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Tangalur

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921

10.02.2014, 07:41

Im Forum wurde sich beklagt, dass zu wenig Infos geteilt werden. Hier das Comment von CR.

https://forums.robertsspaceindustries.co…Comment_1909659

Zitat


Christopher Roberts
croberts68 Posted: 10:32pm Feb 8, 2014

I'm proud of the frequency and amount of information we share.

I've backed a good number of other crowd funded projects, including pretty much all the high profile ones and I would challenge anyone to show me one that gives a more steady stream of updates and visual updates than Star Citizen does once the initial crowd funding phase is over. I would say Elite:Dangerous and Limit Theory are probably the best of the ones that I've backed as they have monthly updates that include video for LT and in conceptual imagery and occasional video for Elite. Behind this would probably be Broken Age, knocked only because the videos were't always monthly, but they were probably the most polished. But no one is close to us in terms of video (Over 200!), updates (at least 5-8 a week on RSI), conceptual art (we usually share at least 2-3 images per week and then there's a whole bunch more for subscribers in the Vault and Jump Point) or interaction with the community.

I get it that most people are so excited for the game that even at this quantity it is not enough information on Star Citizen. Based on the forum and organization activity, even if we were a 24/7 operation in terms of sharing information with the community it would probably still not be enough!

This is a high class problem to have :-)

One thing that I would like people to remember is that authoring the updates for the community is not trivial. We have some members of our staff, like Ben, Michael Morlan and David Ladyman that this is their main focus and responsibility. But anytime we do a behind the scene (BTS) piece, craft a lore / design post for the website or have a developer answer questions on a forum it is a commitment of someone's time that is important for the development of the game.

I know it's easy for people to off handily throw out that it should only take a few minutes to update the community as we're sharing existing work but if you ask yourself honestly you will realize that's being unfair. To put it in context if you ever had to prepare a report for school, or a presentation for your boss and wanted to impress would you only spend a few minutes on it?

Typically it will take between 1 and 1/2 day of a developers time to shoot a BTS piece and doesn't include the preparation of the assets to show which can take days (this isn't counting the time that someone like Michael Morlan has to put in editing and handling post after the raw material has been shot). Putting together a post with some pictures isn't quite as involved but can easily be half a day depending on the complexity. David Haddock doesn't write his posts in an hour and even an update with pictures or a poll can take hours once you factor in rounding up the art, formatting and getting sign off. Answering questions on a forum will take hours. I spent about two hours reading this current thread and will have probably invested about an hour in crafting this post.

Having said all this I think you all should know we are committed to upping the game in terms of the quality of information shared this year. One of my edicts for 2014 was to have more actual information and BTS material for both our video content and our website. We're actively looking to hire up a few more people for the community communication side and one of the meetings we had at last week's summit was a BTS planning session where every studio working on the game mapped out various things they thought would be cool to share and when they could share them. We decided to move the format of Wingman's Hangar to be built round this - where we show a BTS piece as the center piece and then have hard questions from the forum themed to the BTS subject matter and also have an interview with one or more of the developers working on the feature. It just started and its got a way to go before its running well (does anyone remember the very first episode of WMH - that was pretty rough!) and it wasn't helped that the first feature was the Production Summit, which just ins't sexy or visually interesting (its why you'll never see a show on TV called "The Scheduler"!)

Between employees and contractors we have about 170 people working on the project presently and we're going full steam ahead on all aspects - Space, Planetside, FPS Combat / Boarding, Squadron 42 and the Persistent Universe (which includes all the backend). We have over 10 conceptual artists working on fleshing out the visual look of the universe. There will be lots of content that will be coming down the pike. I don't believe there is a another crowd funded game, or even another PC game that will be able to compete with us in terms of content generation and ambition (thanks to all your generous support), so there will be plenty of stuff to see - just be patient. Development isn't always linear - sometimes you'll have a lot of stuff to show all at once and sometimes there will be a scarcity as you're working on areas that aren't so visual (backend server work which is a major focus right now falls into this category) or you're still developing a look and are not ready to show it publicly. But don't worry that we are deliberately holding stuff back - we're proud and excited by the work we're doing and keen to share it with you as soon as possible.

There will be a 10 for the Chairman on Monday then a WMH with something a little more visual on Wednesday and the final round of the audition finals for TNGS on Friday. There is a lot of pretty amazing stuff in the hopper and I think as we ramp up the team to help us share our progress and the new formats settle in, I'm hoping you'll be happier.

I'm not fooling myself though. I know it still wont be enough :-)

Tangalur

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22.02.2014, 07:13

Letter From The Chairman: $39 Million

https://robertsspaceindustries.com/comm-…rman-39-Million

Greetings Citizens,

We have reached another crowd funding record! Even though the team is heads down working to finish the Dogfighting Module, our backers are continuing to spread the word and make Star Citizen a success. To everyone who has joined recently: welcome! To everyone who has helped us reach this point: thank you!

