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Star citizen Development plan

Discussion in 'Star Citizen' started by Maki, Oct 10, 2016.

By Maki on Oct 10, 2016 at 7:13 AM
  1. Maki

    Maki Support Pilot (OF-1)

    Weekly updated with the latest changes in the end of the thread.
    Latest update done 6th of October.

    [​IMG]
    Last update from CIG: 30th September, 2017
    Last update from me: 6th October, 2017


    NOW live for Evocati 6th October (prev 20th july) - (was 5th June)
    PTU date: - 18 August (prev 7th August ) - (was 16th June)
    Release date: - 8 September (21th August) - (was 29th June)



    https://robertsspaceindustries.com/schedule-report

    _______________________________________________________________
    [​IMG]

    • MOONS
      Feature Complete

    • SURFACE OUTPOSTS
      Feature Complete

    • ADDITIONAL SURFACE OUTPOSTS
      After a recent Director review of the moons, it was apparent that the moons felt a little unpopulated. To address this, we’ve added additional outposts to the moons to explore.

    • SURFACE OUTPOSTS LIGHTING
      Feature Complete

    • IMPROVED LIGHTING FOR FOG TECH
      We are implementing a new fog system in the game to improve the overall feel in various environments such as ships and shops. In doing this, we need to convert the old fog volumes to this new system and do another sweep through existing lighting to ensure the new fog works with the lights correctly. This work is still being estimated out, so a fuller update should be provided next week.
      ETA is TBD

    • MISSION GIVERS
      ETA is October 6th (Delayed from 12th May)
    • BASIC DERELICT SHIPS
      Feature Complete

    • INHABITED DERELICT SHIP SITES
      Feature Complete

    • DEBRIS FIELDS
      Feature Complete

    • DELAMAR / LEVSKI (STRETCH GOAL)
      Shop kiosk implementation – Code complete

    • ALREADY COMPLETE IN THE 3.0.0 BRANCH: (Added 28april-17)
    • Modular Room System for procedural generation of planetary outposts
      • Official Outpost Spawning System ready for mission designers
      • Integrated Outpost distribution to PlanetEd
      • Single outpost Object Preset
      • Cluster of Outposts
      • Crash site mission
      • Interface to hand place modules and save to Layer
      • Interface to teleport the camera to the closest outpost
      • Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
      • Entrance Room system working (stairs and ramps are now available as initial rooms)
      • Rooftop Prop system working for Solar panel
      • Wall prop system working for additional prop variations
      • Material Wear/Dirt on props using Layer Blend done and actually working
      • Developed Outpost “feet” system
      • Set random rotation and offset caps on planet editor
      • Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics *
      • system; using connection additional corridor pieces; using spline skinned corridors)
      • Support Aircon/solar panel system on outposts
      • Added color tinting to Outposts
      • Added color tinting interface to Planet Ed
      • Created material distinction for interior / exteriors
      • Group elements offset in Planet Object Preset to be able to offset landing pads

    • New Assets:
      • Heavy Marine Armor
      • Explorer Suit Armor
      • Cloth and Clothing simulation on various assets old and new
      • Updated helmet interiors and exterior for updated art, FOV tech and standardization
      • Armor converted to work within modular customization structure
      • Finalized delivery of ALL facial assets from 3lateral.

    • Ships:
      • New Skinning and Rigging tools for landing gear on ships.
      • Constellation Cargo Bay/Elevator extensions
      • Light Group entity optimization
    ______________________________________________________________
    [​IMG]
    • PLAYER MANNED TURRETS
      Feature Complete

    • PICK UP & CARRY
      Feature Complete

    • ITEM 2.0 SHIP CONVERSION – PART 1
      Feature Complete

    • ITEM 2.0 SHIP CONVERSION – PART 2
      Feature Complete

    • ITEM 2.0
      Operator Seats Feature Complete || Radar System
      Feature Complete
      Light Control System Feature Complete || Fuel / Refuel Feature Complete
      Power Supply / Pipes Feature Complete || Quantum Drive Feature Complete

    • INSURANCE
      Code Complete. Now supporting bugfixing

    • STAMINA
      All 3.0.0 tasks complete. This feature will be developed further for future releases.

