BadIronTree Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 lol ρε....ειμαι σιγουρος πως δινουν αρκετα λιγοτερα μυρια το χρονο...οι απολυση παει συννεφο..συμβαινει και στις καλυτερες εταιριες δυστυχως...ο roberts το λεει downsizing...τα λεει ωραια δεν μπορεις να πεις.... .απο https://robertsspaceindustries.com/comm-link/transmission/14995-Monthly-Studio-Report Recently, we’ve heard from backers who are worried over rumors that individual CIG studios are closing. This is not the case! In fact, Cloud Imperium Games is continuing to expand as we continue to find talented employees; we had twelve new developers start in September, alone! The root of this confusion seems to be the fact that the reorganization that began when Erin Roberts took over as head of global production is changing the specific requirements of each studio. In the spirit of open development, we are sharing the exact e-mail Chris Roberts sent to the team on the subject of restructuring two weeks ago. From: Chris Roberts Sent: Friday, September 25, 2015 8:12 AM To: CIG GLOBAL STAFF Subject: Organizational and Studio changes Hello everybody, I wanted to update everyone on some organizational changes we are making to maximize our creative synergy and development abilities. It’s no secret that having a distributed development structure presents challenges as much as it provides advantages. At the outset of Star Citizen I decided that I wanted to go where the talent was rather than try to make the talent come to where I was. Without this approach we wouldn’t have some of the most talented people in the industry working on star Citizen. There are people in Los Angeles, Austin, Manchester and Frankfurt that are only working on this game because we have offices in these locations. We truly have a WORLD CLASS team. With every positive there is always a negative, and that negative is the communication challenges that present themselves when people all working together on the same project are separated by large distances and time zones. At the top level of the company, especially on the development side we’ve been discussing how best to reduce these issues while keeping the positive. We’ve begun to think about how we can focus development at our various studios so people working on a certain feature or discipline can be concentrated for maximum effectiveness. Audio in the UK is a great example – the sound design and audio implementation in Star Citizen is just amazing (especially for our stage of development) – and this is partly because Lee Banyard, our Audio Director and almost all our audio staff are concentrated in Manchester, allowing them to frequently interact and problem solve in a way you can only do when in the same location. This is why when talking to Zane Bien about the possibility of becoming the global UI Creative Director, part of the discussion was about him leaving the beach and sunshine of Santa Monica to be with David Gill and Karl Jones and the rest of the UI team in Manchester that we are building to handle the global UI needs of the project. We’ve also been thinking about how to make sure the key creative leaders in the company spend more time together and most importantly allow me to spend quality time with my key development lieutenants as I was feeling spread way too thin creatively – especially when we were in six game development locations with Illfonic and BHVR. When it was just Austin I could spend a lot of time between Austin and LA but as we’ve expanded to more locations and added external development my ability to spend time on the ground at each location has been reduced. After much deliberation we have decided on the following: To increase creative and game direction synergy Tony Zurovec will be spending significant time in LA (but still be based in Austin) in order for me and him to work closer together in getting the Persistent Universe in the hands of players. Sean Tracy will relocate to LA as the Global Content Tech Director, allowing him to have a bigger impact on the whole