At $39 million you unlocked the penultimate user-chosen star system! Here’s the description:

UDS-2943-01-22 System – Breaking news: UEE astrophysicists based at the famed Klavs observatory station have utilized advanced telescopy and other remote sensing technologies to identify a truly unusual star system on the fringes of known space. The object, once thought to be a single massive star, is actually a trinary star consisting of two white dwarfs and an active pulsar orbiting one another. Because of the complex gravitic factors at work, it is now believed that a jump point leading to the system likely exists in or near explored human space. Beyond the bizarre stellar makeup, the composition of the system is all but unknown. Could planets exist in this carefully balanced web? What else might have been drawn there? One thing is certain: the first Citizen to travel to UDS-2943-01-22 will have one hell of a view!
I would also like to share some artwork of the UEE’s new Javelin-class destroyer. You may have caught a glimpse of the Javelin on this week’s _Wingman’s Hangar_… and now I’d like to share a closer look! The ship was designed by David Hobbins. David has been working hard to create not just a cool exterior, but also an interior that evokes the crowded corridors of a real world destroyer. The plan is for it to be modular, with parts we can swap out for different roles (assault destroyer, LRR destroyer and so on!) The Javelin is still in the conceptual stages… but I think it’s cool enough to share with the community!

As I said last time, I’m very excited about our next stretch goal. Our previous stretch goals have been about expanding Star Citizen immediately; adding new ships, new systems and more. Each one has added something to the game while allowing us to widen our bandwidth: hire more employees, expand our development facilities, purchase new technology and so on. Now it’s time to look a little further in the future!

Star Citizen isn’t just about the game we launch with. We’re going into this building not only an immersive launch experience, but the platforms and the tools to let us keep expanding the game to meet the available technology. The game won’t be a static experience: we want to build Star Citizen in a way that the experience will be fresh in five years, ten years and into the foreseeable future.

Among the most common feature requests for Star Citizen are atmospheric combat and ground exploration. These are the single biggest things we would like to include in the game, but they’re also something we know we can’t have day one. Our universe is a big place, and creating the hundreds of existing landouts properly is enough of a challenge… building entire continents and atmospheres in the current system would take a lifetime.

That’s where procedural generation comes in. If we can develop a truly great procedural generation system, one that lets us create entire planets for you to populate, then we can expand the game to add these features (and more) in the future.

Procedural Generation R&D Team – This stretch goal will allocate funding for Cloud Imperium to develop procedural generation technology for future iterations of Star Citizen. Advanced procedural generation will be necessary for creating entire planets worth of exploration and development content. A special strike team of procedural generation-oriented developers will be assembled to make this technology a reality.
I hope you will agree with me that this is an exciting goal, and that you will join me in this commitment to Star Citizen’s future! Thank you for continuing to make Star Citizen possible and for continuing to help it grow. Remember that next time, we will reveal the $42 million goal… which should be a fitting objective for such an auspicious number!

— Chris Roberts












Tangalur

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923

22.02.2014, 07:20

Auf dieser Minenbasis wird ein Teil der Singelplayer-Kampagne spielen.

https://robertsspaceindustries.com/comm-…-42-Concept-Art




















































Tangalur

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924

22.02.2014, 07:32

und hier noch das Video dazu aus dem letzten WH rausgeschnitten


Tangalur

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Tangalur

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927

22.02.2014, 15:04

Wo stammt denn das her? Die Größenverhältnisse können aber nicht so ganz stimmen, wenn meine letzten Infos nicht überholt sind. Demnach sollte die Retalliator deutlich länger sein als die Constellation. Gott, sehen die klein aus gegen die Carrier. :D

Tangalur

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928

22.02.2014, 15:30

laut offizieller Seite hat die Constellation 55,4m und die Retaliator 50m. Die Caterpillar ist um einiges länger.
https://robertsspaceindustries.com/ship-specs

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22.02.2014, 22:45

Ja, das sind noch die "alten" Daten. Als ich mich seinerzeit über den Service erkundigt habe, weil die Infos in den Foren und in der Schiffsrubrik sich widersprochen haben, hat mir ein Developer geantwortet und gemeint, dass viele Details dort noch nicht final wären - und die Retaliator auf jeden Fall eine ganze Ecke länger wäre als die Constellation. Kann natürlich sein, dass sich das mittlerweile erledigt hat - aber da die Daten immer noch die Alten sind und teilweise keinen Sinn ergeben, gehe ich davon aus, dass das bei der Entwicklung der Retailiator dann geändert wird.