    • DOORS & AIRLOCKS
      Feature Complete for 3.0.0. Bugfixing in progress.

    • CARGO
      Code Complete. Now supporting bugfixing

    • COMMODITIES
      Feature Complete

    • KIOSK SUPPORT
      Code Complete. Now supporting bugfixing

    • ATMOSPHERIC ENTRY SUPPORT
      Feature Complete

    • PERSISTENT DAMAGE, AMMO AND MISSILES
      Feature Complete

    • REPAIR
      Code Complete Bugfixing to follow as needed.

    • INVENTORY SYSTEM SUPPORT
      Feature Complete

    • ROVER AND DRAGONFLY IN SHIPS
      Feature Complete

    • IFCS PERFORMANCE IMPROVEMENTS
      Feature Complete

    • HINT SYSTEM
      Feature Complete for 3.0.0. Bugfixing & polish in progress.

    • COCKPIT EXPERIENCE
      This will be an ongoing task and we will continue to polish features up until the release of 3.0.0. Any additional work will continue into future releases.

    • ALREADY COMPLETE IN THE 3.0.0 BRANCH:
    • Crusader Converted to Object Container Setup
      • With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System.

    • Mega Map for Persistent Universe
      • Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology.

    • Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0

    ______________________________________________________________
    [​IMG]
    • PLANETARY TECH
      Feature Complete

    • SOLAR SYSTEM TOOL
      Feature Complete

    • ENTITY UPDATE COMPONENT SCHEDULER
      Planned work for 3.0.0 is complete. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release.

    • ENTITY OWNER MANAGER
      Code Complete. This now allows the backend team to properly hook into this system.

    • ALREADY COMPLETE IN THE 3.0.0 BRANCH:
    • New Radar Databank
    • Subsumption Base Functionality
      • This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.

    • Various Performance improvements
    • Planetary Physics Grid to support orbiting and rotating planets
    • Multi-Function Display implementation for Item 2.0 Components on ships
    • IFCS improvements to support AI & Takeoff System
    • Unified Visor for seamless Ship 2.0 / FPS transition
    • HUD/Visor integration for new Radar Databank
    • Object Distribution
    • Terrain / Object blending for soft natural transition of objects intersecting with the ground
    • Video codec updated to Bink2, providing higher fidelity at lower bitrate
    • Vehicles no longer use Lua
      • This is a huge step forward on the code side.

    • Skeleton Extension support for Item Port Offset overrides per item
    • Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
    • Destructible component for items, props and environment assets
    • Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
    • Physics simulation gravity vector now respects planetary gravity
    • Modular loadouts rule sets and support for up to five loadouts
    • Animation driven facial audio implemented
    • Updated Sandbox Editor Python integration.
    • Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.
    • Solar System Editor
      • A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.

    • New Light Controller for runtime light switches
    • New network message queue (current in QATR) to reduce network bandwidth and network thread time.
    • Light Entity Render node merging.
    • Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
    • Highly optimized vertex and position format for all geometry
    • Texture memory usage reduced across the project
    • Unified material libraries for use across all departments
      • Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library
      • Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case
      • Follow-ups on list of unused textures and materials

    • Massively improved LOD computation and average face sizes for ships
    • Shared hair assets (instead of bespoke asset per head) for character creation
    • Automated facial asset LODs, skinning algorithm per LOD updated.
    • Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.
    • Unified helmet and character mesh into singular render proxy for better performance and visuals.
    • Various portal and culling improvements.
    • Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this.
    • Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size.
    • Automatic Asset Error collection and tracking.
    • Reworked itemport layout for characters and character items
    • Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face.
    • Vastly improved memory allocator which allowed massive reduction in runtime allocation count
    • Several significant optimizations to entity update code

    ______________________________________________________________
    [​IMG]
    • KIOSK UI
      Feature Complete

    • ITEM 2.0 MULTI FUNCTION DISPLAYS
      Feature Complete

    • FIELD OF VIEW SLIDER
      Feature Complete

    • CHARACTER CUSTOMIZATION
    • ETA is TBD (Delayed from 31th May)

    • PERSONAL MANAGER APP
    • Feature Complete

    • MISSION MANAGER APP
    • Feature Complete

    • CARGO MANIFEST APP
    • Code Complete. Bug fixing to follow.