company and help the LA team. We’ve also decided to further continue the streamlining of our development groups – We’ve made a decision to focus the US engineering into two teams – The backend services which is headed by Jason Ely will remain in Austin and will continue to work closely with Live Ops, which will also remain in Austin. The Space and Persistent Universe game play and systems will be concentrated in Los Angeles, where things like the new item system and vehicle / space systems are being developed. This makes sense as Austin is weak on engineering CryEngine technical knowledge whereas LA is strong, and to really have an effective gameplay team we need one fairly large unit that can interact with each other on a daily basis. Having Stephen Humphries out in LA working closely with Paul Reindell and Mark Abent has really cemented the upside of having the people all working on the same systems being in the same space. The current PU Art and Animation team will also stay in Austin, as will the Austin ship artists. Mark Skelton will be based in Austin but will split time between Austin and LA as the US Art Director. I really welcome having Mark out in LA regularly as I think it will significantly help the team. On the design side Pete MacKay will move from Austin to LA to be on the ground with John Pritchett and the rest of the ship balance team to work closely with tuning our ships and weapons. Rob Reininger will remain in Austin to support Cort and prototype Persistent Universe locations. We will staff up a small QA staff in LA, potentially with some key folks from Austin in order to support the gameplay work and also be collocated with the balance team (which has always been an issue as the designers that balance the space combat and flight aren’t in the same place as the QA teams that give feedback on this). We will also look to increase QA in Frankfurt for core engine and tech testing. QA in Austin will focus on Live release support and testing. We are going to split Dev Ops (build support, internal distribution of builds) from Live Ops (deployment to the cloud, distribution to the players, maintaining & monitoring the game servers). Dev Ops will move to Frankfurt to be next to the engine team and the group that knows the absolute most about the engine and how best to compile it. On the Production side Jake will remain in Austin and run Austin Production, with Jason Hutchins and Mark Hong both moving out to LA to help bolster the LA production staff – Having Jason in LA will be a great help as he has lots of development experience and has experience in getting big complicated online games out the door Global IT will remain in Austin. John Erskine will continue to run our various online operations, digital publishing and IT from Austin but will also regularly spend time in LA in order to actively create opportunities for our senior executive staff to interact in person regularly (no matter how good Skype is, it’s still not that in person discussion about an idea around the coffee machine) We are actively hiring in Manchester and Frankfurt to build up the ship, environment, prop and character teams and in all locations to bolster the engineering teams. Finally we are trying to focus our remaining external development partners on content creation as opposed to engineering , which we want to bring in house as much as possible. We will have more internal staff than we have now – they will just be distributed differently between our four studios in LA, Austin, Manchester and Frankfurt. As with all reorganizations there will be some roles that will no longer exist in their current location – we are really trying to reduce the single man outpost syndrome – as well as concentrate feature teams in single locations. In the event relocation doesn’t make sense for the roles that are now redundant we are at the minimum giving the small number of people affected five weeks’ notice as well as two weeks’ severance to allow people to try to land on their feet. In some cases we are allowing