Author Topic: Star Citizen Dev Progress Watch  (Read 542004 times)

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #150 on: September 16, 2018, 05:38:46 AM »
And still those complete morons on Reddit. How is it even possible that someone still believes this crap?

I wonder, when 3.3. doesn't bring what everybody expects, will that be the final nail in the CIG coffin? How long can those people be fooled? OCS is almost here and idiotic stuff like that.

Look at it this way, in less than 3 weeks, we'll have enough lols to last us through the year. Of course depending on what shit-show comes with the Dec holiday stream.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

N0mad

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Re: Star Citizen Dev Progress Watch
« Reply #151 on: September 16, 2018, 06:55:43 AM »
I see Hurston and its moons are still expected in 3.3 - can't wait to see how they pull that off.

It'll have to be a load screen disguised as a lengthy quantum jump, I can't see anything else working.

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #152 on: September 20, 2018, 08:09:36 AM »
Remember when I said that planetary access was just going to be just another "scene", and those guys didn't even bat an eyelid? Funny how none of the crap from GC2017 or the holiday livestream, showed any of them being able to be standing on the platform of a ship and looking at the landing zone below.

So I have no reason to believe that whatever new locations they unveil, will be any different from what they already have now.

Plus, hey what happened to procedural cities? :emot-lol:
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #153 on: September 20, 2018, 05:47:13 PM »
:emot-lol:

Totally called it. FF to 10:32


Alpha 3.3 = Oct 10th
Alpha 3.3.5 (OCS, Hurston, Loreville etc) = whenever

« Last Edit: September 20, 2018, 05:55:05 PM by dsmart »
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

N0mad

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Re: Star Citizen Dev Progress Watch
« Reply #154 on: September 21, 2018, 01:51:15 AM »
Very interesting. If they need OCS for Hurston then that implies that they want everything in the same "level" rather than using a load screen to get to Hurston. In that case they're going to have to use some floating origin trickery to get that to work.

But none of this is going to work on the server which still had to handle clients in Olisar and Hurston at the same time and have to have all those assets loaded into memory at the same time.

My prediction is that OCS will never make it to PTU, then as a result, Hurston will be kicked far into next year.

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #155 on: September 21, 2018, 04:54:21 AM »
If they need OCS for Hurston then that implies that they want everything in the same "level" rather than using a load screen to get to Hurston.

No, that's not what it means.

Read the second section of my latest article.

They have been claiming that both NBC and OCS would make significant performance improvements. Then starting in the Sept 7 broadcast, about one month ahead of CitizenCon, they slowly started tempering expectations. They know that bringing Hurston, Loreville etc online, is going to add to the performance and networking woes. So they've now said that it's going to be kicked down the road to 3.3.5, and tested as a separate build.

That they need NBC and OCS for Hurston, Loreville etc, is testament to the fact that, just as I said in the article, their performance woes are going to increase exponentially because they will be adding even more shit to the game world, without being about to do anything about performance. It's the ONLY reason why they wouldn't release Hurston and Loreville in 3.3, regardless of the state of NBC and OCS.

Quote
But none of this is going to work on the server which still had to handle clients in Olisar and Hurston at the same time and have to have all those assets loaded into memory at the same time.

My prediction is that OCS will never make it to PTU, then as a result, Hurston will be kicked far into next year.

I think that's a foregone conclusion at this point. If they release 3.3 on Oct 10th, I don't know why anyone thinks that 3.3.5 will make it out this year.
« Last Edit: September 21, 2018, 05:03:22 AM by dsmart »
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #156 on: September 21, 2018, 02:58:45 PM »
:emot-lol:

Latest roadmap is out. Yup, 3.3.5 is nestled between 3.3 and 3.4

https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen



« Last Edit: September 22, 2018, 05:09:34 AM by dsmart »
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

David-2

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Re: Star Citizen Dev Progress Watch
« Reply #157 on: September 21, 2018, 07:08:44 PM »
It's the ONLY reason why they wouldn't release Hurston and Loreville in 3.3, regardless of the state of NBC and OCS.

Really, DS, you should know better.  That's not the only possible reason.  It could also be that Hurston and Loreville are simply not done.

McDrake

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Re: Star Citizen Dev Progress Watch
« Reply #158 on: September 21, 2018, 11:28:50 PM »
Really, DS, you should know better.  That's not the only possible reason.  It could also be that Hurston and Loreville are simply not done.
Not ready to show. Everything is done! Just needs some polish.
You know nothing about development!

