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Star Citizen Alpha PU / SQ42

Posted: Sun Jun 12, 2016 6:06 am
by wormhole
Comm-Link: https://robertsspaceindustries.com/comm-link//15355-Star-Citizen-Alpha-24-Available[/url] Notes: https://robertsspaceindustries.com/comm-link//15377-Star-Citizen-Alpha-240[/url] Issues:https://robertsspaceindustries.com/faq/liveknownissues[/url] 

RE: Star Citizen Alpha PU / SQ42

Posted: Sun Jul 24, 2016 1:13 pm
by wormhole
CIG has shared plenty of new information about upcoming Star Citizen PU 2.5.0+ Star Citizen: Around the Verse - Episode 100 Celebration, Part IStar Citizen: Around the Verse - Episode 100 Celebration, Part IIStar Citizen: Around the Verse - Episode 100 Celebration, Part IIIStar Citizen: Around the Verse - Episode 100 Celebration, Part IVNew screenshots and scanned pages from a German PC magazine:[/url] id="a/dpW3Z">[/url] Some information what's written in the article:[/url]

RE: Star Citizen Alpha PU / SQ42

Posted: Sat Jul 30, 2016 7:43 am
by Pinback
Can you now land anywhere on the planet?.

RE: Star Citizen Alpha PU / SQ42

Posted: Mon Aug 01, 2016 1:25 am
by wormhole
Can you now land anywhere on the planet?.As far as I know, yes you can but I don't think that would be any interesting until they start to add actual content to those planets. Even with procedurally generated planets, Star Citizen is not going to have 2^64 star systems even if they could.

RE: Star Citizen Alpha PU / SQ42

Posted: Mon Aug 01, 2016 1:26 am
by wormhole
 

RE: Star Citizen Alpha PU / SQ42

Posted: Fri Aug 05, 2016 12:49 am
by wormhole
02:17 - Intro03:16 - Studio Update13:13 - Ship Shape: Argo17:35 - MVP with Tyler Witkin19:26 - Behind the Scenes: ??? 

RE: Star Citizen Alpha PU / SQ42

Posted: Sat Aug 13, 2016 7:19 am
by wormhole
Star Citizen PU Alpha 2.5 is now in PTU ... and it is fantastic! 01:22 - Studio Update08:32 - MVP with Tyler Witkin09:18 - Behind the Scenes: NPC19:13 - Ship Shape: Hornet F7A  

RE: Star Citizen Alpha PU / SQ42

Posted: Sat Aug 20, 2016 11:29 am
by wormhole
Demo of Star Citizen PU alpha 3.0: Gamescom 2016 presentation:

RE: Star Citizen Alpha PU / SQ42

Posted: Sat Aug 20, 2016 12:28 pm
by Pinback
Just the game play video without the other bits in it, unfortunately still has the annoying fanboy soundtrack.  Just had a quick look through it and rather surprised to see them still using the freelancer idea of a portal which has to flown through in order to get to the planets surface.

RE: Star Citizen Alpha PU / SQ42

Posted: Sat Aug 20, 2016 2:08 pm
by wormhole
Looks very good even in this early alpha stage. Star Citizen PU alpha 2.5 is already very impressive and it is great to see things are going to improve fast in upcoming patches. As Chris said Citizencon is going to impress even more. All those things we have seen so far bring the shown game again totally to new level; damage modelling, items system + pipelines, AI, etc.

RE: Star Citizen Alpha PU / SQ42

Posted: Sat Aug 20, 2016 9:43 pm
by ExpandingMan
I haven't gotten back on in a while, but I have to say, I am pretty impressed with their progress. The 3.0 demo they showed had very few bugs, especially when you consider how technically demanding it must be. The environments and ships look extraordinarily detailed. The planet looked consistently gorgeous during the whole approach, very little popping or anything like that. I'm assuming they haven't done much work on the weapons effects yet as they look absolutely dreadful. I still have some reservations about the space combat (my god, I can't believe they haven't gotten rid of that horrible missile lock-on graphic yet) but any real judgement will have to wait until I get back into it. They might be a little behind their schedule, but I don't see how anyone can claim they are not delivering on their promises. I'm put off by crazy people who spent unfathomable amounts of money on virtual ships that don't even exist yet, but as far as what I've seen from Cloud Imperium goes, I'm impressed.

RE: Star Citizen Alpha PU / SQ42

Posted: Sun Aug 21, 2016 9:00 am
by wormhole
Just had a quick look through it and rather surprised to see them still using the freelancer idea of a portal which has to flown through in order to get to the planets surface. https://player.twitch.tv/?volume=0.94&video=v84641702&time=06h03m40s[/url] The planet looked consistently gorgeous during the whole approach, very little popping or anything like that. All the tech is still in early stages and will be improved step by step. In Citizencon we will see the next stage. https://player.twitch.tv/?volume=0.94&video=v84641702&time=06h02m35s[/url]

RE: Star Citizen Alpha PU / SQ42

Posted: Mon Aug 22, 2016 4:21 pm
by Pinback
Twitch stream not working for me. It a very impressive demo but one more dead worlds not doing it for me and I will be much interested in seeing what they come up with, when the planet has an atmosphere and cities on it. Nice bit where you could look out of the windows of the base and see the ship, :cool: seem to recall egosoft trying to do it with XRebirth and failing. Still waiting on news about squadron 42. thought it was due to make an appearance this year.