for work until the end of the year to give even more runway. This is the not so great part of the reorganization as we will definitely be losing some hardworking and talented people and we haven’t come to this decision lightly but ultimately we felt we owed it to the backers and the game to make sure we were allocating our resources effectively. So for the people in this category I’m sorry and hope the big lead-time helps. I know for some of you these are some big changes but we wouldn’t be doing them if we truly didn’t believe they would help us get the project out and work closer together as a team. Please feel free to talk to your Studio Director if you have any questions or concerns. We have an amazing opportunity to build something special. There is nowhere else that we would be given the support, the funding to make the open universe game we are making. No publisher or VC would ever back a game this ambitious on a PC, and probably not even on a console. I see the potential with Global Entity Ids, Entity Streaming, Large World, Local Grid and the Zone System coming on line to really build something that has both incredible fidelity and massive scope. I don’t think our backers are expecting just how cool their first experience of a large world map and multi crew will be. I also don’t think they are prepared for just how amazing Squadron 42 will be and how it’s going to push the envelope for interactive storytelling and action. I’m looking forward to blowing them away in two weeks and then putting the content in their hands and continuing to add and improve until they have a game that no one can compete with. We will make history with Star Citizen. People still talk about Wing Commander 25 years later. We can go one better with Star Citizen. It won’t be an easy road. We’re very public and there will always be obstacles trying to block our path, whether they are normal problems that crop up in development or outside agitators that are threatened by a completely crowd funded project building a dream game they wished they had the talent or support to build. Just remember that this is all noise and at the end of the day the game will speak for itself. It always does and that is the best reply to anyone that doubts our ability to deliver something great. Let’s blow them away at Citizen Con and get Star Citizen and Squadron 42 in people’s hands! -Chris TL/DR διωξανε 4 άτομα από Austin που δεν έχουν ιδέα από cryengine (coders) και τις δουλείες τους πήγαν στην Γερμανία γιατί έχουν τα άτομα που έφτιαξαν την cryengine 2
Aurora Borealis Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 Δεν θα μπω στη διαδικασια να αντιπαρατεθω μαζι σου, καθως μαλλον εχεις (και πολυ καλα κανεις, δικαωμα σου) επενδυσει λεφτα στο SC και θελεις να το δεις να ευωδωσει ως project. Θα πω μονο το εξης : εταιρια που καταφευγει σε δολιες τακτικες οπως : ΑΡΝΕΙΤΑΙ να δωσει πισω τα λεφτα σε ολους τους αρχικους backers του kickstarter, οπως αναφερονταν στο αρχικους ορους του crowdfunding, καθως εχουν περασει πανω απο 12 μηνες απο την αρχικα υποσχομενη release date. Αν'αυτου, αλλαξαν οπως δικαουντο απο το KS , την ημερομηνια αυτη σε 18 μηνες. Επομενως, απο μονοι τους εχουν βαλει ενα deadline για το ολο project. Προσωπικα, τετοιου ειδους τακτικες με βρισκουν σθεναρα απεναντι. Ολος ο τυπος , ακομα και sites που μεχρι τωρα τους υποστηριζαν , εχουν στραφει εναντιον τους. Μιας και παρεθεσες ενα wall of text, σου παραθετω και εγω ενα Site: link .Οποιος θελει ας διαβασει...ΟΧΙ δεν ειναι απο τον Derek Smart, αλλα απο εναν backer/journalist που απλα λεει τα συκα συκα και τη σκαφη σκαφη . 1