    • VEHICLE CUSTOMIZER APP
    • ETA is TBD (Delayed from 28th June)

    • SHIP SELECTOR APP & INSURANCE CLAIM
      ETA is TBD (Delayed from 12th June)

    • HEAVY ARMOR FOR STAR MARINE
    • Feature Complete

    • INVENTORY SYSTEM
    • Feature Complete

    • MISSION BOARD APP
    • Feature Complete

    • STARMAP APP
      Feature Complete

    • UI OWNER COMPONENT
    • Feature Complete

    • MOBIGLAS OVERHAUL (STRETCH GOAL)
    • Feature Complete

    • COMMS SYSTEM UI
      Under Review (Delayed from 30th June)

    ______________________________________________________________
    [​IMG]
    • MISSION SYSTEM
    • moved into the bugfixing stage of this feature (Delayed from 31th May)

    • AI TURRETS
    • Feature Complete

    ______________________________________________________________
    [​IMG]
    • RENDER TO TEXTURE
    • Feature Complete

    • ENVIRONMENT PROBE
    • Feature Complete

    • ATMOSPHERIC ENTRY
    • Feature Complete

    • VOLUMETRIC FOG
    • Feature Complete

    • GPU PARTICLES
    • Feature Complete

    • ENGINE TRAILS & CONTRAILS
      Feature Complete

    • ASTEROID PHYSICS
      Feature Complete

    • EXPOSURE IMPROVEMENTS
      Feature Complete

    • ALREADY COMPLETE IN THE 3.0.0 BRANCH:
    • RenderTarget refactor
      • This saves over 50% of the video memory previously used for dynamic textures.

    • Physically-based area lights
    • Shadow map caching system
      • This allows for many more shadow casting lights at once and avoids the need for baking shadows.

    • Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations

    ______________________________________________________________
    [​IMG]
    • DIFFUSION SUBSET FOR 3.0.0
    • Feature Complete

    • SOLAR SYSTEM SHOP SERVICE
    • Feature Complete

    • SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER”
      Feature Complete

    ______________________________________________________________
    [​IMG]
    • NEW MESSAGE QUEUE
      Feature Complete

    • PHYSICS SERIALIZATION
      Feature Complete

    • PERSISTENT DATA REFACTOR
    • Feature Complete

    • REMOVED | NETWORK BIND/UNBIND (STRETCH GOAL)
    • This feature has been moved out of 3.0.0 in order to make way for the Persistent Data Refactor
    • ETA was 30th June, (Delayed from 26th June)

    ______________________________________________________________
    [​IMG]
    • DRAKE DRAGONFLY - Feature Complete
    • DRAKE CUTLASS BLACK - Feature Complete
    • RSI CONSTELLATION AQUILLA - Feature Complete
    • RSI URSA ROVER - Feature Complete
    • MISC PROSPECTOR - Feature Complete
    • RSI AURORA - Feature Complete
    • BEHRING P8-SC - Feature Complete
    • APOCALYPSE ARMS SCOURGE RAIL GUN - Feature Complete
    • KLAUS AND WERNER GALLANT RIFLE - Feature Complete
    • ARROWHEAD SNIPER RIFLE - Feature Complete
    • KSAR DEVASTATOR-12 SHOTGUN - Feature Complete
    • KLAUS AND WERNER ARCLIGHT PISTOL - Feature Complete
    • GEMINI L86 PISTOL - Feature Complete
    • BEHRING P4-AR - Feature Complete

      ______________________________________________________________
    BEYOND 3.0.0 - OVERVIEW
    Ships Beyond 3.0.0
    • 3.1.0 Goals (may arrive earlier or later)
    • MISC Razor
    • RSI Aurora (Update) - included in 3.0.0
    • ANVIL Terrapin
    • MISC Hull C
    • DRAKE Cutlass Red
    • DRAKE Cutlass Blue
    • AEGIS Vanguard Harbinger (Variant)

    • 3.2.0 Goals (may arrive earlier or later)
    • RSI Constellation Pheonix
    • RSI Constellation Taurus
    • MISC Freelancer MAX
    • AEGIS Vanguard Sentinel (Variant)
    • MISC Freelancer DUR
     
    Last edited: Oct 6, 2017

Comments

Discussion in 'Star Citizen' started by Maki, Oct 10, 2016.

