Skocz do zawartości

Game Armada

Sztab Game Armady
  • Zawartość

  • Rejestracja

  • Ostatnia wizyta

  • Wygrane w rankingu

  • Opinia


Zawartość dodana przez Game Armada

  1. Maps to the stars, building out the Stanton system, a ship pipeline checkup, and news about Object Container Streaming and CitizenCon in this week’s update. Przeczytaj całość
  2. Piracy Is On The Rise Across the UEE, piracy is on the rise. Interstellar larceny and shipjacking have become increasingly regular occurrences, and not just in fringe systems. More and more civilians are feeling the tightening grip of the spreading pirate threat as outlaws become more brazen and expand their operations into sectors once considered safe. Due to this disturbing trend, the UEE is issuing a full crackdown. Until the pirate threat is neutralized, we’re rallying all would-be bushwhackers and DIY defenders of justice to lend a hand in taking down these freebooters, corsairs, and raiders across the ‘verse. Call to Arrrms! With interstellar crime at an all-time high, freebooters and scallywags everywhere have taken the ancient pseudo-holiday #TalkLikeAPirateDay as a sort of rallying point. That means the UEE has their hands full and they need you. Take to the skies to show these brigands who truly owns the spacelanes. Capture the moment while you capture salty marauders throughout the system. Share your best in-game screenshots on social media to show off your special brand of vigilante justice. You could win one of the universe’s most able hunting vessels to keep your crime-fighting exploits going: Anvil F7C-M Super Hornet – The closest you can get to a full military load-out and still fly legally. The Super Hornet is chock full of tech and firepower to make even the dastardliest outlaw shake in their boots. Aegis Sabre – Balancing speed, agility, and unrivaled firepower, the classic Sabre was built for absolute superiority in dogfighting applications and rapid response. Bandits and picaroons have nowhere to hide with a Sabre on the prowl. Aegis Gladius – Simple, effective, deadly. There’s a reason the UEE military has trusted the Gladius for decades. Its tight handling and laser-focus on dogfighting have made it the scourge of scofflaws the universe over. Find all the contest details here, and make sure to review the contest rules here before entering. Looking for additional firepower? To bolster your fleet and rid the skies of criminal menace, we’ve made a handful of the universe’s most devastating brawlers available for all your mercenary needs. Happy hunting and good luck out there. DISCLAIMER Remember: we offer pledge ships to help fund Star Citizen’s development. The funding received from events such as these are what allow us to include deeper features in the Star Citizen world. These ships will be obtainable in the final universe, and they are not required to start the game. The goal is to make additional ships available to continue expanding the depth and variety of the game world and give players a different experience rather than any particular advantage. Przeczytaj całość
  3. Part One of the story can be read here. Alex leaned over the railing to look down at the sprawling plaza below. Streams of Banu flowed in and around the stalls and shops that crowded the marketplace. The near deafening noise was a constant presence. Sellers shouted proudly about their wares, shrewd traders loudly haggled over sips of sloma, while young runners darted about trying to lure potential customers back to their Souli’s Merchantman where the finest fuel cyclers or crog berries or whatever it was they happened to be selling was waiting for just the right buyer. And even over all that noise Alex could still hear her stomach rumble. It seemed the one thing that wasn’t for sale on the Bacchus flotilla was a decent breakfast. After a harrowing experience with a ‘Human Breakfast Special’ that had resulted in a shallow dish filled with sliced hot dogs and popcorn covered in what she could only describe as very thick orange juice, Alex had sworn off eating till she could get back to the few ready meals still safely tucked away inside the Belligerent Duck’s stores. That would have to wait though. Pushing her hunger aside, Alex searched the crowds below for anything suspicious. Which, when you’re inside a Banu flotilla, is sort of like looking for uptight swegs when on Earth. More specifically, she was looking for any undercover Advocacy Agents or bounty hunters who had the gall to follow them into Banu territory. Typically, the Advocacy would pursue a thief for a system, maybe two, before they called back their resources and left it to the Bounty Hunting Guild to chase the culprit down. It wasn’t that the Advocacy weren’t eager to see justice done, they just had more important things to spend their time and efforts on (like vicious outlaw gangs and crazed serial killers). It was why the Empire relied so heavily on the bounty system in the first place. Doubly so when the jurisdiction crossed into the Banu Protectorate. With a high enough price, you could have hundreds of bounty hunters searching for free and only have to pay the person who collected. It saved time and credits. The Advocacy’s focus was on big fish, and Alex had worked hard at staying a medium fish at best. Yet, her and Mas’ escape from Terra had proven to be anything but typical. Instead of having to deal with the normal gaggle of cocksure guilders fumbling all over themselves to get paid, the Advocacy had mobilized dozens of Agents across multiple systems in one of the biggest dragnets she had ever seen. Every jump point had been swarming. Plus, there had been the daily dispatches encouraging citizens to share information with the authorities. Why was it that law-abiding types were always so bored they couldn’t just mind their own damn business? The Duck could barely stop to refuel without some good Samaritan recognizing them from the wanted posters plastered all over the spec. Mas had to work overtime blocking or delaying comms until they were away, and even then, they still had to fight their way free more times than was healthy. They had always pulled through, but only by the slimmest of margins. Their Mercury had the scars to prove it. On top of that, Alex had been forced to call in just about every outstanding favor she had. In Pyro, a crew that owed them for a records wipe had agreed to tangle with the bounty hunters who had cornered them there. Though, to be honest, she suspected they would have done it for free with the amount of joy they seemed to take in the fight. In Tram, Alex not only had to wipe Old Mac’s debt clear to get him to help distract the Advos tailing them, but now they owed him a favor. And knowing the gummer, he was likely to milk it for all its worth. A problem for another day. All in all, they had been pursued across seven systems and hadn’t been able to rest for a moment. Well, Mas barely slept on a good day so he seemed relatively unperturbed by the whole experience. In fact, having the chance to coordinate an intrusion on the Meridian Transit network in Garron had the hacker humming louder than she had ever heard him. And admittingly, Alex had laughed herself watching the hacked starliner routes stymy their pursuers. But that had been days ago. Now, here she was in Bacchus, tired, hungry, surrounded by a hive of Banu, and she could tell that her brain was far from firing with all thrusters. Something about this job wasn’t adding up. Being paid to delete files at Behring instead of stealing them was strange enough, but now with the way the law had been after them? Even with a big player like Behring involved the response had been above and beyond. Alex felt like she was staring at a big red warning sign, but she was so exhausted she couldn’t read it. What she really needed was about a month on Cassel with nothing to do but float, drink, flirt with Navy, and spend all her hard-earned credits. Speaking of which, Alex brought up her mobi to check the time. Only a half hour until they met with Mr. Grouse and received the rest of their payment. Pushing herself up from the rail, she turned and headed towards the docking tube that connected Donosi Souli to the rest of the flotilla structure. Hopefully, Mas had been able to make progress on untangling the project data they had secretly downloaded from the lab. A few steps behind, Mr. Grouse quietly followed. To say that Donosi was Mas’ old Souli was a bit misleading, but it was easier for Alex to think of it that way. A programming guild, Donosi had been formed when the previous guild leader, Essosouli Olosso has died. Mas had used the turnover to buy his freedom, while most of the other guild members had joined Olosso’s heir Donosi when she established her ‘new’ Souli. So basically, all the same people working out of the same place, doing the same thing. Fortunately, while Mas was no longer considered family, Essosouli Donosi was inclined to temporarily hire them both whenever they needed a place to lay low for a while. In exchange for Mas doing some work for them, he and Alex received the protection that being part of a powerful Souli brought, keeping would-be Bounty Hunters at bay thanks