BadIronTree Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 (επεξεργασμένο) Δοκίμασες και δεν πήρες πίσω λεφτά ? (ζήτα ευγενικά, μην τρολάρεις) στο reddit λένε συνέχεια thanks για το refund ... btw όταν κάνεις δωρεά στο indiegogo & kickstarter περιμένεις να πάρεις πίσω τα λεφτά σου ? ξέρεις πόσα project έχουν φαλιρίσει ? στους όρους όπως είπες, λένε ότι τίποτα δεν είναι σίγουρο... (μόνο 2 μύρια είναι από kickstarter... 1.8 έβγαλαν μόνο τις τελευταίες 48 ώρες ) Όταν όλοι ψήφιζαν για νέα streach goals και συνεχεια του crowdfunding ενώ αυτοί έλεγαν να τα σταματήσουν, δεν είδα χιλιάδες να διαμαρτυρονται όπως τώρα... Το πρώτο site ήταν ένα τεστ να δούνε εάν θα είχε ενδιαφέρων και μετά θα έπαιρναν 20 εκατομμύρια από επενδυτές, άλλα είδαν ότι στην πορεια δεν τους χρειάζονται... και το project μεγάλωσε με τις απαιτησεις των παιχτών... τώρα πόσα θα κάνει σωστά θα δείξει ο χρόνος ... μέχρι στιγμης δεν έχει αποτύχει σε κάτι στο gameH αρχικές date είναι όταν το kickstarter ήταν ένα μικρο game με μια μικρή single player campain πριν βγάλουν 1 ευρό... (Estimated delivery Nov 2014) https://robertsspaceindustries.com/funding-goals https://docs.google.com/spreadsheets/d/1tMAP0fg-AKScI3S3VjrDW3OaLO4zgBA1RSYoQOQoNSI/edit#gid=1694467207 Τώρα παίρνουν Pre-orders https://robertsspaceindustries.com/pledge/Packages/Squadron-42-Preorder όποτε θες ακύρωσε το preorder σου εάν φοβασαι... Επεξ/σία 13 Οκτωβρίου 2015 από BadIronTree
Aurora Borealis Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 Καλώς, i rest my case . Προφανώς και δεν απάντησες σε τίποτα που θίγει το άρθρο που παρέθεσα, καθώς τα περισσότερα είναι γεγονότα και δεν αμφισβητούνται, απλά συνέβησαν... . Μακάρι, το ξαναλέω το game να βγει με όλα τα bells& whistles που λένε και υπόσχονται...επίτρεψε μου, για άλλη μια φορά να κρατώ μικρό καλάθι. Όσο για το 2 "μύρια" που το αναφέρεις λες και είναι στραγάλια, έπρεπε να το κάνουν refund. Δεν κράτησαν τον λόγο τους...δεν μπορεί κανείς λοιπόν να με πείσει ότι θα τον κρατήσουν και στο μέλλον. PS : Ούτε backer είμαι , ούτε pre-order θα κάνω...ΠΟΤΕ δεν κάνω pre-orders. 1
BadIronTree Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 Καλώς, i rest my case . Προφανώς και δεν απάντησες σε τίποτα που θίγει το άρθρο που παρέθεσα, καθώς τα περισσότερα είναι γεγονότα και δεν αμφισβητούνται, απλά συνέβησαν... . Μακάρι, το ξαναλέω το game να βγει με όλα τα bells& whistles που λένε και υπόσχονται...επίτρεψε μου, για άλλη μια φορά να κρατώ μικρό καλάθι. Όσο για το 2 "μύρια" που το αναφέρεις λες και είναι στραγάλια, έπρεπε να το κάνουν refund. Δεν κράτησαν τον λόγο τους...δεν μπορεί κανείς λοιπόν να με πείσει ότι θα τον κρατήσουν και στο μέλλον. PS : Ούτε backer είμαι , ούτε pre-order θα κάνω...ΠΟΤΕ δεν κάνω pre-orders. Ok σε καταλαβαινω δικιο έχεις (ούτε το carmagedon μου άρεσε στο kickstarter... ξεμειναν από λεφτά και το έβγαλαν όπως ήταν, και το broken age το σπάσανε στα δυο) , απλά και εγώ παρακολουθώ το game από κοντά... δεν μπορώ να ακούω την κάθε "αναλαμπή" κάποιου (γενικά) Στο λινκ δεν λέει κάτι που δεν είναι γνωστό βγαίνουν από CIG λένε κάτι πριν 14 μήνες , βγαίνει μετά ένα blog/news site (γενικά) που μόλις το ανακάλυψε ... και ειμαστε όλοι στο reddit "δεν είχαμε την ίδια συζήτηση πριν 14 μήνες" .. έλεος έχουν 3 weekly videos (30+min) που πληρώνουν οι subscribers + monthly reports Και μετά κάποιοι πέφτουν από τα σύννεφα Και ειμαστε
InfinitySurfer Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 Δεν ξέρω τι προσδοκίες έχει ο καθένας, αλλα προσωπικά για τα 45$ που έδωσα, ακόμα και ένα space-fligh να μου δώσουν που να υποστηρίζεται από VR και να πετάω απλά εξερευνώντας το διάστημα του SC θα είμαι ευχαριστημένος. Οταν πρωτοέκανα back στο παιχνίδι, δεν είχα ιδέα για όλα τα strech goals που έχουν μαζευτεί τώρα. Απλά φαντάστηκα ένα παιχνίδι τύπου Freelancer, (μιας και είνα το μόνο παιχνίδι που έχω παίξει του Cris Rοberts) και που μου άρεσε πολύ, και αυτό είναι ολο. Που και πάλι, ήξερα οτι κάνω gamble δίνοντας αυτα τα λεφτα. Βασικά το μόνο θέμα που νομίζω οτι θα έχω, είναι οτι το μηχάνημα που έχω δεν θα μπορεί να το σηκώσει το παιχνίδι (οταν βγει) για να παίξω...lol 5
