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Le Around The Verse de cette semaine est un making of de la CitizenCon
Quelques rares images de la demo de SQ42 qu'ils auraient du faire et abandonné au dernier moment. |
15/10/2016, 08h50 |
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Aller à la page... |
Le bar central de Spider !
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SQ42 est enfin officiellement daté.
Enfin, officiellement... en douce quoi. Après 2 salons majeurs pour l'annoncer publiquement. GG. |
17/10/2016, 22h44 |
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D'après la newsletter, le livestream anniversaire aura lieu le 18 novembre, et devrait notamment aborder le développement des vaisseaux.
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22/10/2016, 11h31 |
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27/10/2016, 22h08 |
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Pour info, Altarec et Kantziko feront la couverture live du stream anniversaire sur la JOLTV vendredi à partir de 22h.
Viendez nombreux ! |
17/11/2016, 07h35 |
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Le Twitter de Discolando et RSI laissent entendre qu'on aura une demo de la 2.6 et Star Marine un peu avant le livestream. (18h en france, sur http://twitch.tv/starcitizen )
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18/11/2016, 09h43 |
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Release de la 2.6 estimée pour le 08 Décembre 2016.
Source: https://robertsspaceindustries.com/schedule-report |
18/11/2016, 23h20 |
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#57536
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Dernière modification par Compte #57536 ; 19/11/2016 à 01h15. |
19/11/2016, 00h53 |
#57536 |
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Un article intéressant, principalement sur les " targets dates". Oui c'est JV et alors ?
L'article en question. |
20/11/2016, 02h22 |
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Les Evocati sont sur le PTU 2.6. Voici le patchnote :
Cliquez ce bouton ou survolez le contenu pour afficher le spoiler
Lobby refactor and matchmaking updates are not in this build. |
30/11/2016, 19h14 |
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Quelques retours d'Evocati sur le PTU actuel :
Concernant Star Marine : Citation :
Citation :
Citation :
Dernière modification par Elglon ; 02/12/2016 à 23h10. |
02/12/2016, 21h37 |
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Date cible de la 2.6 repoussée au 16/12/2016.
Source: https://robertsspaceindustries.com/schedule-report |
03/12/2016, 11h45 |
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Une jolie video du cat, ca devient de plus en plus complexe ces vaisseaux
Dans le hangar Dans l'espace Dernière modification par nanoko ; 04/12/2016 à 18h07. |
04/12/2016, 17h48 |
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Pour rappel, vendredi à 20 heures aura lieu le livestream de fin d'année de CIG, et nous serons là pour vous faire la couverture live sur la JOL-TV !
Sinon, Paul Dalessi vient de nous gratifier d'une image sur le forum officiel : Il semblerait que la refonte du Redeemer soit en cours. Dernière modification par Altarec Smith ; 16/12/2016 à 18h39. |
13/12/2016, 18h52 |
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Premières invitations PTU 2.6 envoyées
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17/12/2016, 08h42 |
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Dans la newsletter de la semaine, Chris revient pas mal sur les difficultés de ces derniers mois et l'absence de contenu aux streams. Je vous en fait une traduction du passage intéressant :
Citation :
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17/12/2016, 18h59 |
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Capital ship Vanduul "Driller"
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17/12/2016, 20h06 |
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18/12/2016, 11h23 |
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Un nouveau build 2.6 va être testé par les Evocati ce soir. En fonction des retours (et des bugs), il pourrait être publié sur le Live peu après.