to the intricacies of Banu politics. Alex arrived through the old airlock that marked where the Donosi’s ship connected to the flotilla. Not that it was much of a ship anymore. The thing hadn’t flown in decades and was so hemmed in on all side by other structures it was unclear if it could take off even if it had wanted to. Carefully stepping over thick cable bundles, she made her way inside. It was cluttered for sure, but compared to some of the other Souli she had visited, Donosi was neat and organized. Rather than the usual overflowing collection of odds and ends that most Banu seemed drawn to, the computer guild’s wealth was all in data. Racks and racks of drives of various makes and models lined the walls, some of them older than her. In the center of the room, several Banu half-reclined at terminals pouring over lines of code. Over the sound of typing, she could hear Mas happily humming to himself. “Any luck, Mas?” asked Alex. “Oh, yes. Much,” replied Mas with a wide smile. “We have confirmed that Project Stargazer is particularly worthless.” Alex turned to see Essouli Donosi enter the room. You could always tell when Donosi was approaching because the dozens of mobiGlas that she wore clacked together as she walked. “Oh, yes,” said Donosi. “Complete garbage.” That red warning sign in Alex’s head started flashing a little faster. “What do you mean? We got paid a fortune to wipe this stuff.” Mas walked over to Alex with a datapad and gestured to the screen. “This is Project Stargazer.” “Looks like a targeting reticule.” “It is a targeting reticule. Part of a design that was supposed to help gunners recalibrate their weapons if the sighting was off during combat. The project was shelved last year when it was proven in tests to only be slightly more efficient than not using it.” “The datapod you stored it on is worth more than this terrible information,” said Donosi. “Total refuse. Utter trash. No one would ever pay anything for such a thing as what you have brought.” Alex’s stomach sank when she realized that Donosi was repeating herself. A sure sign that the Essosouli was negotiating. Part of the agreed upon price for the Souli’s protection had been the info they’d stolen and now it seemed that Donosi was no longer satisfied with that deal. This was not good news considering that both her and Mas were technically indentured to the guild currently. “You can keep the datapod then,” replied Alex. “Let’s go, Mas.” She pulled on his arm, trying to get him to follow her. “Mas, stay where you are,” said Donosi in a firm voice. “Your debt has not been cleared.” Mas stopped and Alex found herself uselessly pulling on what might as well have been a brick wall. “What are you doing? Let’s go.” “I am sorry, Alex,” said Mas. “I cannot leave until Essosouli Donosi approves.” “Are you serious?” “I will not break a given bond. I am not like a Human.” With that, Mas winked at her. Alex had been the one to teach Mas to wink and it had quickly proven to be a terrible idea. More than a few deals had gone south thanks to him winking when Alex was attempting to stretch the truth a bit. However, since none of the other Banu knew what winking meant, the skill might finally have payed off. Mas wanted her to find a way out of this. “And what do you think our debt is?” asked Alex. “A month of labor. Mas will gain access to some difficult locked drives we have acquired and you will clean.” Even if they hadn’t needed to make their rendezvous, there was no universe that existed where Alex would have taken those terms. A headache began to grow behind her eyes. Like she didn’t have enough on her plate without becoming a Banu slave for a month. Actually, Alex thought, why am I having to deal with this? “And I say there is no debt. You agreed to take the info on the datapod and that’s what you got. A deal’s a deal.” “Information that is worthless.” “Yeah, that sucks for you. Next time negotiate better.” A smile broke across Donosi’s face. “Very well. You are free to go.” “Oh,” Alex responded a bit taken aback by the sudden shift. Even though she lived with a Banu, she still could be surprised by how alien the aliens sometimes felt. “Thanks.” “Come on, Alex,” said Mas, getting up from the terminal. “We don’t want to be late.” Mas worked the star runner’s scanner as Alex guided the ship towards the rendezvous coordinates the courier had delivered to her a few days earlier. The relative quiet of the Duck proved to be unnerving rather than the relief she had expected. And even though she should have been able to take a break from looking over her shoulder now that she was back aboard her own ship, Alex still felt on edge. Nothing about this job was sitting right. Why would Grouse want them to purge useless data? Why would the Advocacy be treating them like the Empire’s most wanted? Why did Grouse want to meet again rather than just sending the credits. Why couldn’t she figure out what the hell was going on? “This is a trap, yes?” asked Mas, having similar thoughts. “Yeah,” agreed Alex. “You want to forget the credits and bail?” “It is a lot of credits.” “It is so many credits.” Mas thought for a beat. “We can always get more credits. I am a very good hacker and you are also good at things.” “Yeah.” Though she was sad to be losing the money, a huge sense of relief came over her now that the decision had been made. “Where do you want to go? Spider? Maybe finally check out Kayfa?” “Neither, I’m afraid,” said Mr. Grouse from behind them, the energy pistol in his hand trained at Mas’ head. “You will maintain your current course.” Alex, cursing herself, swore that from now on she and Mas were going to search all the berths for stowaways before taking off. “Let me guess, Advocacy are waiting for us at the rendezvous?” asked Alex. “Correct, Ms. Dougan. You will be arrested, tried and convicted. Of course, there is a chance I will be forced to kill you both before then, but I would prefer not to.” “You know we’ll tell them about you, right?” “That has always been the plan. The only surprise was you managing to evade capture this long. I was certain they had you at the Davien jump point. It was most impressive when your Mercury gave them the slip once again.” “Wait,” said Mas. “If you wanted the thieves arrested, then why did you hire us? Why not hire bad thieves?” “The job needed to be successful. A lesser team would have been caught before deleting the project.” “But the files were worthless!” protested Alex. “Enough, Ms. Dougan. We should be arriving at the ambush any moment now.” “What about Prairie Lightning Delta? “What?” A moment after she had uttered the phrase-key, the EMP rigged under the main console went off. With a sickening lurch, the ship powered completely down. Mr. Grouse, unprepared, tripped forward off balance. Mas, very prepared, slipped his knife from its sheath and slashed at their captor’s arm. The pistol dropped to the floor and Alex dove, recovering the weapon before Grouse could. “An EMP. Clever,” said Grouse, breathing hard, the deep gouge on his arm dripping blood onto the floor. “Mas’ gets full credit,” said Alex. “Now, if you don’t mind, why don’t you start explaining what in hell it is you’re up to.” Before Grouse could respond, bright headlights suddenly shone into the cockpit. An Advocacy Vanguard flanked by two Banu Defenders was quickly approaching their ship. The Agents must have negotiated their way in with the Security Souli in this sector. “I am afraid it’s too late,” said Grouse. “Comm them and tell them we’ll kill you if you don’t stand down.” “Why would they care about a corpse?” asked Grouse, reaching his fingers inside the wound on his arm. “Mas! Stop him!” shouted Alex. Mas reached out, but not fast enough. “Your Empire thanks you for your service,” said Grouse as he used his fingers to sever his brachial artery. The trickle of blood turned into a gushing flood. Grouse collapsed to the floor unconscious. Alex was certain that the memory of what Grouse had just done would hold the top spot for the most terrifying thing she’s ever seen for a long time to come. “Crap! Do you know first aid?” “No.” said Mas, looking down at the body and its widening pool of blood. “Did we ever buy more medpens?” “Crap. Crap. Crap. Help me get some pressure on him or something.” It was then that the ship’s power kicked back on. “—gent Duck. This is the UEE Advocacy. Prepare to be boarded.” It seemed Alex and Mas had a choice. Either tend to Grouse before he died, or try to avoid capture. It was a very easy choice. “Mas, dump his body in the lock and strap in!” Alex threw herself into the pilot seat and opened up the throttles to max. The Mercury burst to life and hurtled towards the Vanguard, rolling to bring their port side to the Advocacy’s ventral. The shields flared as the twin Sawbucks on the Vanguard’s turret scored a direct hit. They held for now, but a few more hits like that and the Duck would be done for. A head to head fight wasn’t an option here. They were outclassed. Emergency escape maneuvers were the order of the day. Gaining a bit of distance from the pursuers as they rushed to turn around and give chase, Alex quickly opened up the rear ramp and turned off the cargo grid. “Mas, special delivery!” Alex pulled hard on the controls and Mercury flew straight up, leaving the ten crates in their hold floating behind them. She grabbed the blackout helmet she kept nearby for just this moment and quickly slipped it on, giving all new meaning to the phrase ‘flying blind.’ Mas began counting down, “Three… two… one… “ Alex heart skipped a beat before she remembered that Banu counted down to zero. “Zero!” Behind them, a small new sun burst to life as the crates exploded. Or at least that’s what it looked like. Or would have looked like if Alex could see anything. Each of the crates had contained the equivalent of a hundred flares. The ten crates combined was enough to overload any nearby sensors long enough for them to clear range. And forget trying to track them visually. Those poor pilots would be lucky if they got their vision back any time soon. Alex pulled off the helmet and lined up a QT towards the Bacchus asteroid belt. “If we are going to be on the run again,” said Mas. “I think I would like to go visit Leir.” “Sure, Mas.” said Alex. “It’s your turn to pick anyway.” Alex let out a deep sigh and for the moment tried to ignore the pool of blood at her feet by concentrating on flying. No answers. No money. But for now at least, they had their freedom. THE END. Przeczytaj całość