Aurora Borealis Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 Δεν ξέρω τι προσδοκίες έχει ο καθένας, αλλα προσωπικά για τα 45$ που έδωσα, ακόμα και ένα space-fligh να μου δώσουν που να υποστηρίζεται από VR και να πετάω απλά εξερευνώντας το διάστημα του SC θα είμαι ευχαριστημένος. Οταν πρωτοέκανα back στο παιχνίδι, δεν είχα ιδέα για όλα τα strech goals που έχουν μαζευτεί τώρα. Απλά φαντάστηκα ένα παιχνίδι τύπου Freelancer, (μιας και είνα το μόνο παιχνίδι που έχω παίξει του Cris Rοberts) και που μου άρεσε πολύ, και αυτό είναι ολο. Που και πάλι, ήξερα οτι κάνω gamble δίνοντας αυτα τα λεφτα. Βασικά το μόνο θέμα που νομίζω οτι θα έχω, είναι οτι το μηχάνημα που έχω δεν θα μπορεί να το σηκώσει το παιχνίδι (οταν βγει) για να παίξω...lol Συμφωνω απόλυτα. Ο καθένας νομίζω θα ήτανε ευχαριστημένος με αυτό που αναφέρεις. Το ότι το όλο project άλλαξε τελείως ρότα ΔΕΝ είναι γιατί το ζήτησαν οι fans...στην τελική οι fans μπορεί να σου ζητήσουν τον ουρανό με τα άστρα...Εσύ θα μπεις στην διαδιακασία να τους το δώσεις ? Badirontree, πίστεψε με παρακολουθώ το SC από πολύ νωρίς. Θα μπορούσα και εγώ να απαντήσω με facepalms και reddit posts από white knights, αλλά θέλω να κρατήσω ένα επίπεδο στο thread. Ο χρόνος θα είναι ο μόνος κριτής όπως πολύ σωστά ανέφερες.
Angelcrow Δημοσ. 13 Οκτωβρίου 2015 Δημοσ. 13 Οκτωβρίου 2015 Απλά αν κρίνω από τις αρχικές απαιτήσεις που είχαν ανακοινώσει μάλλον θα κάνουν πλήρη υποστήριξη του dx 12 και μετά θα το βγάλουν...Απλά για τους παλιούς είναι ένα από τα πιο αναμενόμενα παιχνίδια τα οποία θα αναστήσουν το είδος. 1
chek2fire Δημοσ. 15 Οκτωβρίου 2015 Δημοσ. 15 Οκτωβρίου 2015 εγώ επιμένω ότι μπορεί να είμαστε μπροστά σε ένα από τα μεγαλύτερα vaporware στην ιστορία του gaming 3
Angelcrow Δημοσ. 15 Οκτωβρίου 2015 Δημοσ. 15 Οκτωβρίου 2015 Πολλά μπορεί απλά κανένας δεν το εύχεται θέλω να πιστεύω! 1
BadIronTree Δημοσ. 15 Οκτωβρίου 2015 Δημοσ. 15 Οκτωβρίου 2015 Star Citizen Alpha PTU Patch 1.3 1.3 is now on the PTU! This patch includes a large expansion to ArcCorp’s Area 18. This expansion includes the under-construction Galleria area, an overhaul of the social interface, new emotes and the addition of Greycat buggies around the zone that can be driven and crashed. We have also introduced some balance changes both ship health and damage, and a number of bug fixes to the game. Please take full advantage of our new Issue Council area of the Community site to report any bugs you encounter or contribute to other players submissions. You can also check out our PTU Known Issues FAQ for bugs we are already aware of. # Issues marked with a hashtag were reported to CIG via Issue Council reports and contributions. Thank you all! Contents: Hangar Additions Balance/Tweaks Fixes Arena Commander Additions Balance/Tweaks Fixes Social Module Additions Balance/Tweaks Fixes Hangar Module Additions: Environment The Greycat Buggy has received an appearance, animation and handling overhaul. The fish tank in all current Hangars has received appearance updates. The elevator to Area 18 will now show all available instances of ArcCorp, how many people are present in each one, and how many people from your contact list are present. There is now a “Loadout Selector” located in all player hangar’s that will allow players to select what load out they will move around the Hangar and ArcCorp with. This replaces the random loadout functionality that could be cycled through on “F6”. Aeroview – Loadout Selector is in the main hangar, against the wall behind you and to the right side as you spawn. Selfland – Loadout Selector is to the platform to the right of your character when you spawn, next to the Electronic Access pod. VFG Industrial – Loadout Selector is to the left of your character’s when they spawn, across from the elevator to the overlook. Revel & York – Loadout Selector is to the left of your character’s when they spawn, next to the Holotable. Balance/Tweaks: Environment The Selfland Hangar is in the process of receiving a full relighting pass to improve the overall look and atmosphere. User Interface The old default function of “F11” (maximize HUD) no longer has a function in game and has been removed. “F6” key no longer provides in-game characters with a random loadout in the Hangar. Camera free look can now be activated by “Shift+G”. “Ctrl+F” is now the hotkey to disembark a ship.This applies to all game-modes. Fixes: Ships Fixed an issue where