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  1. John Crewe, Paul Jones and Corentin Billemont join us this week for a discussion of the all-new RSI Apollo and the future of medical gameplay in the Star Citizen universe. You’ll never get the upvotes, Jeremiah. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  2. Game Armada Ship Shape

    Ship Shape breaks out on it’s own! Host Jared Huckaby takes us on a tour of the ship making their way to the development pipeline with updates on the 890 Jump, the 300 series and an introduction to the new RSI Apollo medical ship. Przeczytaj całość
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  4. Medical Gameplay How It Works Today and What’s in Store for the Future Following the vision for life and death mechanics detailed in Death of a Spaceman, and the announcement of the new RSI Apollo medical ship, this design post will bring details and clarification about what future medical gameplay will entail. While some elements have evolved from the manifesto written a few years ago, it is still very much the basis for how players will experience injury and death in the persistent universe, so is still a relevant read. Read the original Death of a Spaceman (Feb 2013). Taking care of injured players is one of the several non-combat oriented careers in Star Citizen and is an important element in building a believable universe. It’s crucial for us to make it a fun and impactful part of the game. How Health Works in Alpha 3.2 In Alpha 3.2, we’re using a damage system that consists of ‘critical’ and ‘standard’ limbs. Each limb has its own health pool alongside the player’s global health. When a limb takes damage, both tick down and, if the global pool hits zero, the player dies. When a limb takes damage, it crosses through several states: Normal (blank) → Hurt (yellow) → Damaged (red) → Ruined (black) Once a limb enters one of these states, it may implement a negative effect on the player. For example, if the head is damaged, the player’s vision is blurred. If a leg is ruined, movement speed is reduced. The head and the torso are both ‘critical’ limbs – if the health of either of these reaches zero, the player dies immediately. If other limbs are ruined but the global health pool is above zero, the player remains alive. If these limbs are shot further while ruined, they suffer no additional damage, but the global health pool continues to tick down. Bleeding out can occur when shot, but it is commonly applied when a limb has been ruined. Bleeding out is a damage-over-time effect that continues to tick down the player’s global health pool and only stops when the player heals or dies. Currently, the only way to stop bleeding and heal is to use med-pens, which remove all negative effects and restore global and limb health to 100%. As it is, it’s a pretty basic system that doesn’t allow you to heal anyone but yourself, which is a big issue in terms of cooperative gameplay. Getting Healed in the Future In the future, planet-side medical locations and medical ships will bring different tiers of healing to the universe: Tier 1 – Recover from near-death experiences and fatal injuries. Tier 2 – Recover from serious injuries, such as multiple limb bleed-outs or ruined limbs. Tier 3 – Recover from minor injuries, such as limbs being damaged. While some injuries won’t fully heal until the player has received the correct level of treatment, the more basic medical facilities will still be able to keep non-fatally injured players alive and stop bleeding. However, it’s not recommended for any injured person to stay in a ‘semi-injured’ state for too long, as there will be consequences, such as reduced stamina. Staying in a damaged state for a long time will also make you weaker against further damage, so it should always be a priority to heal yourself as soon as possible to prevent future mishaps. While recovering health by yourself (respawning or recovering from basic injuries in a medical outpost) will cost less, it may not be the best way to heal yourself depending on the scenario. Calling someone for help via the beacon service will still cost a fee (varying on the severity and/or the distance of the medical ship), but it may be the only way to fully recover from that injury. New Mission Types Future releases will include new missions centered around this more in-depth medical gameplay. Helping others is something that every player will be able to do to various degrees and with different rewards, but Medical ships naturally have an advantage for these missions. Here is a small selection of possible mission types: Medical Delivery Deliver medical supplies, organs, samples, and more. Naturally, this can be done with any ship with cargo capabilities, but a medical ship has the facilities to keep organic and medical cargo maintained for longer. Recovery Find injured people and heal them, or identify bodies and parts to help put together clues and uncover a wider story. Rescue Go to a space station or heavily damaged ship to rescue people in an emergency situation. Survivors may have a variety of injuries, so while any ship with a seat can potentially fulfill the role, keeping patients alive for the return journey is where medical ships have an edge. As is already the case in Alpha 3.2, the beacon system will also be used to notify you of any emergencies, be it from another player or automated through other means (NPC, mission, etc). Arriving at the emergency location is not the only thing necessary to save lives, as you will also have to scan around you and sometimes even investigate a scene, as the injured person may have moved since the notification was sent. Respawning In the near future, new respawn points will be introduced. Unlike the current system, dying or falling permanently unconscious in space or on a planet won’t mean that you’ll just respawn at your last visited location. Instead, you’ll respawn at a nearby medical station or on a medical ship. Being near a major location like Hurston will give you the option to respawn in their dedicated facility, but dying on a remote moon would only give you the option of smaller medical outposts. Having a medical ship in the vicinity allows you to respawn there providing a bed is available, but this is only for a limited amount of time before returning you elsewhere. As mentioned in Death of a Spaceman, the goal is still to show how many deaths and respawns your character has experienced, and for that to have a somewhat persistent effect over time. Differences Between Medical Ships While the newly announced RSI Apollo is the reason for this new design post, it is not the first medical ship we’ve announced so far. The two other ships we’ve made for this career are not forgotten – in fact, all three provide distinct roles: The Apollo is a medium-sized clinic for uncharted regions, the Endeavor can be a complete hospital, and the Cutlass Red is a well-equipped ambulance and the entrance to the medical career. The player can graduate from one to another like other careers, or focus on perfecting using one. Like other roles, a ship might be more useful for specific missions, while another might play a wider role in the PU. It’s your choice to make. Further Reading Ship Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo Medical Gameplay Fuel Mechanics Przeczytaj całość
  5. Game Armada Ship Shape

    Ship Shape strikes out on it’s own! Join host Jared Huckaby as he updates you on the progress of ships making their way through the pipeline, including the 890 Jump, 300i Series and the brand new RSI Apollo. Przeczytaj całość
  6. A massive battle on Yela, flight improvements, and trouble at CryAstro in this week’s update. Przeczytaj całość
  7. Scraping By In anticipation of the release of the Vulture, Drake Interplanetary has coordinated with Discovered to provide a number of experienced scavengers early models to test in the field. Chosen from a pool of hundreds of applicants, archaeologist Lorenzo Chernov proposed the exploration of a secluded debris field he discovered in the Idris system. Here are excerpts from his logs. BEGIN RECORDS: 2948.02.17_05:48 SET Ok, here we go. Day one of exploring. Wonder what I should call this place. If this was an official UEE Archaeological Society expedition, it’d probably get something generic, like ‘Debris Field 8514J-Idris system’. At least I’ve landed on a name for this new salvage ship. I think they’re officially calling it the Vulture, but this one feels like Amaira to me. I’d like to give a big shout out to the folks at Drake for letting me try it out. Of course, they did have a bunch of stipulations, including that I record this audio log to track my adventures and what I like about the ship, what could be improved, and so on. Plus, if this debris field is truly more than just a bunch of modern scrap, like I believe it is, then they’ll also get credit for making this mission happen. Definitely couldn’t run this op without Amaira’s help. No way I could afford to outfit the expedition with a Reclaimer, let alone the cost of crewing one. I finished a general set of scans yesterday, so there’s a clear picture of how all the pieces were found. Analyzing them last night, I noticed a few larger pieces of detritus near the middle. They look like parts of a fuselage, maybe even a cockpit. They might be my best bet to determine what ships were involved, and more importantly, what era this wreckage is from. The debris is really dense around those pieces, so EVAing to them could be problematic. The last thing I want to do is upset the balance of materials and create a collision cascade. As Professor Haley used to say, “better to take your time than ruin the find.” First thing this morning, I charted a path through the wreckage, but it’s going to take some work to get there. My initial estimate is that there are probably ten to fifteen ships here. Plus, there’s most likely additional material from vessels that were involved, but made it to safety. Even though the picture isn’t clear yet, I get a gnawing feeling that this isn’t just the fallout of some racer kids gone stupid. Or a deal gone bad. Then again, I’ve said that before… All right, Amaira let’s get to work. 2948.02.28_20:34 SET Amaira and I just returned from another run to Tanys. Sold the latest round of scrap and resupplied. Gotta remember to take the next load to a different shop. The desk jockey at Dumper’s remembered me and made conversation. Hopefully I didn’t say too much. Hate to have half the scrappers in the system turn up looking to score. I will say it was nice to talk to someone instead of just rambling into this thing all day long. I probably didn’t need to leave Tanys heading in the wrong direction before making a series of random jumps back here. Mom always said I was overly cautious. That applies here too. I’m doing everything by the book. EVAing over to every piece of debris, carefully scanning and cataloging it, and then determining if it’s worth saving or salvaging. So far, there’s been a lot less worth holding onto than I hoped. Nothing I’ve kept is actually important, just material sample for later analysis. Oh wait, I almost forget, the Dumper’s clerk did mention something interesting. I guess the composition of the alloys I brought in last time was a bit unusual. I tried to play it cool and not press her for too