  4. 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
  5. Hi everyone, Last week, after gathering questions about our latest concept ship on Spectrum, we released the Q&A for the Crusader Industries Mercury, the Star Runner chassis catering to governments and the private sector alike. Make sure to check out the Mercury before it’s gone, as it’s only available until September 18th! Don’t have any plans for October 10th yet? Check out the CitizenCon 2948 website with details about the biggest Star Citizen event happening in Austin, Texas. The MISC Commercial Contest ended last week, and you should check out all of the incredible entries to get a glimpse of what the life of a miner in the ‘verse feels like. We want to thank everyone who sent in a video and hope that you had as much fun creating the videos, as we had watching them! Didn’t win anything this time around, matey? No worries, the next contest is rrright arrround the corrrner, arrr! And with that, let’s see what else is 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. This week we we talk about joystick and gamepad support, ship locking mechanics, rest stops and more. Subscribe to our YouTube channel and turn on the notifications to be amongst the first to watch! On Tuesday, our Lore Team will publish another in-fiction gem, continuing the “On the Run” story published back in August. If you have some catching up to do, you can find Part 1 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. Finally, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. We’re looking forward to a Hammerhead double feature with a Ship Shape followed by a Q&A session at 9am Pacific! Keep an eye on Spectrum for the questions thread! We’ll see you in the ‘Verse! Ulf Kuerschner Senior Community Manager The Weekly Community Content Schedule MONDAY, SEPTEMBER 17TH, 2018 Calling All Devs ( TUESDAY, SEPTEMBER 18TH, 2018 Lore Post ( WEDNESDAY, SEPTEMBER 19TH, 2018 #TalkLikeAPirateDay THURSDAY, SEPTEMBER 20TH, 2018 Around the Verse ( Vault Update FRIDAY, SEPTEMBER 21ST, 2018 Reverse the Verse LIVE ( Roadmap Update RSI Newsletter Community MVP: September 17th, 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! The Dream That is Star Citizen by WarBarbl Featuring music by the wonderful Pedro Camacho, this video by WarBarbl captures unique and atmospheric shots in a stunning 4k fan trailer. Great job! Full video on the Community Hub. Przeczytaj całość
  6. RTV is back in LA with another Gamedev special! Designer Calix Reneau will build a game system prototype for potential research mechanics and answer questions LIVE. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  7. The return of asteroid mining and scramble races, focused audio, and building out the Stanton system in this week’s update. Przeczytaj całość
  8. Q&A: Crusader Mercury Following the launch of the Mercury Star Runner from Crusader Industries, we took your top voted questions to our designers in an effort to get you more information about this recently revealed data runner. If you haven’t watched the recent Ship Shape on the Mercury, you can do so here. We also sat down with the developers behind the ship in a special Townhall Q&A, LIVE from Gamescom which you can watch here. Special thanks to John Crewe and Todd Papy for taking the time to answer questions. What are the differences in scanning between a ship like the Terrapin and the Mercury? Are they similar enough that a Mercury can be fitted to perform a Terrapin’s role equally well, or better? Dedicated scanning ships, or ships equipped with dedicated scanners are built around that gameplay, which is not what the Mercury is built for. The Mercury’s scanners are only good enough to intercept local communications, rather than scanning of unknown areas or picking up low signatures at distance like the Terrapin can. The Terrapin, when crewed effectively, will always surpass the Mercury in terms of scanning efficiency. Think of the Mercury as a hybrid cargo ship, between freight and data. Considering its weaponry and supposed light armor, shouldn’t the Mercury be faster than the Cutlass or Vanguard, which are armored and have more firepower? To follow up, the Mercury is considered to be fast, but the stats shows us it’s not much faster than a Freelancer. Can we expect the speeds to be adjusted? As always, all stats are subject to change and if we find out during production the Mercury isn’t fast enough to fulfil its role we’ll adjust as necessary. Generally as ships get larger they get slower in the current design, so as the Mercury sits in between the Freelancer and Cutlass, it currently sits in between their speed ranges, although there are a whole host of parameters aside from top speed we use but don’t show to adjust their handling characteristics. Mentioned in the design notes for Electronic Warfare, the Drake Herald will have a dedicated e-war suite. Will the Mercury follow this data-running trend and also have e-war capabilities? Having a dedicated e-war suite was not part of the original design for the ship and at this time is not being considered for addition, instead leaving the functionality on other ships such as the Herald and Sentinel. However, a dedicated e-war suite is not a requirement for data hacking. Will the Mercury enter the ship pipeline soon and serve as the template for the larger Crusader ships? Keep an eye on the roadmap for more information on when this ship will enter production. The design work done on the Star Runner and Starlifter will both be used as reference for the larger ships, such as the Starliner. Is the Mercury expected to be able to fit through Small Jump Points? Jump point sizing and categorisation is still being worked out, but we expect the Mercury to fit through the same size jump points as the Freelancer. Is the back ramp the only entrance to the ship? The back ramp is the only entrance to the ship, and it has no docking collar or secondary lift entrances. Why only 3 beds and max crew of 3 when you have a pilot, copilot, and 2 turret gunners? Shouldn’t it have 4 beds and be max crew of 4? This was an intentional choice to make players choose between the roles. There is actually 5 distinct stations on the ship (Pilot, CoPilot, Scanning, 2x Turret) and we want players to react and choose what they want to do in various scenarios. Increasing the crew capacity means significant other knock-ons to ship design in terms of size and features, and we want to keep this ship relatively compact and focused. As a “versatile” ship, will the Mercury have variants or modules to remove the data running equipment and focus the ship on a different role? There are no plans to have any additional variants or modules at this time. The original brief was for a ship to do these two specific roles (cargo and data running) rather than be modular and changed into different roles. Can you give us a gameplay example of legal data collection vs illegal collection, ideally including both PvE & PvP scenarios? An example of legal data collection in PvE would be a mission along the lines of scanning a certain location for information, such as asteroid composition/density. Alternatively, you may recieve a mission to find specific player owned ships & their locations, which will need to be reported back the mission giver. Illegal data collection would be something more along the lines of intercepting sensitive information between two ships for PvE or intercepting and beating another player to delivery on an existing data running mission. Does the Mercury have a bathroom, kitchen, dining table, gun rack and armor storage for all crew members? The bathroom, kitchen, dining table and gun racks are shared between all crew members. Each crew member also has their own suit storage locker near their bunk. Does the Mercury have an airlock for EVA, or will we need to decompress the entire cargo room to get out of the ship in space? There is no secondary entrance/exit, so the cargo room must be decompressed to enter or exit the ship in space. There is an airlock to the rest of the ship, and the turrets are sealed off to prevent further decompression. Przeczytaj całość