Tangalur

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04.03.2014, 07:13

Monthly Report: February 2014

https://robertsspaceindustries.com/comm-…t-February-2014



Greetings Citizens,

At the start of this year there was some heated debate on the community forums about whether the team at Cloud Imperium was doing enough to keep the community informed. As with most of the debates on our forums there were some widely differing views; there wasn’t enough information on the game’s progress, there was too much, there was just enough. With a community as large as Star Citizen’s, you can’t please everyone all the time. :)

I’m proud of our track record of keeping the community informed. We have eight to ten posts a week on the RSI website, we are currently delivering 3 videos a week (Ten for the Chairman, Wingman’s Hangar and the Next Great Starship). We have a whole forum subsection where the community can ask and get answers directly from the ever expanding development team. I don’t believe there is any other game, even one that is out of development and “live” that involves and informs the community to the extent we do.

But that doesn’t mean we can’t improve!

As I hope people have noticed, we’ve shifted the focus of our video content to have more behind the scenes material, and to answer harder questions than perhaps we did last year. Even though we’re proud of the amount of updates we share that doesn’t mean that we don’t listen to what is said and if it resonates, respond. One of the valid criticisms about our information flow is that its sheer quantity can be overwhelming and there isn’t any kind of high level summary for the people that don’t have the time to watch every video, read every post and monitor the forums for any data point they have missed.

So in response to that I am introducing the very first CIG Star Citizen monthly report. The concept is simple – a high level monthly production progress report from the various teams from around the world working on Star Citizen.

You may find it interesting to know that as of this moment there are 212 people working on Star Citizen between the internal and external studios and contractors! More people are working on this project than most AAA console titles, and it’s definitely the largest team to work on a Space Sim. These are jobs you have created! It’s an amazing accomplishment and it’s all down to your passion for space sims, PCs and doing something different!

Not only that but these are 212 developers that want what you want – to make the best game possible – they don’t have to worry about a publisher pushing them to release early to plug a hole in a quarterly revenue plan or to incorporate a feature just because it’s the flavor of the month.

It is because of this, and the new backers that continually join the community every month – you may be interested to know that 71% if the $6M or so we raised since December came from new backers – that I feel confident that we are making something that will be special. It won’t always be perfect, or on time, but given the talent of the team and the enthusiasm, feedback and support of the community I know we will reach the promised land of a living breathing universe that we can all adventure in together for many years to come.

As I write this, the Star Citizen team is all around me hard at work on the Dogfighting Module. We plan to premiere dogfighting at a special Citizens-only event just prior to PAX East. If all goes as planned, the Dogfighting Module itself will launch shortly after PAX and you will finally get your hands on your flight sticks! The team is scurrying to take care of thousands upon thousands of necessary details: variable damage states, HUD detailing, weapons cameras, engine sounds and countless other things that go into creating an immersive space combat experience. At this point, we can now regularly dogfight here in the office.

The biggest danger, or “blocker” in game development parlance, continues to be the server backend. You may recall that we pushed the release because we did not want to use the standard CryEngine server and net-code. Instead, we decided it would be more efficient to use the system which will form the nucleus of Star Citizen’s persistent servers in the future. We have high hopes that the solution will be ready in time for launch… and that that solution will stand up to the hundreds of thousands of Citizens waiting to battle it out. The very success that Star Citizen has had in building such a large community so early in its development is also one of its most challenging – launching the DFM will be akin to launching a major online game. Except we aren’t even close to being finished. It’s a high wire act of the most difficult proportions!

— Chris Roberts

CIG SANTA MONICA



Travis Day, Dogfight Producer

Our Santa Monica office has accomplished a lot over the past month and we’re all very excited to share with the community about what we have been up to! We’re hitting the stage with the Dogfighting Module where everything is starting to come together into a product that we are proud of and we sincerely hope our fans will enjoy.

Our team here is led by Chris Roberts and historically the Santa Monica office has been responsible for virtually all design and engineering for the Dogfighting Module. Over the past month we have brought on a lot of support from our brothers and sisters in arms across the company and all our of development partners. At this point there is not a single studio whether internal or external who is not involved in some critical piece of the Dogfighting Module and it is great working together with everyone towards a unified objective.

To this end on the Production team we have spent a great deal of effort over the past month scheduling out all of the teams tasks, identifying which studios are best suited to contribute on certain features, and dividing up all the work according to our schedules and skillsets. We’ve also coordinated having many different team members (at one point 14 at once!) visiting here in LA to get training on some of the systems we’ve developed, get direction from Chris, and train us on systems they’ve created that we could use on Dogfighting. At the same time Production is continuing to work with several external partners (not counted on the game development headcount) on having them create some upcoming ship commercials which we look forward to sharing with you guys!