many details, but that’s gotta be a good sign, right? I know ship manufacturers have adjusted their specs over the centuries thanks to technological advances, changes to their supply chain, or a whole bunch of other factors. A part of me wants to send a piece of debris for further analysis, but it’ll have to wait. I’m already cutting my budget pretty thin. The stuff I’m scrapping has been just enough to stay stocked on essentials and keep Amaira functional. Honestly, I really couldn’t have done any of this without Amaira. So far I’ve got nothing but positive feedback on the Vulture. The tractor beam is super sticky, and the industrial-grade scraper chews through materials like a charm. Living quarters are even comfortable enough to make me forget I’m floating in some long-forgotten part of Idris, surrounded by a dozen or so ships that dueled to the death. There is the smell, though. Not that it’s terrible, but if you folks at Drake do listen to this, couldn’t hurt to think about upgrading the O2 scrubbers a bit. Then again, maybe I’m just a little bit riper than average. Time to grab a few hours of shut-eye, and get back to it. 2948.03.03_13:23 SET Damn it, that did not go as planned. Well, the good news is I was right. That big piece was definitely from a cockpit, looked like it was from an early Aegis ship too. Some of the control panel was still intact. Haven’t seen many like it, so I EVAed over for a better look. That’s when I saw a piece of debris unlike any other, distinctly designed to look like a big feather. At that moment, I forgot all about the cockpit. That distinctive piece meant a Prowler was part of the wreckage. Think I went woozy for a second before my rational brain began wondering about the cost to get the feather piece analyzed. There’s always a chance it’s a replica, since Esperia makes theirs so damn close to the real deal. In my excitement, I redirected around the cockpit, completely forgetting that I hadn’t cleared the other side. For a second, I took my eyes off where I was going to change my suit’s scanner settings. Suddenly, I felt this dark presence above me. I looked up and slammed face first into a giant piece of metal debris. It scared the hell out of me. I even thought I was partially blinded, only to later realize I’d cracked my faceplate. Luckily, the seal held. Needless to say, I overreacted. Course corrected back the way I came way too hard and way too fast. That slammed me into the cockpit piece, sending it spinning swiftly away, down the path I’d conveniently spent clearing these past weeks. Everything inside of me wanted to take off after it. But that second collision really messed up my helmet. Guess I should’ve splurged for a better one, because this one started beeping about a ‘critical failure’, forcing me back here to patch it before it was too late. I really messed up that last walk. That chunk of the cockpit is lost to the void and I didn’t even get a good scan of it. Still, I can’t stop smiling. I think I’ve found a lost battle site from the First Tevarin War. 2948.03.03_22:09 SET It took some work, but I got that piece of the Prowler into the hold. I don’t want to lose it, but it’s also taking up more space than I’d like. Keeping it back there will definitely cut into my bottom line when Amaira and I make runs to Tanys. Might have to find a place around here to leave it when heading back to civilization. It’s not an ideal solution, but I don’t want anyone to see it and start wondering why it’s not being scrapped. If I can swing the credits, it’d be worth setting up a mooring drone as a temporary fix. Then I could safely float any other large finds until I’m ready to hire a transport. Despite the cockpit debacle earlier, I’d say today was a success. Tomorrow, I’ll start clearing a path to the piece that looks like it’s from a fuselage. Maybe I’ll find a few more pieces of the Prowler, if I’m lucky. 2948.03.08_01:36 SET Well, I finally made it to that large piece of debris. It was definitely part of a fuselage. Spent hours inspecting it, but couldn’t find any maker’s marks. A part of me wanted to save it for further analysis, but to be honest, I really need the creds from the scrap. My trips to Tanys are becoming less and less frequent as I spend more time inspecting the stuff I’ve found. It’s becoming harder and harder to decide what’s worth saving and what’s safe to feed to the Vulture. Hell, it would’ve been nice if Drake had thrown in some supplies to save me the trouble, but I guess they wanted to see how she handled on the day-to-day. Anyway, I felt bad having Amaira cut it into pieces, though I made sure it was properly scanned and cataloged before doing so. Despite the heartache, gotta say the scraping laser’s been a joy. Gonna take the scrap to Tanys tomorrow then come back here and keep searching. 2948.03.15_18:47 SET Another day with nothing to report. Everything I came across was scrap. I figured by now I would have part of a component or something, anything, that could tell me more about what happened here. This is getting pretty darn frustrating. Every day I stare at the Prowler piece and wonder when I’m going to find more. My working theory is that the rest of it was blown into unidentifiably small bits. Either way, based on the accumulated amount of wreckage I’ve found, if this is a lost battle site, then it’s pretty clear who came out on top. To be honest, the lack of debris from Tevarin ships worries me. There’s a lingering fear that maybe this was just a random skirmish between gangs and one of them happened to have a new Prowler. I hope that’s not the case, but every day I don’t find something significant, I grow a little more worried that I’ve been wasting my time picking through random debris from a week ago. I’m understanding why so many of my colleagues prefer digging planetside. The dating is so much easier. 2948.03.19_05:22 SET Today was… well, technically yesterday, was the day I’ve been waiting for. After weeks of slowly shifting through random debris, I finally found something undeniably significant – a black box. I rushed it back to Amaira and immediately started my examination. When the date of the last log popped up, I… ok, I’ll admit it, I freaked out. I screamed. I jumped around until I was out of breath. The last recorded date on it was October 1, 2544. That’s right, not only is this wreckage from the First Tevarin War, it’s actually from the Battle of Idris IV. The infamous Operation Nemesis that was almost a complete disaster until a young Ivan Messer turned the tides of the battle and arguably the entire war. Once I calmed down, I dug through the logs to figure out why these ships ended up all the way out here. From what I can tell, this spot became a rallying point. These ships fell back here to regroup after surviving the surprise attack by the Tevarin’s planetary defense system. I’m not exactly sure what happened once they were all here, but it obviously didn’t turn out well for them. I really should get to sleep, but there are still so many things to figure out. Like, should I report the discovery right away, or wait until I’m done examining the entire debris field? Feels weird to walk away in the middle of exploring it, but I could probably land some grants to hire a proper crew. That would make examining the rest of the debris so much easier, but probably take months to organize. Not sure if I can handle waiting that long before finding out what else is out here… I should really send my Mom a comm too. She’s gonna lose it when she finds out I was right. Maybe I should take Amaira back to Tanys tomorrow and send it via a secure comm to ensure it doesn’t get hacked. What… a… day!! Lorenzo Chernov’s discovery brought further clarity to the fog of war surrounding the Battle of Idris IV. Careful examination of the discovered black box revealed that the wreckage was mainly members of the 12th Squadron. Their fate was previously unknown, though many historians assumed they had been destroyed by Tevarin planetary defenses. This site proved they had survived the initial assault and were in the midst of planning a counterstrike when they came under attack from Tevarin forces. Though the Prowler debris proved to be authentic, no other Tevarin ship pieces were found. While the site clarified the fate of the 12th Squadron, it is hoped that further research may reveal how they were so handily wiped out in this small corner of space. The recovered ship remains have been transferred to the Naval Museum on MacArthur, where plans are in progress for them to be placed on display. Przeczytaj całość
  8. Lista zwycięzców Tryumfator Spacemen 9 Dołączył do giveawaya 4 Lipiec Rejestracja 15 Styczeń Zawartość 111 Opis nagrody nr 1 Obserwuj użytkownika Znajdź zawartość  
  9. Hello everyone, Last week we opened up Wave 2 of CitizenCon tickets, which are now available through July 30th. Alongside Wave 2, we also updated the RSI website with a new hub to meet all your CitizenCon needs. We’ll continue to add new content and information as we approach the event. We closed out the week with the conclusion of our Origin 600i Commercial Contest. With 46 commercials submitted, this was one of the toughest competitions to judge yet. Alas the votes are in and the dust has settled – congratulations to the winners! With that, let’s see what’s going on this week: The Alpha 3.2 Flyable Ships promotion ends tonight at 11:59 PM Pacific, so if you’re looking to pick up one of the latest additions to the Star Citizen universe, you still have time. Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. Today, we shake things up and take full advantage of Live Game Director Todd Papy being in town with an all-Papy themed episode, available to watch now. Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here. Thursday will welcome another episode of Around the Verse where we’ll take a look at the latest Star Citizen news with a project update. Lastly, make sure to tune in this Friday at 9AM PDT / 4PM UTC for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. This Friday’s show is coupled with an all new edition of Ship Shape that you won’t want to miss. Word on the street is that there may be some hints about what to expect in this week’s episode of Calling All Devs. Have a great week! We’ll see you in the ‘Verse. Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, JULY 16TH, 2018 Calling All Devs ( TUESDAY, JULY 17TH, 2018 Weekly Lore Post ( WEDNESDAY, JULY 18TH, 2018 - THURSDAY, JULY 19TH, 2018 Around the Verse ( Vault Update FRIDAY, JULY 20TH, 2018 Reverse the Verse Live – 9AM Pacific / 4PM UTC ( Roadmap Update RSI Newsletter Community MVP: July 16th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it in this section. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Star Citizen Icons for Stream Deck by Replic_TuaniOne Replic has taken the time to create a set of Star Citizen themed icons for use with Elgato’s Stream Deck. With their submission quickly gaining popularity throughout the week, it was an easy decision for this week’s MVP! Details on the Community Hub. Przeczytaj całość
  10. Star Citizen Live Game Director Todd Papy is in studio for a special ALL PAPY edition of our weekly Q&A series. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: Przeczytaj całość
  11. Game Armada

    Nowa loteria: Conan Exiles (Steam)  - spróbuj szczęścia!