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23/12/2016, 19h02 |
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24/12/2016, 00h36 |
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#57536
Invité
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L'article du journal Allemand "Gamestar" a été traduit en anglais sur reddit:
https://www.reddit.com/r/starcitizen...le_translated/ Was IllFonic a wrong decision? IllFonic already had some experience with CryEngine. Among other things, the team in 2012 brought the first-person arena shooter Nexuiz on consoles PlayStation 3 and Xbox 360. The reception in the trade press and players was very mixed, including the planned and inspiration loose porting is widely criticized. Nevertheless, Roberts knocks soon at IllFonic on the door. "When we started the whole thing, there were not many options" for us, clarifies Roberts. "There were not many people available who knew the CryEngine. IllFonic had just published a CryEngine game and we then had the Frankfurt team yet. We have now just the work leave the shooter mechanics and can wait until we have had enough of their own professionals in the house. But we had no glass ball, which showed us that would get Crytek problems and we would thus be able to hire new people. I do not know if it would have then been a real other option for us. In retrospect, I would have probably organized a few things in the development of something else, for example IllFonic better integrated into our development structure. And we have held several technical reviews. 2013 tries IllFonic on its own and initially promising MMO called Revival , whose development has to be in 2015 but shelved because of lack of funds. Successful is their work on the side of Obsidian Entertainment to Armored Warfare . Currently tinkers IllFonic among other things on multiplayer horror game Friday the 13th , which arises, however, based on the Unreal Engine 4. Does Star Citizen cheat with the numbers? A map that already in the Alpha includes 400 cubic kilometers. Rating systems to take up to ten times as much space. Sounds hard to believe, right? Again and again CIG allegations is exposed, they would use manipulated figures or the 64-bit conversion is a lie. But the community proves with regularity the opposite. The Youtuber JackFrak traveled for example in Crusader from the Comm Array 730 to the asteroid belt Yela. For this he bridged in approximately 22.5 hours to cruising speed (1060 m / sec.) A distance of as much as 86,000 kilometers, proving that not only the distance but also the positions of the so-called points of interest in space are real. This brings Update 2.6 The latest major update was played the end of 2016 on the live servers. We have of course already been tried and summarize our findings together. In Arena Commander is added with Pirate Swarm, a new game mode. Completed opponent can now pick-ups back to repair, rearm or fill the afterburner fuel our ship - which ensures more dynamic. New ships have become ready to fly with the 85X, Vanguard Hoplite, Herald and the cargo ship Caterpillar. Very cool detail: In open side cargo hatches of Caterpillar, we can shoot with guns and missiles by the ship through. The biggest change is, of course Star Marine, the shooter module for Star Citizen. On both maps Echo Eleven and station Demien to two teams can measure in two game modes (Last Stand elimination). The cards also contain sections in weightlessness convince an overwhelming degree of detail. Animations and weapon-handling are generally very well done, now and then it hooks here still. The sound is amazing and makes for a really intense atmosphere. Crashes were in our face-off sessions a few, we could play several games without problems. However, the performance is far from perfect, despite some improvements. Particularly annoying is the sometimes strong deceleration by connecting to American servers. Hopefully there will soon own European server. Many balance changes also impact on the persistent universe (Crusader). Dogfights are slower, somewhat simplified the model aircraft. But the high network ping will also here for frustration when AI pirates to be taken hardly and we can not do missions. Another significant feature is introduced with the Director's Mode Camera. So are several new camera angles in the game who have already made some impressive fan videos possible. With these new views the extreme details of the characters (facial muscle movements, reflections around the eyes, visible from outside helmet HUD, etc.) can be examined. In addition to many changes to the user interface, and systems behind the scenes Star Marine is a real asset, especially for players who are not the biggest dogfight hero. The animations and stunning details of characters and environments are now the icing on the good-looking game - even if it is probably far meets the Roberts'schen ideals. However, there's still plenty of construction sites: bugs and crashes can accumulate over again, and for Europeans, the network delay is a horror. But Star Citizen is constantly evolving and noticeably more specifically in the right direction. Roberts attention to detail does not go quite obviously at the expense of the gameplay, but ensures a tight (and for the future very promising) atmosphere. Does CIG take too long? Cloud Imperium Games is currently working simultaneously on two complete AAA titles: One extensive single-player campaign (Squadron 42) and at an extremely ambitious MMO Universe (Star Citizen). Referring the planning phase and the development of prototypes for investors demo with a, the development began sometime in 2011. The crowdfunding campaign for Star Citizen launched in the last quarter of 2012. The initially occupied only with five people Studio in Austin, Texas, gets early 2013 growth by the second studio in Santa Monica. End of Foundry is also established 42 in Manchester (UK). Nearly 60 employees are registered at the end of 2013 CIG. A year later the company has grown to over 180, mid-2015 - with the official announcement of fourth Studios in Frankfurt (Foundry 42 Germany) - already 212 employees work at Star Citizen & Squadron 42. Until December 2016, the number of employees