On the Design side we’ve had Pete Mackay out visiting from Austin and working diligently on refining and balancing all of our ship systems and their interactions with the HUD/UI. There are really a lot of cool interactive systems on in these ships! It has been really important to make sure our HUD/UI for Dogfighting captures all these systems and displays them in an understandable fashion that allows players to have insight and control over what’s going on “under the hood”. To this end we’ve actually had visitors from the UK, Montreal, and Austin all working with the folks here to make sure we provide a HUD/UI that will really blow people away and showcase the fidelity level of our ships and their simulated systems.

From a technical perspective our Engineers and Tech Design staff have been working on finishing off and bug fixing the vehicle damage system for our current ships. We’ve got it to the point where you can quite surgically pick a ship apart piece by piece and watch its various systems fail out before it ultimately explodes. The distinct visual pleasure of watching a ship blown to pieces has gone up a great deal recently too with Forrest Stephan and our new hire Casey Robinson working on generating some beautiful visual effects for the weapons, ship damage, and shields. You’ll get to see and hear a lot more about the vehicle damage systems soon!

Last but certainly not least our Physics Programmer, John Pritchett, has been hard at work finalizing the ships new flight models and g-force system. The new flight model allows the IFCS (Intelligent Flight Control System) to handle the orientation and thrust of all the thrusters independently in order to achieve the desired vector and velocity changes provided by player input while staying within a safe g-force envelope to prevent unconsciousness. It also has several modes which will allow you six degrees of freedom control, automatic turn banking where the ship rolls to orientations which are most conducive to the pilot surviving the g-force load, and disabled where you can rapidly maneuver but will quickly cause yourself to blackout.

As we move into the month of March we will be continuing to fine tune these systems while finishing a few more like the LOD (level of detail) system, continued work on the HUD/UI, additional spectacular visual effects, and continuing bug fixing.

CIG Santa Monica currently includes 24 developers: Chris Roberts, 1 production specialist, 3 designers, 3 artists, 6 programmers and ten others (marketing, legal, community, customer support.) We all hope you’ve enjoyed reading about what we’ve been up to and if you have any questions please feel free to throw your questions into our “Ask a Developer” threads on the forums.

CLOUD IMPERIUM AUSTIN



Eric Peterson, Studio Director

CIG Texas is hard at work on the server backend and providing support for other areas of the DFM. As it is all hands on deck for the big Dogfighting push, we have some of the team embedded in LA with the dogfighting team. However, work on the PU and Hangar has not stopped! Patch 11 added functionality to the Cutlass and the 11.1 patch added the promised Oculus Rift support. This isn’t just a cool feature: it’s also meeting one of our early stretch goal promises.

The art team is going full bore with character modeling, block outs for helmets, fleshing out character rigs, doing the damage states and LODs for the Hornet and Scythe, finishing up the maneuvering thruster models, and keeping the style guides up to date for all the manufactures and outsource partners.

Programming is primarily working on the backend server infrastructure for the DFM, as well as build system improvements, tools creation, PBR integration, and hangar bug fixes.

Animation has been busy teaching all the new hires inside CIG how to properly animate for Star Citizen, as well as running the first full performance capture test shoot for SQ42, and doing animations and fixes for the ships for the DFM and in the hangar.

Design this month has been working on material preparation for PBR, Data migration to Articy for Glactapedia, looking for design candidates, updates to the hangar like improving the firing range, as well as systems design for the PU.

Audio is working on finalizing the interactive music design, working on various sound effects on ships in dogfighting from thrusters to weaponry etc, ramping up to record voice/facial mocap actors for NPC pilots and in cockpit computers, and continuing to work on SFX for planetside environments.

In addition I am happy to report that we have begun the integration of PBR or Physically Based Rendering (PBR). We still need to update many of our materials, but thanks to CryTek and their latest code drop, we can make this happen in a much smoother fashion. Upcoming Hangar patches will start to enable PBR, and we will convert ships and other content to the PBR system as they are needed for Dogfighting. For a great look at the state of PBR, check out our recent video on the Scythe transition.

Our team currently consists of 45 people: 5 designers, 14 artists, 11 programmers, 3 audio experts, 4 QA/IT specialists and 8 production team members!

FOUNDRY 42



Erin Roberts, Studio Director

Here in Manchester, we’ve hit the ground running: at the end of last year we were tasked with the responsibility of building Squadron 42’s first missions, a sort of test to get our designers and programmers up to speed with the CryEngine. I’m pleased to report that the team is really taking to the system, as evidenced by the asteroid base and mining system we recently revealed as the backdrop for the game’s first series! In fact, the overall Star Citizen design team thought so much of the spider-shaped industrial mining tools, shown recently on Wingman’s Hangar,that we’re now working to integrate them into the persistent universe’s mining system.