    1. Tyvokka
      Tyvokka
      Unfortunately Chris didn't want to give away any possible release dates for 2.6...

      I hope it won't take 'em too much time. 2.5 isn't really fun to play with all those freezes and crashes, unstable fps etc.

      Nice write up by the way Maki :)
      Vyla and Maki like this.
    2. Clockwork
      Clockwork
      well if we are to expect 3.0 before Christmas , with the new "release" schedule suggested 2-3 months between patches. Ideally it needs to drop in this month.
    3. Maki
      Maki
      I thing Chris mentioned that advokados where testning 2.6. But dont quote me on that. Also it feelt like he was hinting towards that There wont be any set Times for The upcoming updates. Wich is understandable from The shitstorm The community starts everytime they miss a deadline. Must be extramly ungreatful for The det team that is working There ass off.
    4. Vyla
      Vyla
      There was a leak about 2.6 going to those testers a few weeks ago, but I think it was the flight changes. Not sure there was any FPS included.
    5. Tyvokka
      Tyvokka
      I hope this is true and we will see 2.6 and first iteration of spectrum in a few weeks. :)
    6. Light Cavalry
      Light Cavalry
      Still looking for the Redeemer on that list. :(
      Phoenician likes this.
    7. Phoenician
      Phoenician
      Didn't you know, they renamed it. It's called the AEGIS Vanguard Hoplite now :p
      Light Cavalry likes this.
    8. Light Cavalry
      Light Cavalry
      luke_skywalker_thats_impossible.jpg
    9. Denikus
      Denikus
      I would need to be high on optimism koolaid to believe that. 2.6 AC went to avacados a short time ago, but Star Marine had not. SM is a major new feature that will need way more testing and bug fixing than average. Even if that is in avacados hands today, I can't imagine it moving to the PTU for a month. Starts too feel like 2.6 to live will be in the December range. 2.0 in the February/March range. But I would love to be surprised.
      Light Cavalry likes this.
    10. Baranil
      Baranil
      Can you imagine working for RSI. You just work and work and work and then your boss stands in front of a crowd and promises them everything they always wanted to hear :-D
      I gues at this point Chris knows that if he spills unrealostic releasr dates he will get lynched by his own staff
      Redshift and Maki like this.
    11. Maki
      Maki
      acording to Ben Lesnik there is 7 Concept ships in the works, coming in the coming year.
      + Ships that has not been talked about.

      So the ships on the dev plan is ships thats gona be finished, but more ships are coming.
    12. Pulveris
      Pulveris
      I'm actually a little disappointed the Buccaneer isn't one of those ships coming down the pipeline. I realize it was one of the newer concepts that they have come out with, but one would think that with pirate swarm coming out (2.6 I think) the Buccaneer would be on the release list too.
    13. Maki
      Maki
      update to first post: Squadron 42 release date now officaly changed to 2017
    14. Vyla
      Vyla
      More 2.6 balance changes have gone to the NDA testers, CIG confirmed that there's no FPS in there yet so in my opinion a December release is looking increasingly unlikely for Star Marine.

      Maybe we'll get to shoot each other in the face by Easter?
      Redshift, Denikus and Light Cavalry like this.
    15. Denikus
      Denikus
      And then you can rise from the dead with a respawn, and I'll shoot you again.
      Redshift, Tyvokka, Vyla and 1 other person like this.
    16. Maki
      Maki
      Adding a link to the production schedule.
      Also adding info about the current state of 2.6 and aim dates for ptu, evocati and release of the patch.
      Denikus likes this.
    17. Maki
      Maki
      update 2: added the entire schedule with dates and compleat features. gladly taking opinions about the color choices. are they viewable? to stong? skip colors compleatly?

      also can an admin rename the thread to remove the "citizencon 2016" part?
      Denikus likes this.
    18. Denikus
      Denikus
      Hey Maki, thanks for doing this for us. Other than the "4.0" before Squadron 42, it's all very clear and easy to follow.
      Maki likes this.
    19. Phoenician
      Phoenician
      I like the colors, it makes it easy to read; just never use yellow. I also removed citizencon 2016 from the title.
      Maki likes this.