rises to over 350, and CIG sets continue. This demonstrates the read successively Studio building. There is initially no studio structure, only in 2014 a workforce is achieved that is considered appropriate a project of this size. It could not be worked (as in already established Studios) from the start with full force in the development. Given the restructuring come 2014 and 2015. Star Citizen and Squadron 42 are so for about four years right under development. For titles of this magnitude which is fully in line with how show comparative figures. So Rockstar worked over five years to GTA 5, Starcraft 2: Wings of Liberty this up to seven years. For Diablo 3 the first plans are to have begun around the turn of the millennium, almost eleven years before publication. The MMO Guild Wars 2 took six years of development. These numbers organize a development time of Star Citizen and Squadron 42 in a comprehensible context and show that can hardly be spoken of abducted development here. In addition - unlike other major projects - significant progress in the development of open verifiable and partially playable. New Old Engine: Lumberyard All-clear: Star Citizen has naturally not completely replaced after four years of development, with the jump of CryEngine on Lumberyard the engine. The announced with the release of Update 2.6 transition to the Amazon engine is essentially a transfer within the same CryEngine versions. Both the Star engine used by CIG and Lumberyard both based on the same version of CryEngine. While CIG has developed its own so-called branch with the star engine and made significant adjustments, Lumberyard is another branch, in which Amazon focused on massive online games with faster network technology and direct and integrated access to the Amazon Web Services (a global server network, short AWS ) to supply. Both engines (Star Engine and Lumberyard) are now independent of the support provided by engine manufacturers and Crytek CryEngine process any further updates more. Since Amazon and Cloud Imperium Games develop in the engine development, especially in terms of network performance in the same direction, a partnership for both parties would be useful, so Roberts in an explanatory forum post. Finally, the highly customizable AWS server network should be for the multiplayer aspect of Star Citizen of great benefit. The migration of the Star Engine on the new Lumberyard base went according to the developers because the same engine base with very little staff and unfolds in a short time. Here, according to Roberts no work of recent years has been discarded - the whole Star Engine (including 64-bit precision, new rendering and planetary technology, Item / Entity 2.0, physical grids, Zone System, object container, etc.) has been on the new base Lumberyard transferred. Other changes would be made as planned in the future. Overview: What brings Update 3.0? The following table contains the current plans of CIG for Update 3.0. These plans are not set in stone feature lists, it can be moved be added as well as new content both. A full rating system (Stanton) with explorable planets (including Hurston, MicroTech, ArcCorp and Delamar) and new stations New issues, including multi-part quest series With trade, transport, piracy, smuggling, mercenaries and bounty hunting the first professions come in basic versions into play The Ursa-Rover and the Dragonfly allow exploration trips on planet Item 2.0 (or Entity 2.0) brings full interactivity to objects, spaceships, stations, etc. Lockable spaceships Service beacons for players with which contracts may be awarded (refueling, Save etc.) New reputation system that suspends example bounties on criminal players Batch updates of objects and use of all available CPU cores (server and client) should provide significant performance improvement Object Container streaming comes for more efficient memory usage New network system and new net code to improve performance significantly Is there enough money? Star Citizen lives to a large extent by a certain hype, of great expectations, dreams and ideas. Each trailer, any design post, every new concept sales fueled these ideas, thus ensuring ringing cash at CIG. But suffice it to finance an ambitious such megaproject? The secret concern of fans: If CIG out of money, it's vinegar with Star Citizen. But Roberts reassured: "First of all, we always have a decent amount of money in reserve, so if all support would collapse, we would not suddenly incapacitated. We plan the scope of the development based on what arrives monthly by the people to support. I'm not worried, because even if no money came in, we would have sufficient funds to complete Squadron 42nd The revenue from this could in turn be used for the completion of Star Citizen. "Although the company is not to say in the position they would need any more money, but the next milestones are obviously secured. In addition, Roberts plans long term. »Star Citizen is for me not a game that you pack in a box and say: Hey, here's the game. It is a live product. There may be the point at which we say, that is seen now commercially the final game, but we plan to continue to add features and new content. " |
14/01/2017, 15h10 |
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#57536 |
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Nouveau format pour les questions des abonnés :
Le résumé en FR traduit par sc.fr Citation :
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18/01/2017, 18h54 |
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Pour ceux que ça intéresse, un joueur a trouvé des musiques de Squadron 42 dans les fichiers PTU de la 2.6. Il s'agit vraisemblablement de musiques destinées à accompagner la démo repoussée.
La playlist complète. Je vous conseille tout particulièrement la piste N°9. |
19/01/2017, 17h42 |
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Production Schedule Report est mis à jour :
https://robertsspaceindustries.com/schedule-report La 2.6.1 est prévue pour mi-fevrier. Lettre de Roberts : Citation :
Par contre aucune estimation pour la 3.0 Dernière modification par Elglon ; 21/01/2017 à 00h17. |
20/01/2017, 23h58 |
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