Elsewhere, Foundry 42 continues to staff up; meanwhile designers are building missions, programmers are expanding the CryEngine and artists are building ships… with an obvious special attention towards military craft. These include the Gladiator and Retaliator, which we have just taken responsibility for. But don’t be surprised if the next massive capital ship you see was also built in Manchester. Be sure and watch our recent Foundry 42 update video to check out some of our work in action!

We are also helping with the drive on getting the dogfighting module out to everyone. Design is pushing hard on finalizing the gameplay rules and experience in our playable maps. The artists are really pushing on the visual quality working on in our playable maps. The artists are really pushing on the visual quality really trying to show case Cryengine at its best, and the coders are working on supporting the implementation of a few remaining systems we are trying to cram into dog fighting.

The Squadron 42 team at Foundry 42 currently includes 34 members: 11 artists, 11 designers, 7 programmers, a creative director, 3 managers and myself.

BHVR



Mathieu Beaulieu, Producer

Here in cold Montreal, Canada, we are keeping warm by working hard on the Mobiglas, the Avatar Customisation, the Economy System and Planetside,

We have just finished the first pass on implementing a basic framework for all UI related functionality. This framework will help all studios for any UI development. At the moment we are using this framework to integrate the Augmented Reality functionality on the Mobiglas 1 and to build the Avatar Customisation System.

For Planetside, both the exterior and interior of Arc Corp are taking shape. We have also started laying out the other planets from the Stanton system 2, as well as concepts for new solar systems. Arc Corp is really important to us and is taking some time to develop since we want it to set the visual quality for all other planets.

On the economy system 3, all the technology is in place. We have a server that talks with the game client and we are now starting to build the control room where we’ll be able to play with the variables of the economy.

Finally, we are also working closely with Austin on the Asteroid Hangar4. For all hangars, we are developing a room system. This will allow you to add rooms to your hangar, such as the firing range.

All this great work is being made by a team of 32 developers: 9 engineers, 10 3D artists, 5 concept artists, 6 designers and 2 project manager.

See you soon on Arc Corp.

CGBOT



CGBot – Sergio Rosas, Founder

CGBot has been hard at work down here in sunny Monterrey, Mexico.

We are currently working on space suits for the explorer class, getting the Idris ready for Squadron 42, getting materials updated for the big PBR push, and damage states for the Aurora.

CGBot currently employs 18 artists on Star Citizen.

Sorry Canada – we are not sure what you mean by winter.

FREELANCE CONTRACTORS



Sean Murphy, Outsource Manager

Some of the most in demand sci-fi artists from film and television are doing work for us on Star Citizen, people like Ryan Church (Avatar, Star Trek, Star Wars), Jim Martin (Star Trek, AI, The Matrix Reloaded), Geoffrey Mandel (Serenity/Firefly), and Justin Sweet (Avengers).

Overall, we have 15 freelance artists working around the world on alien race look and feel, designs for both human and alien space ships, as well as graphical logos for corporations in the game both human and alien.

FPS TEAM



[Redacted]

The FPS team are hard at work building the first person experience. This month our focus has been on extending and overhauling the movement system to accommodate zero gravity and Star Citizen’s intensely immersive animation driven movement. From the way bodies move in weightlessness to the way eyes track the things we’re looking at, everything is getting a hyper-technical going over and rebuild to ensure the vision of the game gets the support it deserves. Of course, while our designers and engineers work out the best ways to fight on foot and in space, the art team has been hard at work building one of the many locations players will be able to visit in the game, in this case an abandoned space station that has since been taken over by pirates!

The build out uses the “tier system” we’ve created to make rapid production of the game’s massive locations possible, all without sacrificing visual quality. The tier system is a modular building and design system where structures and locations are broken down into elements that can snap together in myriad different configurations, each possibility designed to be just as visually appealing as the others. This way, we can produce numerous locations that use common assets and architecture to ensure the same visual and emotional feel of common locations (such as stations built by the same company) and seamless transitions from one set of modules to another, all while maximizing variety without sacrificing quality. We can’t wait to show it off to the world!

This work is being made possible by 21 staff: eight artists, five programmers, four animators, a level designer, a creative director, a producer and one sound effects contractor.

VOID ALPHA



Mark Day, Studio Director

Here are some highlights from our task list for February:

Art
- Interior concept art for Bones completed (The Blocks, Terra Prime).
- Interior concept art for Hardpoint Guys completed (Landing Zone, Terra Prime).
- Exterior geometry for Bones completed (The Blocks, Terra Prime).
- Interior geometry for Bones completed (The Blocks, Terra Prime).
- Exterior geometry for Monorail station completed (The Blocks, Terra Prime).
- Third revision of Monorail station geometry & texturing complete (Landing Zone, Terra Prime).
- 2nd pass on Centermass “ Beautiful Corner “.
- Preparation for the conversion to PBR.