    Lista zwycięzców komandor_tarkin Ater Dracones 89 Dołączył do loterii wtorek o 16:18 Losy 5 Szanse 33,33% Rejestracja 29 Marzec 2017 Zawartość 516 Opis nagrody nr 1 Obserwuj użytkownika Znajdź zawartość  
  12. Character Concept Artist Jeremiah Lee stops by to create a character with feedback and direction from the live viewership on Twitch, apparently pre-determined to be based on host Jared Huckaby as an excuse to bring his beard back. It’s never coming back, Jeremiah. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  13. From turret improvements to environmental storytelling, get the scoop on what’s happening in Star Citizen now, as well as what the devs are working on for future patches. Przeczytaj całość
  14. Humanity’s first maps were of the stars. Created millennia ago, they were dots charting the night sky painted upon cavern walls on Earth. One wonders if those original mapmakers ever imagined that one day their descendants would get to visit those stars? Though the methods have drastically changed, the Imperial Cartography Center (ICC) carries on that proud tradition of charting celestial objects. This UEE government agency is best known for their Deep Space Scanning & AstroGraphical Stations that search for jump points and for the elite Stellar Surveyors unit that assesses newly discovered systems. Yet, the responsibilities and reach of the ICC extend far beyond those two departments. From working with the Ark to keeping the Starmap current, to tracking the Baer comet as it crosses the Stanton System, the Imperial Cartography Center is essential to modern space travel. Expanding Space Once Nick Croshaw successfully piloted his ship through the first jump point, aspiring explorers flooded the stars, obsessed with helping Humanity expand its reach ever farther. However, the nascent days of space exploration were fraught with danger. Experimental and unreliable equipment paired with a vast, uncharted expanse led to the tragic disappearance of many. Humanity grappled with how to govern their growing domain. The various national institutions had not yet unified, so there were few protocols in place to deal with the discovery of new systems. That led to Nemo’s 2364 discovery date coming into question during a famous legal case where two companies argued over who owned the coordinates for the jump into the system from Fora. Meanwhile, the government hid the discovery of Banshee, in 2317, from the public for years out of fear that its powerful pulsar was a safety concern. After the United Nations of Earth finally formed in 2380, they incentivized explorers to report their discoveries to the government, but left the private sector to chart new systems. This occurred because a contingent of prominent and powerful politicians was dedicated to keeping the new UNE government as lean and efficient as possible. They believed an industry within the private sector would rise to fill the gap, and they were right. For a few centuries, this arrangement worked relatively well. Initially, there were numerous cartography companies with the ships and technology to chart systems. However, it wasn’t long before conglomerates acquired the most promising firms and slowly pushed out the rest. A few non-profit and academic institutions survived the culling and continued to provide detailed maps to the public for free or at a nominal cost. But due to a lack of funding, their products often took years to reach the market after a new system was discovered. For the Public Good Over the years, the government received an increasing number of complaints against cartography companies for egregious inaccuracies or tiered pricing schemes that made detailed maps inaffordable to many consumers. One particular heinous example was when the Monroe Mapping Concern left a whole asteroid field off a map of Hadrian since they had promised exclusivity to a mining company. This led a number of politicians to lobby for increased oversight. It finally reached a tipping point with the Pallas incident. After discovering Pallas, Gaia Planet Services failed to properly scan the system before attempting to terraform Pallas III. Only then did they discover it was already occupied by the Xi’An, an unknown species at the time. Realizing regulations were needed to govern the charting of new systems, the Government Cartography Agency (GCA) was created in 2531. Initially, the GCA was tasked with charting and scanning all new systems and ensuring that the most current geospatial information was available to the public. When Ivar Messer empowered himself as Imperator in 2546, he realized that the GCA was in a key position to control the knowledge of the known universe. Not long after he was sworn in, private mapmakers got word to shutter their operations. Mapmaking was nationalized, and the GCA renamed the Imperial Cartography Center. Under Ivar Messer, an astronomical amount of credits was poured into the ICC. Companies with strong ties to the Messer regime received massive orders for top-of-the-line scanning equipment and were granted no-bid contracts to construct deep-space scanning stations. The ICC quickly embedded itself into a number of government agencies and organizations including, most importantly, the military. Deep-space scanning stations kept an eye on Perry Line systems and, eventually, helped monitor Vanduul clans on the western front. Without any private sector competition, the ICC became an essential agency and earned a degree of autonomy not afforded other agencies under Messers’ rule. Eventually, the ICC put that political independence to use. In 2715, three years after the fall of Orion to the Vanduul, Messer VIII ordered the system and all jumps to it removed from the UEE’s non-military maps for the public good. ICC Director Loretta De Biasio refused, claiming that it would be more dangerous for people in systems connected to Orion not to know exactly where a clan of Vanduul might suddenly appear. The Imperator was infuriated by the ICC’s defiance and threatened to drastically slash the agency’s budget. But making matters worse for the Imperator, prominent members of the military came to De Biasio’s defense. Some even threatened to resign if she were fired or the agency’s budget struck with draconian cuts. There’s evidence that retaliatory measures were planned against De Biasio for her disobedience, but Messer VIII was stabbed to death in his bed before they were enacted. And so even though the ICC was long associated with the Messers, it survived their downfall. The agency had ingrained themselves too deeply into the fabric of the Empire to be discarded. It had also displayed enough independence to avoid the name change many other agencies received to erase associations with a darker time. Today, the ICC scans for jump points from their numerous stations, provides data to The Ark to keep the Starmap current, and much more. Stellar Surveyors The ICC is also home to one of the most prestigious scientific organizations — the Stellar Surveyors. This elite unit composed of multi-talented individuals from both the public and private sector are the first to visit and chart new systems after they are discovered. In the early 30th century, their assessment of Stanton convinced politicians that it would be perfect for a system-wide business park. Recently, they discovered the Kabal System only to find abandoned Tevarin cities on Kabal III. They’ve also been up against their most difficult challenge ever — exploring and mapping the Tamsa System and the black hole at its center. “Charting the Way Ahead” may be the motto of the Stellar Surveyors, but it’s also an appropriate maxim for the entire ICC. Whether standing up the Messers or finding jump points that introduce the UEE to new worlds, the ICC clearly has its sights set on the future. $window.resize(function () { windowHeight = $window.height(); }); $.fn.parallax = function(xpos, speedFactor, outerHeight) { var $this = $(this); var getHeight; var firstTop; var paddingTop = 0; //get the starting position of each element to have parallax applied to it $this.each(function(){ firstTop = $this.offset().top; }); if (outerHeight) { getHeight = function(jqo) { return jqo.outerHeight(true); }; } else { getHeight = function(jqo) { return jqo.height(); }; } // setup defaults if arguments aren’t specified if (arguments.length < 1 || xpos = null) xpos = "50%"; if (arguments.length < 2 || speedFactor = null) speedFactor = 0.1; if (arguments.length < 3 || outerHeight === null) outerHeight = true; // function to be called whenever the window is scrolled or resized function update(){ var pos = $window.scrollTop(); $this.each(function(){ var $element = $(this); var top = $element.offset().top; var height = getHeight($element); // Check if totally above or totally below viewport if (top + height < pos || top > pos + windowHeight) { return; } $this.css(‘backgroundPosition’, xpos + “ “ + Math.round((firstTop – pos) * speedFactor) + “px”); }); } $window.bind(‘scroll’, update).resize(update); update(); }; $(‘.parallax-1’).parallax(“50%”, 0.1, true); $(‘.parallax-2’).parallax(“50%”, 0.1, true); $(‘.parallax-3’).parallax(“50%”, 0.1, true); $(‘.parallax-4’).parallax(“50%”, 0.1, true); $(‘.parallax-5’).parallax(“50%”, 0.1, true); $(‘.parallax-6’).parallax(“50%”, 0.1, true); $(‘.parallax-7’).parallax(“50%”, 0.1, true); })(jQuery); Przeczytaj całość