Bubba

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Re: Star Citizen Dev Progress Watch
« Reply #159 on: September 22, 2018, 01:03:34 AM »
Whatever they're doing, they still have a large staff, and the dismal progress numbers they get can't all be due to a micromanaging chairman demanding pixel tweaks. That they can only get ship models (and half-assed ship mechanics) in game means that they have a massive technical bottleneck. So, sure, they can build a world.  Hell, they've probably built that world 10 times already. They build it to spec, then, because they've got no way to implement that spec, the spec changes. But rather than having a development model that runs: 1. Here's what we can do with our tools. 2. Here's how to match our vision t to our capabilities. 3. Here's the result. They have one that runs: 1. Here's what sounds plausible and people will pay us for, sight unseen. 2.Hey, adding this will bring in more revenue. 3. Profit!

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #160 on: September 22, 2018, 05:11:12 AM »
Really, DS, you should know better.  That's not the only possible reason.  It could also be that Hurston and Loreville are simply not done.

True. But I was giving them the benefit of the doubt there, and simply because NBC + OCS are the critical components without with they can't possibly add any new scene related content to the game.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

Motto

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Re: Star Citizen Dev Progress Watch
« Reply #161 on: September 22, 2018, 05:34:26 AM »
Sure they can. You just wait. It's simply because they are doing things that nobody has done before that it isn't there yet. But once their groundbreaking technology kicks in, everybody wants to p(l)ay Star Citizen. Stop spreading FUD, you failed hack of a game developer. You know nothing.

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #162 on: September 23, 2018, 04:31:27 AM »
Sure they can. You just wait. It's simply because they are doing things that nobody has done before that it isn't there yet. But once their groundbreaking technology kicks in, everybody wants to p(l)ay Star Citizen. Stop spreading FUD, you failed hack of a game developer. You know nothing.

Indeed. My bad.

Anyway, I am currently editing a new article about this latest fiasco.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

krylite

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Re: Star Citizen Dev Progress Watch
« Reply #163 on: September 23, 2018, 03:07:00 PM »
I had thought CIG would miss 3.3 before ED's 3.3 this time. But no, they're pulling the same crap with whatever they're calling 3.3.3 pretending they're still on the same racetrack-lap with ED and turning the corner on Oct. 10th. And their new distracting gimmick this year is "FPV AI" i.e. stick some quake ii routines for npc's for their outdated shooter module. Bet it'll be all bugged out but still touted as "something".

https://forums.frontier.co.uk/showthread.php/397639-Elite-Dangerous-2018-Roadmap-Regularly-Updated/page16
« Last Edit: September 23, 2018, 03:08:34 PM by krylite »

dsmart

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Re: Star Citizen Dev Progress Watch
« Reply #164 on: September 23, 2018, 04:40:35 PM »
Evocati 3.3 has begun! Patch notes



Star Citizen Patch 3.3.0
Alpha Patch 3.3.0 has been released to the PTU, and is now available to test! Patch should now show: PTU-933064.

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizenPTU\LIVE.

Please monitor Evocati spectrum for updates and testing instructions.

USER.cfg settings:
r_displayinfo = 3

Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing. When those features reach a playable state they will be detailed on the notes and added to the "Testing Focus".

Testing Focus

New default ship loadouts.
Changes to ship cannons.
Power management, overpower, and overclocking ship systems and components.

Major Known Issues:

The group system is undergoing an update and is currently not functioning correctly.
The Starmap is being updated with new functionality that is not yet completed.
Arena Commander's loadout and ship selector is undergoing a rework to include ship rental functionality and may not be fully function as is.
The Rest Stop is currently missing many interior elements and landing pad functionality.
Automatically opening interior doors on ships are currently not working.
Patrol missions do not start.
Text can not be seen on the visor chat window.
All mission givers are not functioning currently.
Airlocks lack lighting.
Navigation markers for some locations are permanently affixed to the HUD.
One of the weapon racks at Live Fire weapons isn't selectable.

New Features
General

Added sliders for general mouse and mouse ADS sensitivity.

Universe

Added: Rest stop location - CRU L2
Added the repair/refuel/rearm functionality previously associated with CryAstro to all station landing pads (Port Olisar, Levski, Grimhex) and at Rest Stops. Note: Repair mG function no longer automatically pops up and will need to be manually selected via the service app.
Added: Quantum route planning.

The Starmap now has route planning functionality that allows it to automatically plot multiple quantum travel point routes around obstacles. Note: Though functional, this feature is still waiting on various UI elements.

Coolers now use power, perform according to power, and can be overclocked.
The Quantum Drive now performs according to its power state including faster spooling/calibration based on power and the ability to be overclocked.
Turret gyrostabilization can now be toggled via an interaction node.
Power target level can now be set independently for each item on the ship MFDs, allowing them to be manually over or under-powered.
Added Hurston Dynamics Dominance and Attrition series ship weapons. Available in sizes 1 - 3, the Dominance series are high quality scatterguns that fire more pellets as they build up heat. The Attrition series, available in sizes 1 - 6, are laser repeaters that deal higher damage, via increased fire rate, the hotter the weapon gets. Both weapons can be purchased at GrimHex Dumper's Depot but may lack some functionality in their current state.

