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
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
_______________________________________________________________
- 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
- 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
______________________________________________________________
- 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
______________________________________________________________
- 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)
______________________________________________________________
- MISSION SYSTEM
- moved into the bugfixing stage of this feature (Delayed from 31th May)
- AI TURRETS
- Feature Complete
______________________________________________________________
- 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
______________________________________________________________
- DIFFUSION SUBSET FOR 3.0.0
- Feature Complete
- SOLAR SYSTEM SHOP SERVICE
- Feature Complete
- SOLAR SYSTEM MISSION SERVICE V1 “MISSION BROKER”
Feature Complete
______________________________________________________________
- 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)
______________________________________________________________
- 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
BEYOND 3.0.0 - OVERVIEW
- 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
______________________________________________________________
Ships Beyond 3.0.0
- https://robertsspaceindustries.com/...urce/EndofYear_PUTimeline_MonthsKey_Lines.png
______________________________________________________________
- 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
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Star citizen Development plan
Discussion in 'Star Citizen' started by Maki, Oct 10, 2016.
Comments
Discussion in 'Star Citizen' started by Maki, Oct 10, 2016.
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