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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 23rd of November.

    PTU LIVE! : https://robertsspaceindustries.com/.../expanding-star-citizen-alpha-3-0-ptu-testing

    [​IMG]
    Last update from CIG: 23rd November, 2017
    Last update from me: 23rd November, 2017


    NOW live for Evocati 6th October
    NOW live for PTU 23rd November

    https://robertsspaceindustries.com/.../expanding-star-citizen-alpha-3-0-ptu-testing

    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: Nov 23, 2017
    DocNolan, Firefox14x, Baelius and 8 others like this.

Comments

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

    1. Tyvokka
      Tyvokka
      Didn't change anything..

      But I could join SM in the Hangar Simulator. That's my workaround for the time being.
      Runs not too bad, I killed wtfosaurus a couple times :D and bled out cause healing didn't work somehow XD
      Maki likes this.
    2. ColdAsIce
      ColdAsIce
      It said somewhere that you can only join via hangar

      Gesendet von meinem GT-I9195 mit Tapatalk
    3. ColdAsIce
      ColdAsIce
      Healing was v last time I checked

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    4. Maki
      Maki
      in that case the keys in option are wrong it says H no wonder nothing worked ^^
    5. ColdAsIce
      ColdAsIce
      What do you think about the flight model? Ab change with cruise is pretty okay xD the accelerations are still to low for side strafe boost etc but we are telling that cig for like 3 weeks now..

      Gesendet von meinem GT-I9195 mit Tapatalk
    6. Maki
      Maki
      ive had problems with my booster going to 0 in arena commander, and that really buggs me, becouse without the boost/afterburner your kinda limping forward.
    7. Maki
      Maki
      A quick view of Spectrum | Alpha 1

      ColdAsIce likes this.
    8. Damocles
      Damocles
      When does Spectrum go live? Or in other words when does SIG occur (captain Scarlett humour) .... i'll get my coat ...
      Maki likes this.
    9. ColdAsIce
      ColdAsIce
      It will go live the same day 2.6 hits the live severs but no idea if they will push that out before Christmas

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    10. Denikus
      Denikus
      Could somebody keep us updated on the PTU patches? I downloaded J. I live in TW, so its a real pain to try and download each new patch at their current sizes. I'd really appreciate if somebody who can afford the bandwidth just give a two or three sentence summary of each patch. (I mean the overall stability, etc. Not the patch notes, which I have access to)
    11. Maki
      Maki
      im playing the K patch right now and Olisar seems pretty stable, been flying around for an hour without a crash o_O
      a bit laggy at times, but then again they have really increased the amount of grafical stuff around grim hex etc.
      Last edited: Dec 20, 2016
    12. Maki
      Maki
      43mil goal reward? Omni Role Combat Armor (ORC) mk9
      no, yes? maybe?

      [​IMG]
    13. Vyla
      Vyla
      Well, technically no because the stretch goal was MK9 and that's MK10, but maybe someone mistyped the Roman numerals.

      However, seems pretty likely it is intended to be the stretch goal armour to me.

      Edit:
      Pirate Swarm, chaps. Are the AI ships the same stat wise as the loadouts that players have access to? or are they nerfed like the Scythes in VS?
      Last edited: Dec 20, 2016
    14. Maki
      Maki
      ye was thinking that as well, it was free to use to tho, so did'nt have to buy it with aUEC
    15. Maki
      Maki
      quick summerization of my gameplay in the pu today.

      ColdAsIce likes this.
    16. Maki
      Maki
      Patch L Was released earlier today.
      It's alot more unstable then Patch K.

      Main issue right now is the 30k disconnect.
      You cant play as it is right now, you get anything from 30sec - 15min gameplay.
    17. Vyla
      Vyla
      Think they'll push to live before Christmas?
    18. Maki
      Maki
      if they can fix the error code today or tomorow then i would belive we could see it on friday.
      if not, then i would say not a chance.

      right now it's a gamebreaking bug. with over 500 reports. people are hanging in spectrum insted. becouse they cant do anything else.

      https://www.reddit.com/r/starcitizen/comments/5jhwoo/new_ptu_build_260l/

      [Update]: We are aware that a large number of players are experiencing code 30000 and 10002 errors.
      While this new instability is unfortunate please try and play as much as you can so we can gather as much data on these issues as possible! Thanks! - /u/Proxus-CIG
    19. Vyla
      Vyla
      Arrrr the wait for the 85x and cat are killing meeeee!
    20. Denikus
      Denikus
      I had that error all the time with J. Guess it got worse and more widespread. They shouldn't push before Christmas. Only reason to would be to "Say they did." From a development standpoint, I don't see the current build being in wide audience hands as good for PR or useful for development. Needs a bit more work; more than they can do in the next few days. All that being said, its core is a pretty great. I think everyone will be mostly pleased by the time its in their hands.
      Last edited: Dec 21, 2016