characters would not be properly aligned in the Retaliator when attempting to sit in the Retaliator pilot chair. Fixed an issue where characters would appear outside of the Gladiator when attempting to sit down in the Gladiator pilot chair. Fixed an issue where the pilot of a Vanduul Scythe would experience unusual camera shaking when looking around in-game. Environment Fixed an issue where the Revel & York hangar doors would sometimes snap back open without animation if repeatedly triggered. Fixed several texture conflict issues in the Selfland Hangar. Fixed an issue where character hands would appear to be broken when driving the Greycat buggy. User Interface Fixed an issue where client framerate would drop when the cursor hovered over scrolling text. Fixed an issue where rapidly switching between different sections in the game menu would sometimes lock out access to device cycling. Arena Commander Module: Additions: Gameplay The groundwork for Interior physics grids has gone live! The Avenger, 300 series, Auroras (all Variants) and Non-Racer Mustangs will allow you to exit your seat while in flight as a result. However because the full mechanics are not yet in place, your character may clip out of your ship or be in zero-G while on the ship. Components The Behring C-788 Ballistic Cannon has been added to the game.This gun uses a S4 mount and fires at 2.2 shots per second. Size 4 fixed mounts for the Hornet and Cutlass Turrets have been added to accommodate the Ballistic Cannon. Apocalypse Arms WarSeries SZ4 Mass Driver has been added to the game.This gun uses a S2 mount and fires at 0.7 shots per second. Balance/Tweaks: Gameplay Missile explosions and impact have received minor adjustments to improve both look and feel. Increased the health of all ships. Increased overall shield strength of all ships to reduce alpha damage and bring up survival. Missile damage has been increased slightly to keep pace with health and improve effectiveness. Missile lock time has been adjusted. Energy weapon velocities have been increased across the board to be faster then ballistics. Damage of energy weapons has been reduced slightly to compensate. Our philosophy here is that as energy weapons do no damage until shields are down, it takes more hits by energy weapons to do real damage and accuracy is thus more important. Ballistic weapons have received a corresponding buff to their potential range so that they can potentially hit targets that are farther away. Components Plasma bolt range decreased by 30% for the Vanduul “Wrath” Plasma Cannon. Neutron bolt speed increased by 20% for the Vanduul “War” Neutron Cannon. Ships The Cutlass has received a minor tweak to its thruster gimbals to improve maneuverability. The following ships and all variants have received an update to their shield meshes and animations to better align with their ship models.Avenger, Gladius, Mustang, Cutlass, 300 Series, M50, Gladiator, Glaive. Increased the power draw of the M50’s engine. Decreased the strength of the M50’s power plant.These two changes are to ensure that the choice of mounting a weapon with high power drain vs one with low power drain on the m50 will have a meaningful impact on performance and speed. Interacting character animations have been updated for all flight-ready ships. EnvironmentThe following ships and all variants have received tweaks to their thruster audio:Avenger, Gladius, Hornet, 300 series, M50, Glaive, Scythe User Interface “Look Ahead” mode is now turned on by default. It can be toggled on and off by “Right-ALT+M”. The Weapon Gimbal Lock is now on “Left-CTRL+G”. Fixes: Gameplay Fixed an issue where players would not be removed Arena Commander for being idle unless all players in the match were idle. Fixed an issue during the Tutorial – Chapter 3, where the missiles would sometimes not track the target correctly, particularly when firing all missiles simultaneously. Fixed an issue where weapons fire could appear offset from the weapon muzzle, when the ship was firing while moving. Fixed an issue where a ships target could be lost when increasing distance from target, despite target still being in sensor range.