FPS

Added motion warping to allow sliding during vaulting depending on the object/destination.
Added: Kastak Arms Karna assault rifle (available at Live Fire and Skutters).

UI

Shop kiosks, the PMA, and the VMA all now have functioning item previews.
Bug Fixes

Exiting a ship while scanning should no longer cause the effects to remain until the player returns to the ship.
Fixed missing interaction highlights for the side airlocks of the Reclaimer.
Player footprints should no longer appear facing the wrong direction near the poles of planetary bodies.
NPCs should no longer get stuck trying to use an object.
Players landing on occupied pads should now properly be cited for obstructing.
Getting into the Prospector should no longer cause the player's head to jerk violently.
The Vanguard series should now have a usable gun racks.
The Reclaimer's bed exit prompts should now function properly.
Fixed an issue where the Gemini F55 would play a change fire mode animation even though it doesn't have separate fire modes.
The player's camera should no longer move faster than the players weapon in ADS while in zero-g..
Players should now be able to go to the escape menu while in the starmap.
Players should now be able to hear the quantum travel arrival "boom" of other players.
Mineable rock deposits should no longer remain highlighted after entering 3rd person camera.
Fixed missing icons for self and target status on the MFDs.
The Hurricane turret seat animations should now have audio.
FPS weapons should no longer be missing their visor UI icons.
The headlights on the 600i should now work properly.
Fixed collision issue on the Starfarer's catwalk.
The player should no longer leap into the air when running down stairs.
Fix for desync between client and server when respawning after suicide.
Exiting the bed of the 600i should no longer occasionally leave the player stuck in the ship's interior.
Watermelons have returned to Echo 11, minus their crash causing behavior.
Players should now be able to sit at the desk in the Captain's quarters of the 600i.
The 600i should no longer struggle to lift back off after landing.
Zooming in and out on the Starmap should now be centered on the cursor rather than the center of the view.
Ammo pickups in Arena Commander should now function properly.
Added g-force reactions to the pilot of the Terrapin.
The Khartu-Al's cockpit control animations should now work for left/right strafe.
The 85x should no longer have a wobbly take off.
Engineering station MFDs should now be able to adjust the power triangle.
Child rocks should no longer spawn at different locations than their parents while fracturing.
Players should no longer be able to be bumped off of terminal hacks in Star Marine.
Outpost terminals should now display the correct message when spawning a second vehicle.
ECN missions should no longer instantly fail upon arrival out of quantum travel.
The interior cargo space of the Avenger Titan should no appear properly when looking into an open cargo hatch.
Mineable rocks should no longer appear at much shorter distances than non-mineable rocks.
Removed icons and added a faint silhouette highlighting for nearby rocks within 150m.
There should no longer be two purchasable "Midnight" Arclight pistols at the Live Fire Weapons kiosk.
The bottom shelf shield components at Dumper's Depot should no longer be floating.
The wing ends of the Eclipse should now properly have collision.
The 600i should no longer appear to be floating when spawned into the hangar.
Opening the mobiGlas when placing cargo should no longer cause the cargo to become unusable.
AI spawning into swarm modes should no longer occasionally be motionless.
The turret view should no longer snap jarringly.
The ejection interaction node on the Sabre should now be reachable.
When holstering the pistol the players off-hand should no longer bend at an unnatural angle.
The enter ship from EVA animation for the Blade should no longer be misaligned.
The decal texture on the Star Kitten Dragonfly and Pirate Edition Caterpillar skins should no longer appear blurry.
Players should no longer fall through the floor at the Ursa's side door.
Ship debris should now inherent the parent ship's velocity.
Fix for player spinning in the seat when using the mobiGlas from the Freelancer's turret seat.
Animations for entering the Blade should now be aligned correctly.
The Blade should now have internal atmosphere.
The pilot's hands should now animate with flight in the 600i.
Fix for missing whizby and ricochet audio related to ship weaponry.
Players should now start with their weapon unholstered on respawn in Star Marine.
Lowered the drone platform inside the Reclaimer so players won't get stuck as easily.
Corrected some issues with the LODs on the landing gear feet of the Reclaimer.
Couches in the upper lobby of GrimHex should now have available interaction points.
The Pyroburst ship weapon should now animate properly when fired.
Pressing the back button on the XBOX 360 gamepad should now properly open the mobiGlas.
The Vanguard bed bunks should now have proper interaction points.
Support screens should now work and stay properly on the Caterpillar.
The gun racks inside the Retaliator should now be usable.
Opening the mobiGlas in the Freelancer's co-pilot seat should no longer cause the player to T-pose.
Player FPS weapons should no longer remain firing if they are being fired at time of death.
Player should no longer be able to trick AI to flying out of their defensive area.
AI no longer goes unresponsive if a player moves outside of their defensive zone.
AI pilots should no longer go inactive if there are already 3 other AI ships attacking an intended target.
Grenade explosion VFX should no longer occasionally be out of sync with the actual grenade location.
Players should no longer occasionally shoot off into the distance when using vault or mantle near a corner.
Players should no longer be able to stand close to the glass at Kareah and fire through it.
Missiles should no longer be able to be locked onto a target inside an armistice zone.
EMP charging should now be interrupted by entering an armistice zone.
Pistols can now be fired faster to coincide with trigger pulls.
Added a number of missing interaction highlights on various 600i components.
All Arena Commander modes should now reward team revenge kill points.
Ship weapon fire should no longer be arrested if the trigger is pulled before the next cycle.
Comm array turrets should now fire at players with higher wanted levels.
The Ursa Rover and Cyclone can now be powered off properly on the MFD.
The player ship target should now clear after it has been removed.

