die Höchstgeschwindigkeit ansich kommt ja nicht von der Masse und dem Verhältnis zur Lichtgeschwindigkeit, sondern der Flugcomputer regelt ab einer bestimmten Geschwindigkeit ab, damit beim Manövrieren Schiff und Besatzung nicht zu Schaden kommt. Wie bei modernen Motoren im Auto, die bei einer bestimmten Drehzahl abregeln, um nicht zu überdrehen. Die Grundidee dahinter finde ich also gut und wenn wir von einem Planeten zum anderen fliegen, werden wir ja auch schneller fliegen können – dann halt mit Autopilot. Nur der störende Punkt daran ist halt, dass diese höchsten Manövriergeschwindigkeiten irgendwie wahllos auf die Schiffe zugeteilt sind. Da wäre es sinnvoller, das nach Gewicht und Leistung der Steuerdüsen zu berechnen. Vielleicht wird da noch gefeilt. Könnte ja auch eine herstellerbedingte Einstellung sein, die man mit Tuning oder einem anderen Steuercomputer ändern kann (kennt man ja auch vom Auto). Ein Nachbrenner dagegen ergibt im Weltraum halt garkeinen Sinn. Nur weil es den Unsinn in Elite gibt, braucht man das hier nicht auch. Da ist der jetzige Engine Boost, der die Leistung der Triebwerke erhöht, die sinnvollere Lösung. Wenn man kurzfristig schneller fliegen will, wäre ein Option zum Überbrücken den IFCS realistischer. Aber das ist dann vielleicht auch hier ein Frage von Tuning oder Schiffscomputer. Abschließend muss ich nach wie vor sagen, auch wenn das inzwischen zum Unwort des Jahres gekührt wurde: Es ist eine Alpha-Version. Das ist per Definition eine große Baustelle. Es sind gute Ansätze zu sehen und der Rest wird auch noch. Da bin ich optimistisch. Wer das seelisch nicht durchsteht, sollte den AC wohl deinstallieren und in zwei Jahren mit der Release-Version weitermachen. Warum der AC jetzt die Version 1.0 hat, erschließt sich mir zwar auch nicht ganz (intern ist es ja Version 14 oder so), aber deshalb ist es für mich nicht weniger Alpha. Version 1.0 ist da wohl mehr Werbegag. Konkrete und konstruktive Vorschläge sollten wir wirklich im RSI-Forum posten. Das bringt sicher mehr, als wenn wir es hier breit reden. Da könnte man ja einen Sammelthread machen und das mit Grüßen der größten deutschsprachigen Community ins RSI-Forum schreiben.1 Punkt
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Hey Chase ich verstehe Deine Argumentation ja, aber sie bilden das wirklich auch im Bereich der Flugphysik korrekt nach. Die Drehung auf der Stelle ist ohne Widerstände so schnell möglich, wenn die Düsen entsprechend stark sind. Für mich hat das die Auswirkungen, dass ich das Fliegen in dieser Simulation neu lernen muss, da ich die ganze Zeit mit Simulationen gespielt habe, die das Flugverhalten von realen Flugzeugen abdecken. Gieren war bisher für mich nur eine Möglichkeit das Schiff etwas anders auszurichten. CR wird sich auch bewegen müssen, da sonst die Nummer mit den Sprüngen einfach schwierig wird.... @WW - ich bin sicher, dass die Geschwindigkeiten und Fähigkeiten der einzelnen Schiffe noch entsprechend angepasst werden. Im Moment passt da einfach nix zusammen.1 Punkt
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Keine Sorge CIG arbeitet doch noch dran und es wird sich noch viel verändern. Es hängt aber auch mit den G Kräften zusammen und wielange diese auf den Körper einwirken. Eine lange schnelle Kurve ist so z.B. gefährlicher als ein kurzes Manöver. Ich weiß nicht wie realistisch aktuell alles umgesetzt ist, aber ich finde es ok. Große Auswirkungen haben z.B. die Auf- und Abwärtsbewegung der Schiffe, was durchaus Sinn macht. Blackout: Unterversorgung des Gehirns, das Blut wird in die Beine gedrückt. Redout: Blut wird in den Kopf gepresst1 Punkt
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Nein ist es nicht. Klar der Patch hätte auch dann Zicken gemacht, aber es geht um die Leute. Es ist Weihnachten. Zumindest das hätte jeder glaube ich verstanden.1 Punkt