  15. July 2948 Subscriber Flair Subscribers Stegman’s Cordimon worker’s jacket has been a staple of both functionality and utilitarian fashion all around the universe for well over seventy years. This exclusive edition makes a big, bold statement in red, black and gold, and is sure to turn heads in smokey dives as well as upscale establishments. Exude the tough tenacity of street smarts and moxie, wherever you go. Imperator Subscribers Imperator-level subscribers will receive a Stegman’s limited edition IndVest, along with the Cordimon jacket. If you’re an active subscriber, these items will be added to your account on July 11th. If you wish to get these, please Subscribe no later than July 15th. For more information about subscriptions can be found here! Przeczytaj całość
  16. Game Armada

    loteria Conan Exiles (Steam)

    Typ: Loteria


    • 1 Nagroda
    • 3 Uczestnicy

    Niniejsza loteria ma na celu wsparcie naszego serwera Conan Exiles - nie kupujesz losu, lecz dotujesz środki na utrzymanie maszyny. Ile cegiełek tyle szans na wygraną - nie ma górnego limitu, tak więc jeśli masz ochotę nabyć więcej niż jedną możesz to spokojnie uczynić. Za darowanie nagrody dziękuję @Dako! UWAGA: Zastrzegamy możliwość anulowania loterii, jeśli donacji nie uzbiera się wystarczająca ilość środków, aby pokryć chociaż miesiąc kosztów serwerowych. Jeśli będzie miało to miejsce chętnym osobom zwrócone zostaną koszty cegiełek. Losy można kupować tylko za EUR - bo w takiej walucie jest opłacany serwer. Conan Exiles to gra survivalowa z otwartym światem, osadzona w świecie Conana Barbarzyńcy. Przetrwaj w dzikim świecie, zbuduj własny dom oraz królestwo i dominuj nad wrogami podczas wielkich wojen. Sam Conan ratuje ci życie, zdejmując cię z drzewa trupów, po czym szybko musisz się nauczyć, jak przeżyć w świecie pełnym niebezpieczeństw. Musisz przetrwać groźne burze piaskowe, chronić się przed skrajnymi temperaturami oraz polować na zwierzęta, aby zdobywać żywność i zasoby. Odkrywaj olbrzymi, pozbawiony granic świat – od spalonych słońcem pustyń na południu po ośnieżone szczyty górskie na północy. Wykuj dziedzictwo swojego klanu, walcząc o dominację na Ziemiach Wygnańców. Korzystaj z rozwiniętego systemu budowy, aby wznosić co tylko zechcesz – od pierwszego domostwa po całe miasta. Możesz walczyć mieczami, łukami, machinami oblężniczymi, a nawet sterować olbrzymimi awatarami bogów, niszcząc domostwa swoich wrogów podczas legendarnych bitew. W Conan Exiles można grać w trybie jednoosobowym, we współpracy lub w trybie wieloosobowym, w stale istniejącym świecie gry.
  17. Zobacz tę loterię Conan Exiles (Steam) Niniejsza loteria ma na celu wsparcie naszego serwera Conan Exiles - nie kupujesz losu, lecz dotujesz środki na utrzymanie maszyny. Ile cegiełek tyle szans na wygraną - nie ma górnego limitu, tak więc jeśli masz ochotę nabyć więcej niż jedną możesz to spokojnie uczynić. UWAGA: Zastrzegamy możliwość anulowania loterii, jeśli donacji nie uzbiera się wystarczająca ilość środków, aby pokryć chociaż miesiąc kosztów serwerowych. Jeśli będzie miało to miejsce chętnym osobom zwrócone zostaną koszty cegiełek. Losy można kupować tylko za EUR - bo w takiej walucie jest opłacany serwer. Conan Exiles to gra survivalowa z otwartym światem, osadzona w świecie Conana Barbarzyńcy. Przetrwaj w dzikim świecie, zbuduj własny dom oraz królestwo i dominuj nad wrogami podczas wielkich wojen. Sam Conan ratuje ci życie, zdejmując cię z drzewa trupów, po czym szybko musisz się nauczyć, jak przeżyć w świecie pełnym niebezpieczeństw. Musisz przetrwać groźne burze piaskowe, chronić się przed skrajnymi temperaturami oraz polować na zwierzęta, aby zdobywać żywność i zasoby. Odkrywaj olbrzymi, pozbawiony granic świat – od spalonych słońcem pustyń na południu po ośnieżone szczyty górskie na północy. Wykuj dziedzictwo swojego klanu, walcząc o dominację na Ziemiach Wygnańców. Korzystaj z rozwiniętego systemu budowy, aby wznosić co tylko zechcesz – od pierwszego domostwa po całe miasta. Możesz walczyć mieczami, łukami, machinami oblężniczymi, a nawet sterować olbrzymimi awatarami bogów, niszcząc domostwa swoich wrogów podczas legendarnych bitew. W Conan Exiles można grać w trybie jednoosobowym, we współpracy lub w trybie wieloosobowym, w stale istniejącym świecie gry. Utworzył Game Armada Data zakończenia 6 dni i 2 godziny Utworzono 2018.07.09 Kategoria Game Armada  
  18. Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: Przeczytaj całość
  19. Hello everyone, Last week the team published the Monthly Studio Report for June, bringing you insight into what all of our studios have been working on. Check it out if you haven’t yet to see what was accomplished throughout June, including the live release of Star Citizen Alpha 3.2. With our latest contest, we’re celebrating one of the recent additions to the flyable fleet in Star Citizen: the Origin Jumpworks 600i. Take a shot at crafting the next great 600i commercial for a chance to win superb prizes, including a standalone Aegis Eclipse with complimentary Lifetime Insurance. And while the Drake Vulture concept promotion is still in full effect until July 18th, we recently released the Q&A on Drake’s dirty bird. Head over to the Comm-Link and see the answers to the top-voted community questions on this unique industrial salvage ship. With that, let’s see what’s going on this week: Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. Today, we address questions regarding potential Arena Commander modes, the future of Item System 2.0, and creating missions for capital ships like the Hammerhead coming in Alpha 3.3. Look out for the new episode on our YouTube channel later today. As always: You can submit your questions for consideration in future episodes of Calling All Devs here. Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here. Thursday will welcome another episode of Around the Verse where we’ll take a look at the latest Star Citizen news with a project update. Lastly, make sure to tune in on Friday at 12PM PDT / 7PM UTC for another episode of Reverse the Verse, broadcasted live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be and keep an eye on Spectrum for the Questions Thread! We’ll see you in the ‘Verse. Ulf Kuerschner Community Manager The Weekly Community Content Schedule MONDAY, JULY 9TH, 2018 Calling All Devs ( TUESDAY, JULY 10TH, 2018 Weekly Lore Post ( WEDNESDAY, JULY 11TH, 2018 - THURSDAY, JULY 12TH, 2018 Around the Verse ( Vault Update FRIDAY, JULY 13TH, 2018 Reverse the Verse Live ( Roadmap Update RSI Newsletter Community MVP: July 9th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it in this section. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! YELA – PART ONE by DeltaEcho50812 Three days ago, Crusader Security received a distress call from an emergency shelter on Yela. There was a terrified woman on the call, begging for help. But when the security forces arrived, they found nothing but an empty shelter… Watch Yela – Part One: The Shelter on the community hub. Przeczytaj całość
  20. Todd Papy and Sean Tracy stop by to hang out and answer questions while playing the latest Star Citizen Alpha 3.2 release. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  21. Game Armada

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    Lista zwycięzców serrinder Ater Dracones 13 Dołączył do giveawaya środa o 22:25 Rejestracja 31 Marzec Zawartość 18 Opis nagrody nr 1 Obserwuj użytkownika Znajdź zawartość  
  22. Monthly Studio Report: June 2018 Welcome to Cloud Imperium Games’ Monthly Studio Report for June. This month, the team published Alpha 3.2, made progress on Squadron 42, and continued developing new systems ships and features for future releases. With that said, let’s dig into the details. Los Angeles LOS ANGELES VEHICLE FEATURES Mining was an exciting endeavor for the team this month, as they saw it come together to deliver a whole new gameplay element to Star Citizen. Working closely with designers and engineers in the EU studios, the team brought the scanning aspect of mining to life and into vehicles. They’re happy to add to the pool of activities that players can engage in, and hope everyone has fun searching the ‘verse for valuable resources. Turrets were another large focus for the team this month. Manned turrets received some improvements, such as the ability to focus target a ship and the removal of the counterbalance speed restriction. Players can now also operate remote turrets in vehicles, which was implemented with the Item 2.0 System. Moving into July, the team will polish what they delivered in Alpha 3.2 and continue work on the many things needed for 3.3. VEHICLE PIPELINE The team proudly launched the Anvil Hurricane with 3.2 and look forward to feedback from the community as they take it out for a spin. A lot of blood, sweat, and tears went into the Hurricane by the Art, System Design, and Tech Art Teams in LA, who collaborated with other global teams to get it flying. Additionally, the Tech Art Team wrapped up their damage passes on the other new and updated ships: the Aegis Avenger, Aegis Eclipse, Origin 600i, and Esperia Blade. They can’t wait for you to blow these ships up! Meanwhile, progress was made on other vehicles: the Consolidated