RE: Star Citizen Alpha PU / SQ42

Posted: Tue Aug 23, 2016 12:15 am
by wormhole
Twitch stream not working for me. I'll need to check the links once I get to my other computer. The link has Chris Robert's interview where he explains why they have those "gates" at the moment. Things are still subject to change. It a very impressive demo but one more dead worlds not doing it for me and I will be much interested in seeing what they come up with, when the planet has an atmosphere and cities on it. Hmmh, quite high expectations :). The game is already very complex and enormous so having multiple cities on the planets could be too much - but let's see. In the interview CR talks about a bit more about how they build the planets. They are not just Procedurally Generated but they do a lot with hands and that's one of the reasons why they don't do 1:1 size planets (there are no technical limitations). Nice bit where you could look out of the windows of the base and see the ship, :cool: seem to recall egosoft trying to do it with XRebirth and failing. Unfortunately Egosoft tried way too much but hopefully they get things together in their next game. It would be great to hear more about their progress since according to devs the project has been under heavy development for a some time already. Still waiting on news about squadron 42. thought it was due to make an appearance this year. I guess they will talk about Squadron 42 in their main event in October - Citizencon.

RE: Star Citizen Alpha PU / SQ42

Posted: Tue Aug 23, 2016 1:55 pm
by Pinback
Hmmh, quite high expectations :). The game is already very complex and enormous so having multiple cities on the planets could be too much - but let's see. In the interview CR talks about a bit more about how they build the planets. They are not just Procedurally Generated but they do a lot with hands and that's one of the reasons why they don't do 1:1 size planets (there are no technical limitations). It might sound like I was knocking it, but it was not my intention it's just that I think that expectations have just changed with the release of in No Man Sky.

RE: Star Citizen Alpha PU / SQ42

Posted: Fri Aug 26, 2016 3:48 pm
by wormhole
It might sound like I was knocking it, but it was not my intention it's just that I think that expectations have just changed with the release of in No Man Sky. Their engine is capable to do 1:1 distance and size of the planets but as NMS shows its probably not the best choice what comes to gameplay. It might work for NMS but not for Star Citizen. The amount of Procedurally Generated planets makes no difference if it is 2^16, 2^32, 2^64 or 2^128. Star Citizen uses engine that can produce at least 2^64 planets but that is not the point. Planets in Star Citizen are different compared to NMS and Elite:Dangerous. Star Citizen is using Procedural Generation and hand crafting. CIG wants that every system has a history and place in the lore.https://robertsspaceindustries.com/starmap[/url] Citizen: Loremaker's Guide to the Galaxy It is possible there are huge or multiple cities in one planet (ArcCorp). Star Citizen NPCs requires a meaningful AI that actually makes sense. It is a very complicated task already - they call their AI system as Subsumption. They have talked about it in various of shows. Here are some more recent ones:Tony[/url] Z: Behind the scenes - NPCReverse the Verse 2.3 - DE Along with many other things Star Citizen Alpha 2.6 will include Star Marine and have improvements to Arena Commander.

RE: Star Citizen Alpha PU / SQ42

Posted: Fri Sep 02, 2016 11:26 am
by wormhole
This week's AtV shows pretty interesting stuff including the first iteration of cargo interaction. Here's[/url] the document where the cargo interaction is heading. 

RE: Star Citizen Alpha PU / SQ42

Posted: Sat Sep 17, 2016 12:19 pm
by wormhole
As always, lots of new interesting information. Week 36: id="ko1vLmaqgqA"> Week 37: id="4ykHKREY7Ww"> Facial model and shader improvements: 

RE: Star Citizen Alpha PU / SQ42

Posted: Thu Sep 22, 2016 12:14 am
by wormhole
Week 38: Lore:Spectrum[/url] Spectator: Star Marine 2Portfolio:[/url] Argo Astronautics Shows:  

RE: Star Citizen Alpha PU / SQ42

Posted: Sun Sep 25, 2016 4:04 am
by wormhole
Part 1: Chris[/url] Roberts on Star Citizen's Procedural Planets, Alpha 3.0, & CitizenCon "In this interview (part 1) with Chris Roberts of CIG, we discuss CitizenCon 2016's plans, Alpha 3.0, Star Marine 2.6, and procedural planet generation."  Part 2: Chris[/url] Roberts on Character Tech, Weather System, & Engine Architecture  Part 3: Star[/url] Citizen's Sean Tracy on 64-bit Engine Tech & Procedural Edge Blending  Part 4: Sean[/url] Tracy on Star Citizen's CPU Management, Character Tech, & More