Design
- Initial pass of AI paths completed using Kythera system (Landing Zone, Terra Prime).
- Lift system animations completed (Landing Zone, Terra Prime).
- Hornet land and take offs functioning using Kythera system (Landing Zone, Terra Prime).

While the above tasks reflect the activities for the month… they don’t reflect the effort. We are not just making your average “next-gen“space game. We are constantly reminded that providing work that would easily meet expectations on titles like Star Wars The Old Republic or Mass Effect doesn’t reach the high-quality demands of Chris Roberts, Mark Skelton and Chris Olivia. The feedback and art direction we receive is both challenging and extremely satisfying when we see the end results. Pushing to achieve Chris’ vision for planet-side locations like Terra has us putting in lots of extra hours… but doing some of the best work of our careers.

Terra is being made real by a team of six: four artists, a level designer and a production manager. We’re actively looking for additional environmental artists in the San Francisco Bay area!

TURBULENT



Benoit Beauséjour, Founder

On the web platform side, February was the launch of the new revamped comments thread system as well the re-introduction of a poll module to the forums. Poll away! Many mobile optimizations have been put in place to ease browsing the site on mobile phones and tablets, this is an effort we have to continue. We have done great progress on the design and development of Multi-Factor authentication which we hope to bring to production soon! Obviously and as always, many bugs were fixed and deployed in more than 6 code update.

A considerable amount of time has been spent in connecting website ship data to the game in order to deliver up to date statistics on the site for all know ship models and variants. This work is factored into a major overhaul of the Ship Specs page where we will present a new way to browse ships, specs and other relevant stats (and more!) directly on the site and store pages.

The Organizations system saw a great deal of design decisions and progress made on the features Drop Two. The development of the chat viewer and the division/jobs manager taking the bulk of the design & development time. We have taken the decision to split the Drop Two into a smaller Drop (1.5?) in order to get multiple organizations membership deployed faster. The Chat system is also undergoing some under-the-hood changes to support the expanding (fast!) list of Organizations.

Turbulent’s Star Citizen team consists of eight people: a producer, manager, artist, UE expert and two each front and back-end developers. As the community continues to grow, the team has to spend time in expanding the infrastructure to properly host the different services that the RSI platform is using. A major server upgrade has begun in February (and is still underway) to update the current server infrastructure to use more powerful and cheaper systems.

Sorry Mexico, No Olympic medals for you!

CURRENT EMPLOYEE COUNT

CIG Employee Count
CIG Los Angeles 24
CIG Austin 45
Foundry 42 34
Total 103

Outsource Employee Count
BHVR 32
FPS 21
Void Alpha 6
Turbulent 8
CGBot 18
Other 9
Freelance 15
Total 109

Grand Total 212

Kyle Qel-Droma (Hawk)

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932

04.03.2014, 10:11

Hi,

nochmal kurz zum Hangar Modul.

Vllt bin ich ja zu blöd, aber ich komm gar nicht mit der Steuerung zurecht.
Vor allem auf der Schießbahn komme ich nicht weiter. Ich kann mich zwar in das Geschütz setzen und die Scheiben bewegen sich, aber ich habe kein Fadenkreuz und ich kann auch nicht schießen.

Ich denke, ich muss erst Munition oder Waffen laden, aber am Holotisch komme ich auch nicht weiter, ich klicke alles an, aber das wars auch. Ich kann nichts auswählen, etc.

Was mache ich falsch? Wer kann mir weiterhelfen? (Google konnte es bislang nicht)
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Die Menschheit ist eine Schöpfung mit Fehlern, die sich
noch immer aus kleinlicher Eifersucht und Gier umbringt.
Die Menschheit fragt sich nie, wieso sie es verdient zu überleben.
Vielleicht verdienen sie es nicht!

(Cpt. Adama bei der Außerdienststellung der "Galactica")

Padra_Dryross

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933

04.03.2014, 11:04

Ich kann mich zwar in das Geschütz setzen und die Scheiben bewegen sich, aber ich habe kein Fadenkreuz und ich kann auch nicht schießen.

Na immerhin. Ich kann mich nur hinein setzen. Am Holotisch konnte ich zwischen Waffe und Schiff wechseln, wenn ich zuvor die Tab-Taste gedrückt habe.
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Tangalur

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934

22.03.2014, 12:26

so möchte ich auch mal verewigt werden :D

Virtual assistance in the works for #StarCitizen !