  9. Writer’s Note: This portfolio was originally published in Jump Point 4.10. With the launch of the UEE’s “Militia Mobilization Initiative,” the role that militias play in protecting the Empire has come front and center. The current directive aims to help arm civilian militias, so they can protect their homeworld and system against Vanduul incursions and outlaws. One system where militias have played a prominent role for centuries is Bremen — home to the famous Bremen Defense Force, which is the longest constantly active militia in the UEE. Bremen was a relatively quiet and safe frontier system following its discovery in 2441. That all changed with the onset of the Second Tevarin War. The armadas of Corath’Thal utilized insurgency tactics to wage an unpredictable and shifting war against Humanity. With little idea as to where or when they might attack next, the UEE needed to raise a massive and expanding force in order to protect the populace, one that they struggled to properly feed. It was then that the fertile soil of Rytif (Bremen II) became the main producer of rations for UEE forces. With this responsibility came both great wealth and an unexpected degree of danger. Bremen’s location meant the chance of a Tevarin attack was relatively low, but residents still noticed an uptick in Human threats. These outlaws were smart enough to avoid targeting military convoys, instead concentrating their attacks on civilians enriched by the system’s booming economy. Philippe Lattimore almost lost his life in one such outlaw attack. The spry octogenarian was a veteran of the First Tevarin War who attempted to reenlist in the Navy when the second one began. After his application was politely denied, Lattimore took it upon himself to patrol the system. He spent his days responding to distress calls and meticulously documenting his experience. One day he answered a distress call only to be overwhelmed by outlaws still picking apart their latest catch. He barely survived the attack and although it was a close call, it didn’t deter him. In fact, it only made him more resolute to stop what was happening in Bremen, and he realized one thing: he wasn’t going to be able to do this alone. In 2605, Lattimore met with Arcturus Koerner, Rytif’s largest landowner and de facto governor, to ask for funds to create the Bremen Defense Force (BDF). Legend has it that Lattimore spoke, uninterrupted, for over an hour about his recent experiences. He presented the detailed reports he had compiled while on patrol, highlighted the system’s current crime stats, and argued that it was vital for the people of Bremen to stand together to keep their system safe. Once done, Koerner only had one question, “How much do you need?” Weeks later, the Bremen Defense Force was up and running. Under Lattimore’s leadership, the system’s crime rate was quickly cut in half and remained that way for years to come. Being a member of the Bremen Defense Force became a major point of pride for those ineligible or unable to fight for the UEE Navy during the war. A proud tradition that carries over to this day. Peacetime Problems Following the end of the Second Tevarin War, the UEE armed forces’ demand for foodstuffs from Rytif was greatly reduced, yet the landowner collective known as Bremen Mills didn’t slow production. They had become an economic powerhouse in the Empire’s grain market, and had quickly shifted their focus to supplying food for the public. Security for these food shipments were of the utmost importance, and Bremen Mills quickly realized that subsidizing the Bremen Defense Force was cheaper than hiring full time private security forces. This arrangement worked relatively well until the grain market crashed in 2640. Bremen Mills suffered a severe financial hit and was forced to cut funds to the BDF. In addition, millions of jobs related to the grain market were lost, and Bremen saw its population dwindle. Suddenly, the BDF was on a precipice. Lacking funding and losing members, many thought it didn’t have a chance to survive. Though he had stepped away from running the militia’s day-to-day operations due to failing health, Philippe Lattimore once again got heavily involved to save the BDF. He made appeals to private citizens to donate time or equipment and called upon local businesses to provide financial support. Now, more than ever, he argued, Bremen was in need of a strong militia to protect its people during the insecurity of these tough economic times. Many resisted until in 2642 the Advocacy’s Travel Safety Advisory System (TSAS) upgraded the system’s threat level to “Medium,” its highest threat level to date. Worried that Bremen’s safe reputation was on the line, the public and private sector rededicated themselves to ensuring the system’s security. Since the Bremen Defense Force was already so deeply ingrained, the powers that be figured it would be quicker and cheaper to get it running at full capacity rather than expanding Rytif’s anemic police force. Public and private funds once again were funneled to the BDF and a widespread ad campaign to recruit volunteers was kicked off. Some balked at the system’s main defense force not being a wholly government-run operation, but it was impossible to argue with the results, as the system’s threat level soon dropped back to its previous level. This action also reinforced the tradition of Bremen relying on militias instead of normal police forces for their security. This was a unique practice when compared to other systems, and one that revolutionaries would eventually take advantage of to help bring down the Messer regime. Revolutionary Road Over the years, a number of other militias rose to prominence in Bremen, though none ever achieved the sophistication of the BDF. The system’s reputation for being relatively safe persisted and remained a point of pride. It was only because of this that the Messer regime didn’t insist that a more centralized, and controllable, security apparatus be installed. With the rising Vanduul threat on one front and the cold war with the Xi’an on another, the Messer regime didn’t see a reason to change a system that was working for them. Yet, it was the Bremen Defense Force’s decentralized nature that allowed anti-Messer activists to exploit it to their benefit. According to reports released during the Truth and Reconciliation Commission, the Messers ran several concurrent operations that implanted loyal agents into the militia to monitor its activity. The militia stayed non-committal to Messer regime policies and deflected pressure to take sides on anything not directly related to Bremen. They changed their motto to “Bremen Above All,” and instructed volunteers to not discuss Empire-wide politics while on duty. To avoid like-minded individuals consistently pairing up, patrol partners were randomly selected at roll call. Actions like this helped the militia maintain their autonomy through the centuries of Messer rule. As the tide of public opinion turned against the despotic rulers, a brave faction within the BDF, unbeknownst to other volunteers, began to use the cover of the militia to smuggle anti-Messer activists through the system. This activity reached a fever pitch following the Massacre of Garron II in 2792. The events of this time in the militia’s history were captured in The Bremen Beltway, a harrowing account of what it was like to work this part of “revolutionary road.” The book compiled interviews with former militia members and anti-Messer activists, journal excerpts, and declassified government documents to paint a picture of the extreme danger involved with smuggling revolutionaries through the system. Most of the activists were first smuggled from their system of origin into Xi’an territory and eventually into Nyx. That made Bremen the port of reentry into UEE, and a particularly perilous part of the journey. Without this secure gateway back into the Empire, many believe the overthrow of Imperator Linton Messer XI would not have happened nearly as quickly as it did. This only highlights the importance of high ranking BDF officials guaranteeing the revolutionaries safe passage through the system. For nearly three and a half centuries, the Bremen Defense Force has been the standard that all other militias are held up to. Comprising a coalition of dedicated volunteers and funded by both public and private interests, the BDF has placed the security of their system above all else. When RSI looked to include militias in the design process of the Polaris, the BDF was their first call. Militia members consulted on the design and were among the first to purchase the new capital ship for their fleet. BDF officials can’t wait to put the Polaris to use, in the defense of the system they believe is their responsibility over anyone else to protect Przeczytaj całość