Outland Mustang Alpha rework is art-complete and currently in the hands of the System Design Team. Additional Mustang variants are close to being handed over to System Design as well. Tumbril Cyclone variants also made great progress on the art side, while the System Design Team is working with Engineering on new tech to support their release. Finally, System Design worked closely with the Art Team in Austin to wrap up their greybox phase of the Constellation Phoenix. GAMEPLAY FEATURES The Gameplay Team was happy to see the Group System make it easier for players to match up and play together. Currently, the team is polishing the feature to give players the best experience possible. After witnessing the response, the team continues to plan ways to improve upon the ways players can interact with each other. NARRATIVE The Narrative Team churned out a wide variety of content to flesh out and expand the Star Citizen universe. They released lore that highlighted commercials commonly seen on Spectrum in 2948 and featured an interview with controversial new Drake CEO, Anden Arden. Subscribers got to read the exciting final chapter of the new short story Hostile Negotiations, while a trip into the Jump Point archives saw the wide release of an Observist Dark focused on Grim HEX and the second chapter of The Knowledge of Good and Evil. Finally, June’s edition of the Subscriber magazine, Jump Point, explored the development of the Aegis Reclaimer, met the team behind the new mining mechanic, and explored the history of the MISC Prospector. Behind the curtain, the team worked with design on further defining NPC behaviors like bartenders, bar patrons, security officers, and more. They fleshed out set dressing documentation to add further environmental storytelling to the PU and Squadron 42, wrote new mission text and clothing and armor descriptions. They wrote a number of articles slated to be included in the eventual release of the Galactapedia and provided copy for a myriad of community and marketing materials, including the Vulture promotion page and brochure. CHARACTERS The Character Art Team finalized and released the Legacy Armor sets into the PU, as well as the new clothing that makes up the Olisar collection. The team appreciates the comments from the community – getting direct feedback from the players makes all the hard work worth it. There are a few mission givers in development that are almost finalized, which you’ll see in the next quarterly release. The team is still committed to releasing everything that’s on the public roadmap, so work on other PU outfits and Hurston’s clothing collection are well underway. With the PU getting a lot of attention this release, the upcoming month’s focus returns to Squadron 42 and its vast cast of characters. The team is creating levels with every character in a lineup, so they can see which outfit each one wears in a specific chapter. As we saw in Around the Verse, a lot of development time went into the Vanduul armor, spear, and knife. Progress was also made on the updated flight suit and work was started on another major character. Austin AUSTIN DESIGN Design was heavily invested on working through several issues remaining for quantum travel. This included helping groups travel together and tuning how quantum splines work to ensure an enjoyable experience when traveling from one side of a celestial body to another. Issues were also addressed to ensure that accidents between a moon’s surface and a ship moving at quantum speed are minimal. While the majority of the team’s focus has gone towards improving the quantum travel experience, work has also gone into adjusting the economy by tuning rewards for missions, cargo deliveries, and mining runs. Work also progressed nicely on ensuring that bars in future releases feature a well-crafted and intelligent bartender to make the experience fun and believable. Although it’s still in the early stages, Design is excited about the first iteration coming to a PU pub near you! BACKEND SERVICES The Backend Services Team grew as a new engineer joined to help with the rewrite of Services under the new Diffusion Architecture. Several Services have already been rewritten while support for the legacy architecture continues. This month focused on taking the legacy p-cache and breaking it up into smaller, logical microservices. Much like replacing parts in a moving engine, legacy work still needs to be maintained until the new shiny goodness is ready to go. When implemented, it will allow for better performance, scalability, and functionality. Here are some of the Services being created to replace legacy work: Entitlement Processor Service: handles all purchased and rented items from the website and assures that real game items are created and managed. Loadout Service: caches and manages the various loadouts for all ships and the player avatar configuration, including outfits and weapons. Right now, the game servers and clients can only access metadata from objects that are currently spawned on a game server. Usually, the devs want to view data of an item that has not been loaded into a game server. Variable Service: solves the loadout problem above by decoupling the metadata from the items and providing a runtime cache and API allowing game servers and other Diffusion services access regardless of the state of the item. Wallet Service: deals with changes in currency and manages the current balance in-game. An API is setup to allow for other services to query or modify the player’s balance. ANIMATION Animation was hard at work on the next set of mission givers that will bring more life to the PU later this year. There was also rapid progress on the retargeting of male animations to female skeletons, which brings players closer to being able to choose a female avatar in the PU. Animation also supported outsourcers by creating master retarget files to process all the motion captures shots for the PU, S42 cinematics, and gameplay. They also helped finalize the Vanduul pipeline, which makes converting motion capture data into in-game assets quicker and easier. ART Ship Art put the finishing touches on everyone’s favorite stroke of lightning, the Anvil Aerospace F8! All that that’s left for them to do is to finalize the Level of Detail (LOD), make some last-minute material/art adjustments, and be on call to fix any bugs that arise during testing. Also, after an official kickoff meeting, work began on some early concepts ideas for the Origin 300i rework. The team proceeded on the highly anticipated Constellation Phoenix. Extra care has been given at every stage of the process to ensure that the quality and luxury of RSI is properly showcased. The interior and exterior were fleshed out and are now going through an edit to cut back on some of the busier areas. Next up, the modeling portion in the master bedroom and flight-prep art (interior damage) will be finished, so Tech Art can start with their damage process. Once these steps are done, there will be another lighting pass to get the interior dialed in and closer to completion. DEVOPS The 3.2 release was especially rewarding for the DevOps Team as it included features they’ve been anticipating for a while. On the build side, they’ve been tuning and supporting the feature streams, which are a subset of the main development branches that the dev teams use. This project helped to further isolate each team’s specific feature work and stopped it from interfering with the work of other teams. This led to significantly more builds, as each feature team gets their own on top of the test and general use builds. For this month alone, over 200 unique builds were generated. Overall, the build support improvements have been very helpful and well received, but the team is still working out minor details and constantly tuning the branches for the best output. The Publishing Team supported daily deployments to Evocati and PTU, and assisted the dev teams with the collection of server performance and bug reports. Server reports are typically more fun on a big publishing month because there’s so much new data to track and report. As many have already noticed, the team increased the pace of publishes again, completing 16 PTU deployments in June. These additional publishes helped the dev team work out the final touches of new features. The team also ramped up the servers in anticipation of Alpha 3.2 release and can’t wait to see them fill up. PLAYER RELATIONS The Player Relations Team coordinated with Evocati to test Alpha 3.2 on the PTU and prepare it for live service. They focused on the core features of 3.2, including scanning, mining, ESP improvements, quantum linking, and the new ships. Now that 3.2 is live in the PU, the team would like to remind all backers of the new Knowledge Base. They’ve added quite a few guides for the update, and now have over 90 articles published. Players should check back regularly, as it will continue to grow with new ‘How To’ articles, patch notes, and live service notifications. Finally, the team wants to encourage everyone to continue using the Issue Council (IC) to help triage and rate bugs/functionality. They’ll use your feedback to prioritize future updates, plus IC participation makes you eligible for earlier PTU waves. QA QA helped push