# Components Fixed an issue where projectiles fired from ship weapons would sometimes remain protruding out of the weapon they had been shot from or otherwise collide with the firing weapon, causing damage or display issues. Fixed an issue where gimbaled thrusters were not always rotating visually. The “War” Plasma Cannon for the Vanduul Scythe is now correctly designated by the in-game Hangar HUDas the “Wrath” Plasma Cannon. Ships Fixed an issue with one of the third-person camera views for the Aurora (all variations) where it would sometimes be clipped inside the hull of the ship. There should no longer be a visible gap between the bottom of the rear door and the floor of the Cutlass (all variants). Fixed an animation problem where character hands would sometimes clip through the turret controls for the Gladiator when sitting down. Fixed an issue where the Vanduul Glaive would occasionally land with the front of the ship pointed upward. Fixed an issue with the Vanduul Glaive, where the boost would not work due to it having no fuel. The pilot seat for the Avenger is no longer missing textures. Fixed an issue where the 300 series, Avenger and Hornet (all variations) would sometimes tilt backwards when landing.# Fixed an issue where the Aurora LN was missing green paint on the side and upper intakes. Fixed an issue where the Hornet engine audio, for both acceleration and boost, was sub-audible at most volumes. The Vanduul Glaive name no longer appears as “@vehicle_NameVNCL_Scythe_Glaive” in Arena Commander, and instead shows the proper label. Technical Fixed a black screen that would occur when joining a Lobby while GIM services were down.Added the ability for the Lobby to return an error if a client attempts to join while GIM is down. Fixed an issue where clients would sometimes get stuck on a loading screen, if they are connecting to a instance that no longer exists. Fixed an issue where pressing X to respawn in Arena Commander would sometimes cause the client to crash if the character died by colliding with an asteroid. Fixed an issue where the client could black screen if the lobby service was not able to communicate with the instance manager. Fixed one lobby issue where the player Host would see a different map and rule for a match in the UI then the players would.#This would happen when a host created a game, left, and entered or created a new lobby. Fixed an issue where players would complete a match, return to lobby, and be unable to ready-up for a new match.#This was due to the players in the group remaining in a “in match” state in GIM. User Interface Fixed an issue where players would be unable to trigger respawn if they died while interacting with the HUD. Missiles no longer have a graphical glitch where they retain a small portion of the firing ships interface. Social Module: Additions: Gameplay ArcCorp, Area 18 is expanding.The new Galleria area is currently under construction, but available for exploration. New emotes have been added to the game./agree, /angry(1-3), /attention, /blah(1-2), /bored (2), /bow(1-6), /burp, /cheer(1-8), /chicken, /clap (5-7 are new), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3), /salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2) Some new and existing emotes now include (temporary) audio dialog. The maximum character capacity for Area 18 has been increased to 36.The limit will expand up to 40, if you are attempting to join an instance with players from your contact list. Fully functional Greycat Buggies have been added around ArcCorp. The Greycat Buddy passenger seat is now functional. The Greycat Buggies in ArcCorp can explode and be destroyed when they impact at high speed. Both drivers and passengers of Greycat Buggies in ArcCorp can be killed if the buggy is destroyed due to high speed impact.Killed characters will be revived by our highly-trained staff at the Area 18 Medical Unit. Players