Technical

Fixed 4 client crashes.
Various performance tweaks.
Added asynchronous background spawning.

Current Ship List
Gladius, Gladius Valiant, Retaliator, Sabre, Sabre Comet, Hornet F7C, Hornet F7C Wildfire, Hornet F7CS, Hurricane, Terrapin, Mustang Alpha, Buccaneer, Cutlass, Dragonfly, Herald, Merlin, Prospector, Reliant, Starfarer, Starfarer Gemini, 300i, 315p, 325a, 350r, 600i, 85x, Aurora CL, Aurora LN, Aurora LX, Aurora MR, Constellation Andromeda, Constellation Aquila, Nox, and Khartu-Al.

Feature Updates
General

Polished and smoothed one handed and two handed place/pickup animations.

Universe

Slightly updated the positions in space of planetary bodies and points of interest.
Changed mining power graph to reflect power transfer per time.
Added a visual shaking effect to mining to help indicate the optimal range.
The mining overcharge/danger bar now fills faster the greater danger you are in.
Extraction throughput while mining is now based on how long the beam hits the same location.
Instability while mining can now be lowered by holding the laser steady on the same point.
Reworked the way instability and resistance is calculated for mineable rocks.
When mineable rocks fracture their constitute ore will be unevenly divided.
The broken up chunks of mineable rocks should now have a radar icon when outside of the range of outlining.
Updated the mining resource quantities to create a thinner spread of higher yields.
Faded central elements of the mining UI slightly to allow for better visibility.
Slowed down and polished AI stair locomotion.
When starting a linked quantum jump the party list will now only show who started the jump with you.
Replaced Levski elevators with a revamped system.
Update and polish to pickup and dropoff deliveries at outposts.
Updated Security Post Kareah with new props and geometry.
CryAstro station has been removed as all services can now take place at rest stops and stations

Missions

Updated delivery missions to include a new delivery locker system.

FPS

Updated pistol, stock, and shouldered inspect poses for more movement and control.
Added a blue light to spin animations for the F55.
Players can now enter interaction mode while inspecting a weapon.
Refinements and improvements to FPS weapon recoil.
Sped up the animation speeds of the lean mechanic.
Tweaks to the level of protection provided by personal armor.
Recoil and sway pass on the Gallant energy rifle.
Updated numerous basic locomotion animations.
Smoothed FPS movement and sway in and out of ADS.

UI

Updated notification system with a new overall icon and new event specific icons, including the ability to dismiss the alert.
Removed F11 and RALT menus/function.

Ships and Vehicles

Complete rework of the Mustang series.
Changed and reallocated support screen distribution on the Constellation series.
Suppressed collision warnings for vehicles in hover mode to avoid excessive audio spam.
Removed aim assist from turrets.
Default loadouts have been redone on the following ships: Gladius, Gladius Valiant, Retaliator, Sabre, Sabre Comet, Hornet F7C, Hornet F7C Wildfire, Hornet F7CS, Hurricane, Terrapin, Mustang Alpha, Buccaneer, Cutlass, Dragonfly, Herald, Merlin, Prospector, Reliant, Starfarer, Starfarer Gemini, 300i, 315p, 325a, 350r, 600i, 85x, Aurora CL, Aurora LN, Aurora LX, Aurora MR, Constellation Andromeda, Constellation Aquila, Nox, and Khartu-Al.
Increased the damage of all ship cannons, lowered their fire rate, increased their heat generation, and swapped many to "autocannons" that fire automatically. Mass drivers and scatterguns have remained semi-automatic.
Updated heat and power MFDs.
Removed some of the scratches on the cockpit canopy interior of the Terrapin.
Refactored item overheat behavior and overheat warning system.
Added landing gear compression to the 85x.
Added a scroll bar to MFDs.
Increased the afterburner velocity of the Hurricane.
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

 

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