Tangalur

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935

01.04.2014, 07:31

fehlen nur noch die Spacesharks und Spacedolphins ;)


Tangalur

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936

26.04.2014, 21:27

Zusammenfassung des letztes Monats :)

Es gibt neue Patches





Ein Bild zur Armbrust aus der Cross-Promotion mit Shroud of the Avatar



Die Millionen 41 und 42 wurden erreicht und beschert uns folgendes:

Procedural Generation R&D Team – This stretch goal will allocate funding for Cloud Imperium to develop procedural generation technology for future iterations of Star Citizen. Advanced procedural generation will be necessary for creating entire planets worth of exploration and development content. A special strike team of procedural generation-oriented developers will be assembled to make this technology a reality.
https://robertsspaceindustries.com/comm-…rman-41-Million

Updated Observist Guide – Additional funding from the $42 million level will go to expanding the website area of the Galactapedia: expect to see holographic ships, items and navigation interface in 3D! Imagine admiring your ships or planning your loadouts right here at the RSI website.
Explorer-class mobiGlas Rig – Every player who backed before we hit $42 million will start the game with their own, visually distinctive mobiGlas “ExoGlas” rig which can be used to access the Observist at any time. I’ve charged the mobiGlas team with a very difficult task: creating a realistic interface that will help keep your affairs in order in an expansive galaxy. It’s almost like building our own in fiction operating system for an imagined future, and it’s very different task than building spaceships. This backer-exclusive mobiGlas kit will come pre-loaded with additional galactic information that new players would ordinarily need to explore or barter to fill out; it’s our way of honoring the information you’ve collected about the Star Citizen universe through the RSI site and community over the past year!

Gladius – The Squadron 42 team will develop an additional fighter for the game, the Aegis Dynamics Gladius-class light fighter. The Gladius will be the first fighter built entirely from concept to CryEngine in the UK! Here’s the official description: The Aegis Gladius is the UEE’s reigning light short-range patrol fighter. A single-seat ship with no room for expansion, the Gladius is fast, maneuverable and capable of punching far above its weight. The main advantage to the design is simplicity: cheap to produce, easy to repair and outfit and quick to train new pilots on. The Gladius is an aging design nearing the end of its life-cycle, although iterative updates have kept it the most nimble fighter in the active fleet.


Towel – And of course, everyone who backs before we hit $42 million will also receive a towel for their hangar. Don’t explore the galaxy without it!
https://robertsspaceindustries.com/comm-…rman-42-Million

Der März-Studioreport. Sehr viel Text, deswegen hier nur der Link (und ein paar Bilder)
https://robertsspaceindustries.com/comm-…port-March-2014


Concept of the Hornet’s HUD and information panels created by Zane Bien and is used as the basis for the HUD’s creation


Work in Progress model of the Hornet using PBR with heavy armor affixed to it by Chris Smith







Die Möglichkeit Schiffe etc. zwischen Accounts hin und her zu giften werden ab 01. Mai 2014 eingeschränkt. Hier die News dazu:
https://robertsspaceindustries.com/comm-…g-Changes-Alert

Greetings Citizens,

We’re making some changes to how gifting works! Our Customer Support team has seen an increasing number of cases where backers have been taken advantage of by users posing as “middlemen” on the grey market. We’re aware that many backers have taken it upon themselves to offer such services for the good of the game. While we applaud your dedication, be aware that criminals seeking to prey on your good intentions are on the rise!

As a result of these cases, we’re making a number of changes to our gifting system to reduce the potential for fraud. These changes will take place on Thursday, May 1st. You have until then to move your packages and accounts to where you would like them!

The changes are as follows:

- An added thirty-day ‘gift lock’ on gifting users’ first purchases. This is intended to block users who create throwaway accounts to transfer stolen ships and packages. This applies only to new accounts and not any existing backers.

- In order to eliminate the middleman scam, packages will be giftable only once before they are locked to an account. Giftings prior to May 1st, 2014 will not apply to this limit.

- Packages and ships purchased using store credit may not be gifted. This is to prevent anyone from circumventing the single-gift limit by melting items for store credit and then purchasing them again


The safety of our backers and the Star Citizen experience is our utmost concern. In short, we do not want to see another user swindled on the grey market where we can not offer support. The hope is that gifting changes will reduce these increasingly common off-site sale issues.

Tangalur

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937

03.05.2014, 18:22

Monthly Report April 2014

https://robertsspaceindustries.com/comm-…port-April-2014

Zitat

Zusammenfassung

From Cloud Imperium Austin
-Arena Commander V1 release will include Hornet, 300i, Aurora, & Scythe!
-Ship stats page updated soon, more certainty!

From Foundry 42
-Bengal Carrier will have internal transportation system (maybe similar to the confirmed monorail of the Shubin Mining Platform?)!

From BHVR (Montreal)
-Developing MobiGlas OS is underway, with the mention of separate apps within the OS (maybe customized like a smartphone? yes please)!

From CGBOT
-Freelancer variants are complete as well as the Avenger's...