  10. September 2948 Subscriber Flair Subscribers I think we can all safely agree that a mind is a terrible thing to waste, and if you ask us, that adage extends to the rest of the head as well. That’s why your head gear shouldn’t be taken lightly. With RSI’s classic Venture helmet your head is in good hands, and with this exclusive Centurion edition, you won’t have to sacrifice stellar looks for stellar safety. Imperator Subscribers Imperator-level subscribers will receive this limited edition purple variant along with the red Centurion design, perfectly matching the sleek base suit whilst preventing grey matter splatter on potentially dangerous missions. If you’re an active subscriber, these items will be added to your account on September 12th. If you aren’t a subscriber yet but want to sport these suits, make sure you subscribe no later than September 16th. More information about subscriptions can be found here Przeczytaj całość
  11. Hello everyone, We’re one week closer to CitizenCon 2948! As mentioned last week, we recently updated the CitizenCon website with loads of details about the event, including a breakdown of what to expect throughout the day. Find all the details here, and pick up tickets to attend in person here. We also recently revealed Crusader Industries latest ship, the Mercury Star Runner, which is only available until next week. Catering to governments and the private sector alike, Crusader Industries’ star runner chassis raises the bar on speed and efficiency while remaining a stalwart of reliability. Find out more here. On the community front, the MISC Prospector Commercial Contest has now ended. We’re currently in the process of reviewing submissions, and will announce the winners in the coming days. If you haven’t seen some of the incredible commercials submitted, check them out here. Lastly, we’re still running one of our most exciting contests to date. Head over to Spectrum to find out how you can win the opportunity to direct a Motion Capture shoot LIVE at CitizenCon in our recently announced Emote Contest. And with that, let’s see what else is 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. This week we we talk about non-lethal weapons, navigation coordinates, ship customization, and more. Watch the full episode here. On Tuesday, our Lore Team will publish another in-fiction portfolio meant to breathe life into the ‘verse. If you’re the type of person who truly wants to know the universe you’re exploring, these are for you. Fast forward to Wednesday for a landslide of information in our Mercury Star Runner Q&A, answering your top questions about Crusader’s new data runner Thursday will welcome another episode of Around the Verse where we’ll take a look at the latest Star Citizen news. Finally, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast 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! Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, SEPTEMBER 10TH, 2018 Calling All Devs ( TUESDAY, SEPTEMBER 11TH, 2018 Lore Post ( WEDNESDAY, SEPTEMBER 12TH, 2018 Mercury Star Runner Q&A Subscriber’s Newsletter THURSDAY, SEPTEMBER 13TH, 2018 Around the Verse ( Vault Update FRIDAY, SEPTEMBER 14TH, 2018 Reverse the Verse LIVE ( Roadmap Update RSI Newsletter Community MVP: September 10th, 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! Daymar in 13 hours by Arty Cross Arty Cross and friends took on a true exploration challenge by traveling to every outpost on Daymar in one session, which took 13 hours. That’s some serious dedication! Full video on the Community Hub. Przeczytaj całość
  12. 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
  13. LIVE from Wilmslow, UK. Engineers, programmers and QA testers sit down and discuss the nature of Object Container Streaming and what it means for the continuing development of Star Citizen and Squadron 42. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  14. Monthly Studio Report: August 2018 Welcome to August’s monthly report. It’s been an exciting few weeks throughout the CIG studios with Gamescom coming and going, CitizenCon 2948 planning in full swing, and Alpha 3.3 content is getting closer to completion. Everyone’s been working hard to make our upcoming release the biggest and most exciting one yet. A big part of this is taming the beast that is Object Container Streaming. This is one of our biggest tech hurdles to date, and the team is heads down and focused on burning down remaining tasks and issues. Los Angeles LOS ANGELES CHARACTER ART This month, the Character Art Team improved upon Hair and Head tech, which will increase the visual quality of the current characters while revising the core tools used in the character wearables tech setup. The team has started testing vertex cloth simulation to allow more realistic clothing movement on all characters. They also continued the reworks of the Odyssey Flightsuit, Virgil TruDef Pro Armor, and Hurston Collection. This content comes with material variants to give Hurston a lively and realistic setting. Additionally, the team carried on with S42 costumes. VoiP/FoiP With several teams working together, the team made good progress on the VoiP/FoiP feature. Turbulent, Faceware, and Audio were able to transmit voice and face via WebRTC. In addition, voice can now be sent and received from any WebRTC enabled device, such as a PC web browser, phone, and tablet. A major risk in the project has been eliminated as getting audio and face synchronized was a major hurdle. The team is now moving onto server work to add player entities to the entire framework so that they can know who is talking and map them to players in-game. With integration wrapping up, they are at the stage when the US-1 Gameplay Team can transition to front-end UI work. NARRATIVE August saw the Narrative Team deliver On The Run, a new short story that introduced criminal data runners Alex Dougan and Mas Houlan who could later be tracked fleeing across the Starmap as part of the Crusader Mercury reveal. They also published to all backers a Galactic Guide focused on the Gurzil system and the final chapter in the serialized story The Knowledge of Good and Evil. Loremakers paid a visit to the Banu system of Bacchus, while subscribers were treated to another issue of Jump Point and an exclusive portfolio that explored how Rest & Relax became the most popular rest stop in the UEE. Behind the curtain, the team tackled a wide variety of tasks for 3.3 and beyond. They wrote mission text, dialogue for a wide variety of characters, named new weapons, and advised on signs to be found around Lorville. The team also participated in reviews for the PU and Squadron 42, and continued their work on the Galactapedia. VEHICLE FEATURES As it relates to their areas of code ownership, the Vehicle Features Team spent a lot of time on Object Container Streaming (OCS). When OCS is complete, it will allow ships and other items to stream out at greater distances, which provides improved performance and reduction in network bandwidth. Additionally, significant progress was made on the ongoing turret improvements and Ping & Scanning for Alpha 3.3. For turrets, the team is close to completing work on gyro stabilization and improvements to mouse and joystick controls. For Ping and Scanning, they’ve moved the scanning infrastructure over to the server, have been working to extend its range, and have been expanding information received from scanning vehicles. VEHICLE PIPELINE A lot of progress has been made towards the completion of several vehicles going out in Alpha 3.3. The new Tumbril Cyclone variants and the Consolidated Outlands Mustang are art-complete and in their final phase with Systems Design. The team is also in the final phase with the RSI Constellation Phoenix. Tech Art is working on the damage pass for these vehicles too. Meanwhile, post Alpha 3.3 vehicles move forward in production – the Art Team is in the greybox phase for the Anvil Hawk, while System Design is currently wrapping up the whitebox phase. GAMEPLAY FEATURES Like many other teams, OCS was the top priority for Gameplay Features. Also, of high importance was the second iteration of the Group System, which is due in Alpha 3.3. In particular, they’ve been implementing mobiGlas and Visor Chat System features and UI, along with replacing the legacy Group System and interface with new backend systems. Completing this iteration will enable the team to start the integration of VoIP and FoIP. They’ve also been supporting the Gameplay Feature Team in Austin with their work on improvements for Quantum Travel, and the Gameplay Team in the EU to implement REC Rental in Arena Commander and Star Marine. Austin AUSTIN SHIP ART Ship Art got deeper into the greybox phase of the Origin 300 series refactor by detailing out the landing gear, headlights, and other features. They made another pass on the cockpit and pilot chair and are closer to getting that area to a satisfactory level. Next up is a test of the interior collision with a character in-game, as well as testing the enter/exit animations. They’re also wrapping up some last modeling, lighting, and material tweaks on the interior of the Constellation Phoenix. When finished, they’ll move onto the LODs for the interior and exterior. ANIMATION Animation continued to push through a few more Mission Givers (like Darneely in the image below) and are almost finished with a further three. These characters will be found at places like GrimHEX, Levski, and Lorville, so look forward to traveling around to meet with them in the future. The team is working closely with Design on the Bartender to help flesh out the flow – soon players will be able to walk up and order tasty drinks from a believable barkeep. Players will also see NPCs sitting at the bar or ordering drinks to help the environment feel full of life. DESIGN This month was a busy one for ATX Design, with plenty of work done for various portions of Alpha 3.3. First up, they supported getting rentals working in Arena Commander and Star Marine to ensure players don’t need to go too far to rent a favorite gun for your ship or character. They worked with the LA Engineering team to make great progress on implementing some new improvements to Quantum Travel. These include displaying the status of party members during QT (including when a player drops out) and laying the groundwork for Quantum Travel Route Planning. Headway was made on the Economy features for this quarter, with efforts to allow the economic status of resources to affect pricing reaching a significant milestone. Recipes for all items were completed so that, as the price of resources or parts fluctuates, players will be able to see a noticeable difference in the pricing of items. However, the change won’t be instantaneous and will develop over time. They’ve also been working on creating new shops for Lorville and look forward to bringing players new items from the latest locations. BACKEND SERVICES Several Services have been written under the new architecture while support for the legacy architecture continues. This month focused on improvements to the Persistent Database, Badge Service, Leaderboards, Encryption, Security and more. Services that have received some attention or are being entirely created from scratch to provide logical and efficient micro-services are: *Badge Service: This is a simple caching service that pulls account badges from the web platform when a player logs in. The Diffusion Badge Service provides an API allowing other services, game server, and client to query individual or sets of badges. Leaderboard Service: The Leaderboard Service caches player leaderboard stats. PDB/SQL API: The new SQL API Diffusion Service provides a very simple interface allowing for Services to add, set, remove, or update data sets. It is specifically designed for persisting Ooz data structures in an SQL Database. A No-SQL solution is in the works as well. Transaction Service: A general transaction Service is being created to manage rental and store purchases, as well as currency/service transactions for missions and service beacon contracts. Loadout Service: The Loadout Service is a cache which provides an API to other Services allowing them to create, modify, and request specific loadouts for players or ships. Backend Services have also been helping the Web Platform with their work on the Group Service and integration of Spectrum into the PU. PLAYER RELATIONS The Player Relations team helped wrap up Alpha 3.2.2, essentially completing the second quarterly release for 2018. They’ve now turned to 3.3 and CitizenCon preparation (and what always turns out to be a very busy last third of the year!). They added a couple of new faces and will continue growing across the various studios. As the backer base and games grow, so do the needs of running the service. The Evocati are also growing. Invites were sent out to some of our most diligent players and those most active on the Issue Council. This will help the team immensely with some large-scale testing in the coming months. “We’d like to point all players to our growing Knowledge Base, which now has over 100 articles and has seen almost 120,000 visitors since its launch. We’ll continue to grow it by adding new ‘How-To’ articles, patch notes, and live service notifications. As always, we’d like to remind and encourage everyone to continue to use the Issue Council to help us triage and rate bugs and functionality. We use that data to prioritize for future updates, plus your IC participation will make you eligible for earlier PTU waves.” QA On the Publishing side of things, QA has been preparing for Alpha 3.3 by updating the current test plans and documentation. Game side, work continues on the internal dev stream, where the testing focus has been on Object Container Streaming. Testing priorities were coordinated with counterparts in LA, UK, and DE, and the new TestRail software was updated to help make testing more efficient moving forward. Wilmslow & Derby WILMSLOW & DERBY GRAPHICS This month, the Graphics Team have been working on two main areas. The first is on improvements to the tech for space landscapes, which includes more realistic particle movement and lighting, GPU spline-based lightning effects, multi-threaded asteroid creation, and improvements to the volumetric gas cloud tech. Also, work was done on volumetric point light shadows for gas clouds, which are crucial to convincingly lighting our more complex space scenes. These shadows are computed in a single render pass and stored efficiently in 2D deep shadow maps, which can then be used to quickly evaluate the shadowing at any distance from the light. Keep an eye out, as many of these changes will be demonstrated soon. The second major area of work this month was on shader improvements. The layer shader system can now support the cloth shading model and sub-surface-scattering. While these features were previously available using specialist and expensive shaders, the new changes can be used on a wide variety of assets with no noticeable performance penalty. “We should start seeing wider use of cloth materials and materials that exhibit scattering such as plastics and ice.” UI The UI Team has been busy iterating on the RTT item preview system, which allows for a generalized method to display 3D items anywhere in the UI as part of a scrolling list component (such as kiosks, MobiGlas, MFDs, etc.). The team has also been busy conceiving the necessary changes to the flow and layout needed to support renting ships and items through the Electronic Access customization menus. They have also been working on the UI design for the spectrum app functionality housed inside mobiGlas. They’ve also been working in conjunction with the design team to previsualize what approaching a restricted area in a city might look like to the player and continued supporting the environment team in crafting propaganda posters & signage for Lorville. The team has also made additional headway on the core tech & tools, with a recent successful prototype of the bindings system on the mining HUD display to enable a much more streamlined interface for exposing game data to the UI frontend. ANIMATION Throughout August, Animation worked on improving player stances and locomotion assets and used motion captured data to replace placeholders in the AI combat set. They also updated ship character animations to new sequenced animations for more flexibility when moving forward with new ship & cockpit designs. Going forward, they’re looking to finalize assets for looting and pickup now that the technical details are mostly resolved. GAMEPLAY STORY The Gameplay Story Team continued implementing high-priority scenes for Q3. This involved editing all the separate animations in a scene so they can play together in the correct order without any pops. They had to set up idle animations every time the game waits for the player to make a choice. Lastly, they need to ensure that the ‘look at’ is animated correctly so the character looks directly at the player at the right times. “It has been good to get stuck into detailed animation work and to cooperate closely with design on the setup and testing of these scenes.” FACIAL ANIMATION Throughout the past month, the Facial Animation Team has been hard at work developing the facial animations for Mission Givers, such as Darneely and NPCs like the race announcers, derelicts, shopkeepers, and admins. Looking forward to next month, the team will continue to deliver facial animation results for the Mission Givers such as Pacheco and other NPCs, such as security, as well as more incoming NPCs for the new landing zones. ENGINEERING/PROGRAMMING The Network Team extended Bind Culling so that, instead of only culling out dynamically spawned entities such as ships and players, it can now also cull entire parts of the solar system. QA has been putting these changes through their paces and the programmers have been keeping on top of the bugs coming back. The Network Team has also worked on converting networked entity spawning from blocking synchronous spawns to asynchronous non-blocking ones. Combined with their Bind Culling work, these asynchronous spawns should allow Object Container Streaming to work smoothly in multiplayer. PU-based feature teams worked on restricted areas, which will be used to stop players flying into planetside civilian locations. This is being complemented by an update to the landing UI. They also extended the mining feature to work with asteroids. The