the 3.2 builds to Evocati and PTU, which included publishing checklists for build patches that went to the PTU. On the game side, QA focused on the 3.2 features, bug regression, and performance testing. Things tested included the mining feature, the new ships, the Avenger rework, quantum travel, the group system, and kiosk purchasing and player wallet updates. They also tested updates to the Editor and Subsumption tools. On the leadership side, it was business as usual coordinating testing priorities with counterparts in LA, UK, and DE. Wilmslow & Derby WILMSLOW & DERBY GRAPHICS The Graphics Team focused on bugs that covered a wide range of topics, including fixes for SLI/Crossfire, missing LODs on mining rocks, and flickering shadows. They also added a few minor features to improve the overall player experience, such as adding drop shadows to all transparent ship UI screens, adding brightness/gamma/contrast support, optimizing the glass shaders, and fixing multiple issues with RTT on the ship-targeting UI which reduced the cost by a factor of 10. After fixing the 3.2 bugs, the team’s focus has shifted to Object Container Streaming, which is crucial to ensuring this critical feature isn’t blocked. UI UI supported the 3.2 release at full tilt, working on the Item Kiosks to add as much as possible ahead of the live release. Alongside this, the team supported the Mission Team by creating new screens for Comm Array missions, provided the Gameplay Team with quantum travel UI elements, and helped the EU Vehicle Team with their work on overclocking. UI also focused on critical bug fixes ahead of 3.2. This included multiple issues with the ATC system, such as making the UI clearer for color blind players. Changes for the PMA/VMA included making select ship items uneditable and ensuring all armor pieces are displayed correctly. ANIMATION The team worked on the new Spec Ops AI combat set and prepared it for full implementation. This set includes cover, high and low enter and exits, peeks, stepouts, blindfires, reloads, and grenade throws. Iteration and feedback on weapon recoil continued with the goal of providing a solid first-person experience across the full range of weapons available in S42 and the PU. Preparation started to replace the AI base locomotion sets with finalized data. New capture footage was reviewed with an eye to implement improved AI motion sets and visuals. Further animation work was completed on Master-at-Arms Chakma to fill in any gaps that the Design Teams had in implementing his behavior for Squadron 42. Work on the Vanduul concentrated on close-combat and weapons. Player grips now allow varyingly sized objects to be held and carried in a more flexible manner, whether it be one or two-handed props. Finally, the team completed general bug fixes for the 3.2 release. GAMEPLAY STORY The Gameplay Story Team delivered previsualization (pre-viz) for 150 scenes that the Design Team requested, which was achieved a week earlier than expected. This gave the team a couple of weeks to do more in-depth implementation work on high priority scenes. Pre-viz work on the remaining 66 scenes will happen during the first few weeks of July. ENGINEERING/PROGRAMMING The Squadron 42 Gameplay Team worked with Cinematics to implement more functionality in the trackview tool to get new cinematic scenes working. Among other things, these changes improved the ability to animate the player by blending them into a cinematic sequence, gaining control over the player’s camera, and allowing a set amount of player-controlled head-look. The Actor Team got one-handed grips working with props of all different sizes and shapes. They started with two different grip types, one for round objects like a bottle or a cup, and another for square items like a book or datapad. The animators created two versions of each grip, open and closed, and the code can blend between the two allowing the player to hold props of different and awkward sizes without the need for multiple animation assets. The programmers have also been improving the animations used when moving from standing to running and back again. They are trying to keep the response times fast by reducing the amount of foot sliding and animation glitches. The Social AI Team held a mini summit with the Lead AI and Lead Engine Tools programmers and the AI team in Frankfurt to discuss the latest usable tech and the next steps in development. They are now looking to create a visual tool to help the workflow of setting up usables and reduce the amount of knowhow currently required. The EU Vehicle Team continued development of overpowering and overheating items with a focus on the quantum drive, shield, and cooler. They also expanded item wear to account for overheating. The Core Gameplay Tech Team moved Object Container Streaming to the stage where they can turn on the background loading of individual entities. Now, it’s up to QA to find out what bugs come from this change. They also worked on the base functionality of loading and unloading individual object containers. The individual features teams have done a fine job of making their entity components thread safe, as well as moving the Lua script over into C++, all of which is required for Object Container Streaming. SHIPS The Ship Art Team finished the remaining tasks needed to get the 3.2 ships ready for release. They also created trailers for the Esperia Blade, Aegis Avenger, and Eclipse, along with promotional shots for the Origin 600i. Other work included whiteboxing the Origin 890 Jump to establish the final room layout and proportions, and R&D work on future Banu ships, with a focus on the Defender. Finally, the Hammerhead is getting a damage pass for the exterior and LOD pass across the interior. AUDIO The Audio Department worked on all four of the 3.2 flyable ships trailers. They supplied the music heard in the Hurricane and Blade trailers, music and SFX for the Eclipse trailer, and music, SFX, and dialog for the Avenger. The Audio Department also supported the 3.2 mining feature with regards to UI, mechanical SFX, and beam SFX. Additionally, there was a focus on re-balancing audio in line with the IFCS 2.0 update. ENVIRONMENT ART The UK Environment Team has been finalizing assets for the new ship hangars, as well as making passes on their dressing, branding, and props. They prepared for upcoming sprints, including sprints for new habitation modules and security checkpoints. Elsewhere, the team investigated and began to whitebox ideas for new small points of interest to populate Hurston beyond Lorville. They did all this in addition to supporting the Alpha 3.2 release with usual bug fixing and maintenance. VFX As 3.2 drew to a close, the team completed flight ready effects on the remaining ships, including the Esperia Blade and Aegis Eclipse. They also worked on effects for the Avenger and Eclipse trailers. They finished off the remaining 3.2 weapon effects, including the Kastak Scalpel ballistic rifle, and continued to fine tune and fix any issues with the recent weapons 2.0 conversion. The team collaborated with the mining and scanning/radar feature teams to ensure the effects were as polished as possible. They also worked with the Graphics Team on numerous developments to the GPU particle system, including improved ‘spawn chance’ and more robust parent/child hierarchies. Frankfurt FRANKFURT ENVIRONMENT ART The Environment Art Team continued their push on Lorville Section One Nine (L19), bringing more and more areas to a final state. With L19 coming alive, they’re kicking off production on the surrounding areas, including the procedural tiles that represent the wider city. Regarding organic environments, the team wrapped up the first pass on the Hurston biomes and moved onto defining Hurston’s four moons. Each moon has its own look and feel and reflects some of the elements found on Hurston itself. These new moons are an example of the planet tech system’s flexibility – being able to reuse, remix and create new locations using all elements built to date saves a lot of time, and the process is getting faster as the tools and assets mature. BUILD ENGINEERING The DevOps Teams in ATX and DE are coordinating a suite of tools to accommodate the various Feature Teams. This includes extending the existing auto-integrators behavior, which involves enabling classic chronological integrations as well as parallel, non-chronological integrations based on an acyclic dependency graph. This is similar to what’s used in code compilation to determine the ordering of tasks. Any stream of changes flowing via auto-integration can communicate directly to whoever the owner of the changelist is, or be deferred to a single stream stakeholder if they choose to oversee the resolution of integration conflicts themselves. As new options are added, a counterpart API is being rolled out to enable complementary tools to hook in. The first tool to hook into the API is a merging tool that handles laborious integrations from feature stream teams back into game-dev. LEVEL DESIGN The Level Design Team focused on areas of the Persistent Universe, including the flagship landing zones of Lorville and Area 18, and the Rest Stop space station layouts generated by the procedural tools. They completed a versatile whitebox version of a