From Freelance Contractors
-Xi'an bomber design underway
-Cutlass variants under design/development
-Design of alien characters (maybe NPCs?)

From FPS Team
-Jet packs & magnetic boots
-Plus crouching into position behind objects and shooting around corners? :ph34r:

From Turbulent
-Arena Commander leaderboard will display pilot stats and organization stats (Always need to practice formations! ;))
-Pilot stats will be added to Citizen Dossier! Recruitment is about to get more interesting... (Excuse me sir, it says here you've been in 20 battles and haven't landed a single shot? :mellow:)







Tangalur

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938

09.05.2014, 07:48

Welche Regeln gelten für den Outpost?

Zitat

Greetings Citizens,

Can’t choose between Imperium and LAMP? We’re proud to announce that the team at Turbulent has enabled multiple organization membership! Citizens can now select both a ‘main’ organization and up to nine ‘affiliates.’ Please check out the FAQ below for more details.

This can be considered ‘version 1.5’ of the Organizations system; additional features are coming in the future, including fleet view and inter-organizational reputation systems. Note that joining an Organization today will carry over into the finished game: these are some of your first steps into the Star Citizen universe!

FAQ

Q: How can I be part of more than one Org? What are “Mains” and “Affiliations”?
A: The new system allows any backer or owner of a game package to be part of up to 10 organizations at once. However, backers in multiple Orgs may choose one to be their Main Org and this is what will be displayed in your Forum info and your Profile Overview. The others will be known as “Affiliations”.

Q: What’s the difference between a Member and an Affiliate then?
A: An Org’s Members are the users who chose this Org as their Main. This means that they’ve chosen this Org to be displayed prominently in their Profile, but it also means that they’re allowed to have a Role in that Org (Recruiting, Branding… any kind of responsibility). Affiliates cannot have a Role in an Org.

Q: How do I choose my Main Org?
A: If you go to your Personal Account Settings, you’ll be able to choose your Main Organization: you can select “Set as Main” to any affiliation, making it your Main. You can also select “Set as Affiliation” your Main, to make it an affiliation. This means that you’re perfectly allowed to have no Main, just affiliations.
Be aware though that if you select “Set as Affiliation” on your Main, you’ll automatically lose any Role (meaning permissions) that you had in it.

Q: What does “Visibility” mean for an Org Member or Affiliate?
A: We’ve introduced the concept of Membership Visibility to give you control over what other backers can see. When you join an Org, either as your Main or as an Affiliation, you’ll immediately be asked to choose a Visibility.

Q: What are the types of Visibility?
A: There are three types of Visibility:
Public: Everyone can see you’re part of that Org. It shows up in your Citizen Dossier, and you show up in its Member list.

Redacted: People can see that you’re part of “an” Org, but can’t see which. Your Citizen Dossier has a “Redacted” block where that Org would be, and you show up as “Redacted” in its Member List. All “Redacted” blocks make it impossible to trace the Member or the Org. (Note: the Org’s Officers can still see you clearly in their own Admin view. They were the ones who recruited you anyway)

Hidden: Nothing shows up in your Citizen Dossier. It’s like you were never part of it. The Org’s Member List shows a blank card where you would be. (Note: Again, the Org’s Officers can see you clearly in their Admin view)

Q: Can I “Redact” and “Hide” my Main Org?
A: You can Redact your Main Org but you cannot Hide it.

Q: Can I “Redact” and “Hide” my Affiliates?
A: Yes, You can both Redact and Hide Affiliates in any combination you dersire.

Q: Can I change my Visibility Status after the fact?
A: Yes the Visibility can be changed at anytime

Q: Does Main and Affiliate Orgs impact the Org Activity Score if they are “Redacted” or “Hidden”?
A: All Org you are members of receive Org Activity Score from your actions regardless of Visibility. Public members however effect the Org Activity Score more than hidden members creating an incentive to have less hidden members.

Q: How do Redacted and Hidden Org Members look when inspecting an Org roster?
A: The Org Roster will have Boxes for every member of the Org but Redacted/Hidden Org members will be displayed as such. You will still know the number of Org members but not roster.

What’s an “Exclusive” Org?
A: An “Exclusive” Orgs is flagged, by its owners, as requiring its members to only be part of this org. This means they’re advertising that they’ll be policing their members to make sure it stays that way. Still, the system doesn’t enforce anything, so it won’t actively prevent the members from joining other orgs. It’s entirely up to the owners to keep their members in line.

Kara

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939

09.05.2014, 07:57

Hört sich nicht schlecht an, mal sehen, ob das so hinhaut wie gedacht.

Tanner Mirabel

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  • »Tanner Mirabel« ist der Autor dieses Themas

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940

09.05.2014, 20:03

@Tang
Was meinst du genau?

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