will now be removed from Area 18 due to inactivity after 15 minutes.An inactivity warning will be displayed 1 minute prior to removal. Falling out of the terrain will now kill players, and revive them in the Area 18 Medical Unit. CharacterCharacter rigs and animations have all been updated. User Interface There is a new loading screen when taking the elevator from the Hangar to ArcCorp’s Area 18. The chat UIchat UI has received a graphical overhaul. New features for the chat interface include multiple tabs for conversation management, private conversations, and a contacts list that can be extended or retracted into the UI. Owners of a private conversation can kick players from their conversations. Chat setting buttons have been added to the chat interface, but are not currently active. Players can now both copy chat from the chat roll, and copy/paste into the chat UI. Using the “Up” arrow key while the chat entry field is in focus will now display your previous message. The new default hotkey for the contact list is now “F11”. When using Augmented Reality, shop items will now have a blue highlight when targeted. “Left-ALT+Space” key now enables use of the Mouse and locks the character in place, allowing use of buttons, tabs and other in-game functionality. Balance/Tweaks: Gameplay /stand has been changed to /atease. Environment The G~Loc liquor cabinets have been updated to have bottles from in-universe brands. There are new commercials scattered through the billboards and screens in ArcCorp. The following shops in Area 18 have received updates to their facades and external appearance: Casaba Outlet, TDD Jobwell, Cubby Blast, AstroArmada. Characters can no longer climb over the bar at G~Loc. User Interface Augmented Reality has received some minor adjustments to its animations and appearance. Augmented Reality has been moved to the “F10” hotkey. The “L” key no longer opens the contact list. The new default hotkey is “F11”. Character names in Augmented Reality will now transition in and out of view based on range at a smoother, more gradual rate. Fixes: Environment Several spelling errors on the “Shooting Range” sign in Cubby Blast have been fixed. Fixed a number of texture conflicts and lighting bugs in ArcCorp. The “Exit” sign in Cubby Blast has been fixed so it overall more visible and no longer disappears on low graphic settings. A number of collision problems around ArcCorp have been fixed, around AstroArmada, G~Loc, Dumper’s Depot and the Medical Unit. Fixed an issue with the incinerator fan behind Casaba having detail and graphical errors on low graphics settings. Fixed an issue with some of the posters in G~Loc clipping through the wall. Fixed several issues with the collision of the railings in the Area 18 Jobwell. Characters should no longer pop through the railings by running against them. The arms of characters should no longer clip through the railing. Fixed an issue with one of the Medical Unit desks lacking collision. User Interface Entering an invalid command in chat will now display an error – “Command Invalid, type /help for list of valid commands.” Using the up arrow while the chat entry field is in-focus will no longer take away focus. Updated the advanced keybinding options and keyboard keymap image in the game menu to now show the Social Module features.
Millennium Δημοσ. 17 Οκτωβρίου 2015 Δημοσ. 17 Οκτωβρίου 2015 Star Citizen earned more in 2014 than all videogame Kickstarters combined 2
BadIronTree Δημοσ. 17 Οκτωβρίου 2015 Δημοσ. 17 Οκτωβρίου 2015 (επεξεργασμένο) Development Update: Star Citizen Alpha 2.0 & Star MarineAegis Sabre Q&A More FISH http://gfycat.com/InfantileGrippingIlsamochadegu http://www.gfycat.com/IlliterateDisastrousBalloonfish Επεξ/σία 18 Οκτωβρίου 2015 από BadIronTree
BadIronTree Δημοσ. 20 Οκτωβρίου 2015 Δημοσ. 20 Οκτωβρίου 2015 Good Old Epic Videos by AnythingFPS https://www.youtube.com/playlist?list=PLvDhPEyCevitvY8j2Fqhxhx0eRGO8fY1r Star Citizen guys ! http://imgur.com/gallery/ef17q
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