security checkpoint that can be easily adapted to locations of different sizes and security levels, and revisited the interiors of the Refinery space station. TOOLS The Engine Tools Team improved the general game editor stability and usability, and fixed bugs for the 3.2 release. They added the Look Development Mode for artists to unify and isolate light setups for assets. Artists and Designers can now select any asset in any level and activate this mode to have a consistent light environment for tweaking their materials – it’s important to have a consistent and neutral material setup across all assets as it results in much higher visual quality. The Look Development Mode supports a flat light setup for tweaking materials to get as close to a neutral in-engine light environment as possible, along with a presentation mode to get the best visual quality out of a given asset. With the push of a button, this in-engine mode works with all asset sizes, from little props to capital ships. It’s a great tool, as it avoids error-prone and inconsistent manual light setups, so saves time on tweaking the assets for the game. QA The QA Team started June by joining the EU Gameplay 5 Feature Team. One QA member was embedded with the team to attend weekly sprint and planning meetings and work closely with Developers to identify and resolve issues related to the Transit system. The Transit system includes elevators, metros, trams, and similar methods of transportation. Memory testing with the logging of Environment Variables enabled is also underway. In the first run-through, QA assisted the Engine Team in identifying a memory leak within particle emitters. The Graphics Team quickly created a fix and confirmed it once the changes were checked in. This type of testing will be a regular occurrence to ensure the team can stay on top of any potential future memory issues. In addition, they continued to test new versions of the Subsumption Editor, as well as stay on top of regression and inputting new issues encountered by the development team. The new Subsumption versions consisted of fixes that needed verification as well as a new option to allow subsequent messages to be skipped when there are multiple invalid callback functions generating warnings upon initialization. Functionality in how Activities read information from the platforms has also been improved. A developer can now directly edit an NPC’s schedule loadout via the Activity the platform is being called from. Physics refactoring has also started to pre-emptively catch any new issues from the introduction of these new changes. QA will be doing a weekly Physics smoke test every Monday to test the PU, Arena Commander, and Star Marine in the Game-Dev branch. Then, a report is generated and sent for review and any new issues introduced from the Physics refactor are addressed. ENGINE The Engine Team continued with Physics optimizations that allow for more overlap during terrain patch physicalization. They also optimized raycasting when flying over the planet grid along with shadow batch processing. Look Development Mode was introduced to the engine to enable the team to test shading setups in a controlled environment. They improved horizon SSDO quality and performance, which is now enabled by default. They started streamlining the asset pipeline flow for consistency in shading, cleaning up asset presets, and changing the plugin to improve consistency. For general code development, they supported the inline function expansion in callstacks presented via JIRA and Sentry, and improved support to compile Linux targets through Visual Studio. They completed the first iteration of the mining painter, continued to work on the telemetry system, and made skinning and vertex processing improvements. WEAPONS The Weapons Art Team completed all work, bugfixing, and polish for the 3.2 release. This included work on the Gemini F55 light machine gun, Klaus & Werner Demeco light machine gun, Kastak Arms Scalpel sniper rifle, and the Associated Science and Development distortion repeaters (size 1-3). They also spent time on Vanduul lances and knifes. VFX The VFX Team worked on and optimized the 3.2 mining feature. They tackled effects for the fracture beam, the tractor beam that sucks up rocks, and for various rock impacts and explosions. They also worked on the cinematic destruction pipeline for the soft body destruction simulations. They smoothed out the pipeline for importing the soft body simulations from Houdini into 3ds Max, and then from 3ds Max into the engine. This will be used for bespoke, cinematic destruction sequences. SYSTEM DESIGN The System Design Team worked to make enemy ship AI more fun to engage with. Initially, it was built as realistic as possible, but that doesn’t always make for the best gameplay. For example, a computer is extremely good at using the decoupled mode, far better than any human. While this is technically the best solution for fighting in space, it also feels unnatural and unintuitive to the player. They want to strike a balance between realism and giving the player a fun, challenging experience by cutting down the number of unnatural maneuvers the AI can perform. The team also focused on FPS AI for multiplayer, making sure they function similarly to the single player mode. The push with the Vanduul reached its completion and their behaviors are almost locked down. A lot of work went into how the Vanduul navigate the environment, attack, defend, melee, and react to various weapons. They also spent time on civilian and guard behaviors, adding as much life into them as needed. The team primarily focused on designing modular conversation vignettes, which are blocks of randomly changing dialogue that can be controlled by various AI parameters like morale, hunger, etc. Basically, it’s a giant tree of animation/line clusters. The AI simply navigate through them and every time there’s a vignette, it produces a different outcome based on those parameters, so the same combination of lines will be a rare experience. They also put finishing touches on planetary mining. While some improvements are still needed, they believe it’s at a point where players can enjoy it. AI The AI Team was busy implementing new functionalities and fixing/optimizing existing systems. For Subsumption, they introduced the concept of global variables: for single player campaigns, designers might require the definition of generic variables available across different missions. Global variables are visible globally on the various missions and can be saved so that the game status can be preserved and restored for the players. They also improved the way entities can receive ranged events. A ranged event is started when an entity is in proximity of another event. The proximity can be specified by designers in the definition of the event. They introduced a new Subsumption task that can mark the entities to be notified so that the game code can efficiently calculate ranges only for the specified objects of the world. Work was done on improving and generalizing the way assignments are handled by entities. Assignments are a sort of command or suggestion designers can send to the AI entities. They can vary from ‘attack my target’ to ‘move to the specified position’, etc. Assignments are a very generic way to influence systemic behaviors and can be used to both script mission flow and/or give AI entities commands. The mastergraph is now responsible for bringing the assignment request to the execution phase, unless the behavior is defined to override the handling of the scenario. For example, while throwing a grenade, the behaviors might wait to handle an assignment that requests his relocation, while if the NPC is just patrolling, it can immediately fulfill the request. The team had numerous people visit from the UK office for a week of meetings regarding the useable system. They discussed numerous use cases and possible improvements on the system and worked side by side on both existing and new code. Items that came from the meeting to be implemented are a new tool to speed up the usables pipeline, as well as new functionalities in Subsumption to describe complex scenarios of NPCs interacting with the environment. This ensures that their behaviors maintain a simple logic while the complexity remains embedded within the system itself. Ship behaviors received significant improvements for the future Alpha 3.3 release. The team started implementing different behavior strategies associated with different ship types, so pilots can use the best capabilities of their specific vehicle. They also improved the way accuracy is calculated, so that ships attacking enemies feel more natural and are respectful of the new skill levels recently implemented. Human combat is also being polished. The team is currently going through as many use case scenarios as possible to validate the system works as intended. TECH ART The Tech Art Team worked on the Sandbox-Editor-to-Maya live link tool for synchronizing animations between the Digital Content Creation (DCC) and the game’s editor which, for this particular purpose, is essentially used as a rendering backend. Now that the underlying interprocess communication and object serialization frameworks are in place, animators will soon be able to