Social AI Team have been working on the new usable tool in the editor, designed to make creating and debugging usables as intuitive as possible. They’re also creating functionality to mark up the paths used by the AI to allow subsumption events to be triggered. This is part of the work needed for our Walk and Talk feature. Squadron 42 feature teams have been looking into triggering dynamic Track View cutscenes from conversations, including participant synchronization. This feeds well into the Walk and Talk feature work that the AI Actor Team is working through. From their work on overclocking/overpowering, the Vehicle Feature Team has been improving vehicle power distribution and heat setup. Cooler overclocking now works and per-item power throttling is being developed. Also, a big milestone was reached as the last of the old-style game objects were finally removed from the codebase. These have been replaced by component-based entities which are more efficient in terms of performance and sharing code. This also permitted the removal of a lot of now-redundant code from the codebase. SHIPS The Ship Art Team has been busy with final optimizations and polish on the Aegis Hammerhead to get it ready for its Alpha 3.3 release. The Banu Defender continues with the majority of its interior now at final grey box stage, while the Origin 890 Jump is starting to take shape in the lower decks with most of the ship receiving a grey box pass. AUDIO The Audio Code team has been working hard to integrate the new backend for FoiP/VoiP data transmission and to optimize the data compression used by this feature. Trackview support has seen some improvements in the way audio is handled to offer more options for cinematic sound. The dialog guys hunkered down to record new content for the Alpha 3.3 release and Lorville. Progress is being made on new weapons sounds and, as always, the procession of new ships is being given plenty of audio love. ENVIRONMENT ART The team has now completed the art for a host of smaller locations for Lorville, including the new habitation modules, lobbies, and the interiors for Lorville’s bar, admin office, and shops. The first iteration of a security checkpoint and a transit platform (complete with train car) have also been finished. As well as this, they’re almost complete on the Teasa Spaceport interior with its new shop archetype, the Ship Rental store. Work continues on the Underground Facility and Crashed Relay, with both moving into the final art stage. VFX This month was very much a continuation of the team’s work from last month, including polishing the VFX for Hurston’s diverse range biomes, Lorville’s modular areas, and the new weapons and ships due to be seen in the 3.3 release. As well as that, the team threw themselves firmly into Gas Clouds (not literally!), forming a mini ‘strike team’ with Art, Design, and others to really flesh out the requirements of this ambitious task. Working so closely with the other disciplines helped the team to maintain momentum, with several improvements coming to fruition as the month progressed. They also began to clean up some of the older ballistic weapon effects, making use of new GPU particle improvements and adding more visual consistency on a per-manufacturer basis. Frankfurt FRANKFURT LEVEL DESIGN Work on Lorville continues with the team looking to modify the arrival area with a few additional shops and features to make it feel more like an active spaceport. The end goal is to have an area that quickly brings the player into the city, but also offers a few select amenities for those who need it. There will also be a few minor changes to Levski to reflect the content added to Lorville. Although the rework is minor, it will add a few new things and bring Levski closer to its intended purpose and full potential. Both the Transit System and procedural tech is progressing, and the team is close to adding a new and more stable version of elevators along with moving trains/trams. Level Design also gained a new team member this month, so time was spent onboarding and getting them acquainted with our tools and best practices. SYSTEM DESIGN Frankfurt System Design focused mainly on AI improvements. They worked on populating Lorville with an assortment of civilians, engineers, guards, workers, etc. In general, they’ll exhibit similar behaviors as the NPCs that already exist in PU, but with more depth and flavor to help them better match the lore of the area. A lot of design work went into having the AI interact with one another and respond appropriately to events and stimuli generated by other NPCs or the player. For guard NPCs, they worked on designing a patrol system from the ground up. This should allow them to quickly map interest points and connect them with probability paths to define a patrol route that can change dynamically based on rules the designers control, or on game-driven events. At the same time, they are improving the existing simple patrol behaviors and prototyping more features in order to have an initial implementation for future releases before the actual system comes online. FPS Combat AI had numerous improvements which will hopefully be in players hands in the near future. For mining, they worked on getting some well-needed improvements to how the instability, resistance, and optimal window size are calculated. They decoupled the window size from instability, so now players can have unstable rocks with a large window and also stable rocks with a very tiny window. This allows the team to better control the difficulty of a rock without having to clamp its values artificially. Work was also completed on the asteroid side of mining and the team’s close to having things working as initially intended. A lot of work has gone into how rocks are spawned in space using the existing procedural asteroids. ENGINE TOOLS The Engine Tools Team worked on general usability improvements and game editor stability. The OCS and Prefab workflows received enhancements and fixes along with Trackview (the tool used by the Cinematics Team) getting general Data Core properties support. This was needed to get rid of a big chunk of the old Lua scripting dependencies used by game entities and to get one step closer to the implementation of OCS. ENVIRONMENT ART Polishing and bug fixing are still ongoing for Hurston and its four moons, and preproduction has started on the two moons orbiting Stanton 3 (ArcCorp). Beyond the roadmap, they’ve also started looking at Stanton 4 (MicroTech), which will be a significant challenge for the Art and Tech teams as they’ll be looking at frozen oceans, snowy mountains, frozen vegetation, and other elements that require technology and shaders to be modified and developed. The City or Lorville is entering its final stages as the team completes the outer boundaries of the city and the entry point from the planet’s surface. ENGINE The Engine Team completed the first part of the physics command queue refactor. The goal is to allow the move of physics away from dedicated threads and towards our system-wide batch model so that it can scale and perform better with the number of available CPU cores. They also continued progress on new solutions for cloth/soft body simulations, with several optimizations and improvements, and continued work on moving the skinning computation to GPU compute shaders. They made load time improvements that addressed some inefficient code, which should reduce load times by up to 20 seconds (depending on PC specs). Lots of work was done on generating height map cascades of planet terrain which will be used for various effects in the future. In tandem, work started on large-scale planetary soft terrain shadows. These will replace the current implementation via traditional shadow maps, improve image quality, and the visibility range of terrain shadows. TECH ART The Tech Art Team worked on tools and the pipeline for authoring true next-gen cloth simulation setups for all dynamic attachments such as skirts, trench coats, jackets, and other loose-hanging clothing and equipment. The new softbody solver, which our Engineering department developed, is functioning as it should and will enable us to create all kinds of interesting secondary animation effects such as jiggling, sliding, and collisions. The authoring of such complex and advanced setups is just as important as the solver itself – it needs to be intuitive and provide maximum flexibility to the tech artists, hide the underlying complexity as much as possible, but allow access to it if needed. While the authoring pipeline is based on Maya, changes to the setups are streamed live to the game engine through our LiveLink plugin and can therefore be previewed in WYSIWYG fashion, which is extremely important. The general workflow mimics the way Maya’s own cloth simulation setups (nCloth) are authored, thereby allowing Tech Artists and Character FX TDs familiar with the software to become productive and creative as efficiently as possible. The goal of these efforts is to make all the in-game clothing move naturally, look less rigid, and to enhance the PCAP primary character animation with a layer of physically-based secondary animation wherever