see their changes on in-engine character assets live within the Maya viewport, rendered with all the advanced shading effects that the game engine provides. This will not only allow them to create better animations in less time, it will also facilitate animation asset and rig asset/deformation quality control and make for a much more immediate and precise workflow. They also integrated Motion Based Blending into Maya to enable the animators to easily remove any potential foot sliding after changes were made to an animation. They implemented a ‘light rig’ switch into Maya that improves performance in heavy scenes and, in return, raises the frame rate during replay to make it easier for animators to work in heavily populated scenes. Multiple FPS and Ship Weapon bugs were also addressed for the 3.2 release. LIGHTING The Lighting Team focused on tasks and bugs related to the upcoming 3.2 release. In addition, they collaborated with the Environment Art and Level Design teams on Lorville. Their current goals are to provide a first pass for lighting and atmosphere across all areas, as well as ensure that the level is built to allow for easy optimization and better performance in the future. CINEMATICS The Cinematics Team worked with UK Gameplay Engineers to create a Cinematic FreeLook control system that works with Star Citizen’s unified 1st and 3rd person character rig. Cinematic FreeLook allows a player that’s locked in position during a 1st person cinematic to look around freely. Cinematic designers can specify up/down/left/right limits and steer the player’s headcam towards specific things, like a character, vista, or an important event in the distance. The original Cinematic FreeLook system was limited as the player’s body was not fully considered, so looking too far in one direction meant the player could potentially see part of their own face inside of their helmet. This new system allows the player to work in 1st and 3rd person with performance capture on the body/head, additive animation of the headcam rotation, and Cinematic FreeLook active. The FreeLook system works with the mouse and gamepad thumbstick input, as there are areas that slow down control towards the edges of the ‘look window’ and a smooth re-center after a specified time with no input. They also gained the ability to run Mannequin fragments on any NPC in Trackview, which will create seamless blends between locomotion and those performing in scenes via Trackview. The Cinematic Animation Team also worked on testing how far they can technically push the Walk & Talk AI conversations. The goal is to retain the performance that the actors brought to these talks while running numerous real-time additives, such as layering upper body performance capture on top of a personalized per-character locomotion walk set. The tests have so far yielded positive results. Platform: Turbulent PLATFORM: TURBULENT This month, Turbulent wrapped up the Friends feature in Spectrum, provided support for the latest Drake concept, and finished the services build for groups system 3.2. SPECTRUM The team deployed two Spectrum builds, ‘3.7.13-friends.2’ and ‘3.7.13-friends.3’. The main features included the addition of friends, friend requests, and the Message of the Day (MOTD). Lobbies can now have a MOTD that appears at the top when someone joins. Friends and friend requests are now complete and easily accessible through an entirely new Quick Access Sidebar. Also, included in this sidebar are Notifications, Search, and Lobby Users. When someone receives a friend request, a transient pop-up appears and an orange dot is displayed next to the friend icon on the Quick Access toggle button. Friends can be grouped by common Organizations. Additionally, the author of blocked thread replies can be hidden as an option under general account settings. A special thank you to the Spectrocati and everyone who helped test these new features! RSI PLATFORM The RSI Team supported the reveal of the Vulture, Drake’s latest ship. The Vulture is a light industrial salvage vessel that needs just one crew member. The Design Team had a lot of fun developing the page to house this rugged workingman’s ship. They also added new controllers in your account settings to allow better management of the content you want to receive in the weekly newsletters. Go to Account/Settings to pick and choose your RSI content. GROUP SERVICES Turbulent made multiple releases supporting the backend control for services. Each iteration of the service was followed by a round of support during QA. The work Turbulent did creates and disbands groups. It handles all the requests for invites, accepts invitations, and declines invitations to a group. It then tells the service that these players should be grouped together. This service also controls the necessary permissions around leadership of a group, including transfer when the leader leaves the group or chooses to move it. Additionally, they added a kick function if a member of the group is offline for a certain period. Community COMMUNITY With this monthly report, the team says goodbye to the second quarter of 2018 and welcomes Star Citizen Alpha 3.2! Maintaining the quarterly release cycle, the team was proud to publish another content update, with players exploring the new content since last Saturday. From group systems to quantum linking and mining, it feels fantastic to see people having fun in the game on Twitch and YouTube. Thanks to all the dedicated testers who helped make this release possible. The entire CIG team sincerely appreciates your efforts during Evocati and PTU phases. While Cloud Imperium Games wasn’t present at E3, the latest PU trailer was shown at the PC Gaming Show, showcasing the beauty of the ‘verse. Watch it on our YouTube channel if you haven’t yet. If you’re a content creator, there’s currently a contest running that celebrates one of the recent editions to the flyable fleet in Star Citizen – the Origin Jumpworks 600i. The team is looking for player-made commercials showcasing the beauty of this multi-role luxury vessel. Running until July 15th, it’s your chance to grab one of the fabulous prizes on offer, including a standalone Aegis Eclipse with complimentary Lifetime Insurance. The Community Team has been planning a wide variety of activities for you to participate in throughout the year and into next, all coupled with sweet prizes. So even if this contest isn’t for you, there are some exciting opportunities coming for you to leave your mark in the Star Citizen universe. Seriously, there will be more contests in 2018 than EVER before! The team is always amazed by the contributions made by the community – whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship. This month, they brought back the MVP (Most Valuable Poster). Every week, the team will select one piece of content submitted to the Community Hub and reward the content creator with an MVP badge on Spectrum and a mention on the MVP section of the Hub. This month, Centurion subscribers received a limited Voyager-edition Klaus & Werner Arrowhead sniper rifle, while the Imperators netted an exclusive Pathfinder variant. The mighty Aegis Reclaimer spearheaded the ship of the month program that gives subscribers the chance to try out a new vessel. With the Drake Vulture concept promotion still in full effect, the team recently released the Q&A on Drake’s dirty bird. Want to rip wrecks apart like a pro? Head over to Spectrum to see answers to the top-voted community questions on this unique industrial salvage ship. Finally, the team keeps getting asked about the availability of CitizenCon 2948 tickets. The good news is that they will be available again shortly if you haven’t already snagged one. Make sure to follow Star Citizen on Twitter, or subscribe to the newsletter to find out when the next phase of ticket sales is available. CitizenCon in Austin, TX, is the perfect place to chat with the developers and get the latest updates on the development process. It’s also a chance to meet with org mates and old friends, or make new ones and recruit members for your crew. Conclusion WE’LL SEE YOU NEXT MONTH… Przeczytaj całość
  23. See what’s new in Alpha 3.2 and take a look at what’s on deck for upcoming releases. Przeczytaj całość
  24. Pokaż ten giveaway Shadowrun Returns Deluxe Szybki giveaway dla osób, którym brakuje tego fajnego cyberpunkowego RPG w kolekcji. Pamiętajcie, że klucz trzeba wykorzystać do 7 lipca g. 19:00 inaczej straci ważność! Za podarowanie nagrody na giveaway podziękujmy tym razem @zarazowi Uwaga: giveaway tylko dla osób mających minimum zero punktów reputacji. Zgłoszenia osób z ujemną reputacją będą usuwane. Utworzył Game Armada Data zakończenia 1 dzień i 13 godzin Utworzono 2018.07.04 Kategoria Game Armada  
  25. Game Armada

    giveaway Shadowrun Returns Deluxe

    Typ: Giveaway


    • 1 Nagroda
    • 1 Uczestnik

    Szybki giveaway dla osób, którym brakuje tego fajnego cyberpunkowego RPG w kolekcji. Pamiętajcie, że klucz trzeba wykorzystać do 7 lipca g. 19:00 inaczej straci ważność! Za podarowanie nagrody na giveaway podziękujmy tym razem @zarazowi Uwaga: giveaway tylko dla osób mających minimum zero punktów reputacji. Zgłoszenia osób z ujemną reputacją będą usuwane.

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