possible. For Tech Animation, they made further progress on the FPS weapons rework, including updating the rigs and bringing everything into a structure that’s easier to work with. They started working on a batch exporter for weapon animations that will make it much easier to iterate on existing weapons whenever a rig is updated, or new features are added to it. They also updated the AnimEvent lists for both the PU and S42 and removed a long list of old animations that were either no longer needed or moved to an updated location. AI A significative part of this month’s activity was spent working on a performance pass concerning two crucial components that heavily impact the behavior of our NPCs – Subsumption activity updates and NPC visual perception: Subsumption: When hundreds of NPCs are active simultaneously, their activities need to update and respond to events or change in subactivity, depending on the internal or external state of the game. Updates of the Subsumption components are therefore always running each frame, thus creating a sensible performance issue as the number of active NPCs increases. Most of the time, the update is not truly needed as the NPC is just waiting for an event of some sort to determine the ‘next’ state of a behavior (e.g. walking on a path and waiting for a ‘destination reached’ event). We can therefore take advantage of that and suspend the updates whenever the running tasks allow it. Internal tests in a heavily crowded scenario confirm that when allowing suspension, the impact of the Subsumption updates is dramatically reduced. Visual Perception: One of the most useful senses belonging to NPCs is their visual perception. Visibility checks are continuously performed by every NPC to assess the clearance of their line of sight between them and all other NPCs or players in their field of view. Visibility checks are raycasts ultimately performed by the physics system. Up to now, we relied on a legacy module of the AI system provided by the Lumberyard system, called VisionMap. In VisionMap, all checks were handled in a centralized place and updated each frame in the main thread (as a synchronous update). The new system handles the visibility checks directly in the individual NPC vision components and makes good use of the entity component update scheduler (ECUS) by using multi-threaded updates in a time-sliced fashion. The team was also busy finishing work for OCS related to AI systems (Navigation & Cover). The navigation and cover data will not be part of a central manager anymore, instead there will be entity components (inside object containers) that will contain that data. This will help the OCS since the AI data is kept internally for each object container. WEAPONS TEAM The Weapons Art Team started production on a handful of new Hurston Dynamics ship weapons and a new knife designed for the ‘bad guys’ in-game. Here’s an image of the ‘Sawtooth’, which is manufactured by Kastak Arms: BUILD ENGINEERING This month, DevOps focused on tooling out a test area for the Audio Team’s build processes, so the Audio Team has more autonomy in augmenting and testing their own build tools. The Perforce submission pipeline has been refined to remove redundant MD5 hashing of verified content; previous verification checkpoints relied on a custom MD5 hashing implementation, and these nodes of verification have been updated to check with digests that have been cached by the Perforce server, cutting down submission times for heavy changelists from hours to seconds. CINEMATICS The Cinematic Team’s main priority has been to go through the kick-off and implementation pass phases of a large number of scenes across several S42 levels that are currently being worked on by the Level Design Team. The implementation pass is the first production pass on a scene where the animation is broken up into the different states that are needed for that particular scene to work. The process goes from a pre-vis of the animation (pretty much the raw PCAP playing out) to a scene functioning as a conversation with starts, idles, pauses, branching options, and resolves. Iterations by the Level Design Team often change the layout of, for example, an asteroid base or other level environments, so the team needed to come up with an easy way to keep our scenes transportable. They can now use each scene’s sequence object (the object the scene is defined in) as a root and when they move that sequence object around, the whole scene with its nodes animated within it moves with that root. This way, they can quickly accommodate a room being moved 50m down the corridor and can keep scenes up to date easily. It also helps level design to know they can adjust their level layout without having to request a big rework of a scene just to fit with a particular change. Work was also completed on the tool side of things to keep the cinematic workflow compatible with the growing tech. An example of this would be the component-based entities that are replacing the old entities. A Tools Engineer wrote a new API so animators can still animate an entity’s properties via the cinematic timeline tool, Trackview. This is necessary if a cinematic designer wants to change a light’s properties, for example, or wants to dial down sun intensity for a specific shot. QA OCS related testing continued into August with changes to test from the AI team. More specifically, a Navigation System refactor to support it. The main change for this refactor is the way navigation mesh data is saved and exported. They focused on testing navigation mesh generation in the Editor, saving levels with Navigation Area objects, and exporting the Object Container levels with Navigation Area objects. They also needed to ensure that all levels that had existing Navigation Areas could still be re-exported and that the AI was still able to move around in the level and pass through doorways, etc. The cover system and usables were also monitored to ensure they were still functional with the newly exported areas. The team worked together with ATX QA to test the new 1.003 version of the Subsumption Editor, which contained a lot of necessary fixes needed by the design team for better stabilization. Work continued with the Cinematics Team, with dedicated support for any Track View or Editor issues preventing the team from progressing on their sequences. In some cases, QA created simple test levels to better convey the issues they were encountering. They also started the process for Automated Feature Tests for the current Feature Teams, with the first meeting to go over the specific setup and requirements at the end of the month with the Ship AI Feature Team. These tests will run for each build and will focus on testing systems that would be deemed risky and prevent usage of that particular build. The goal is to keep on top of features and ensure if they do break a build that the issue is brought to the relevant developer’s attention as quickly as possible. They also continued to provide support for any general Editor specific issues as well as the monthly (sometimes weekly) CIGPhysics smoke test, where new changes are checked in by the Physics team as part of the refactor of CIGPhysics. VFX The VFX Team continued to work on the environmental effects for the new moons as well as working on how the effects function with the new biomes being introduced. They also continued working on destruction sequences for Squadron 42. This involves bringing the new workflows previously developed in the first quarter of the year into production shots. LIGHTING Progress is on track to finalize all the new Alpha 3.3 locations. The schedule is closely tied to when environments are finished by the art teams, so the focus this month has been on Lorville habitations, including prototyping a few lighting setups for each of the hab room layouts. They’ve also been finishing work on the security checkpoint common elements, tweaking the atmosphere and colorgrading for the Hurston moons. They also started work on an upcoming underground bunker location. Platform: Turbulent SPECTRUM The features of Spectrum 3.8.1-rel.8.1, including Friends and Notifications, received a positive reception from users. For this month, internal milestones were hit on the new Spectrum editor, ‘Quill’. This editor is currently undergoing testing to be released next month and will solve several bugs related to Android by replacing the old editor. RSI PLATFORM CitizenCon Microsite: The CitizenCon Microsite had an exciting update this month to include the presentation schedule. Other updates have been made as well, including the FAQ and ticket pages. If you currently hold a standard or premium ticket, the option to purchase a Junior Co-pilot ticket is now available for all guests between the ages of 13-17 years. CitizenCon tickets contain a QR code that will be compatible with the ticket-scanning app at the event. If you’re interested in attending the event, you can still grab a ticket before they run out here. Crusader Mercury Star Runner: Turbulent supported the release of the Crusader Mercury Star Runner. This release included an interactive mini-game chasing two wanted fugitives, Alexandria Dougan and Mas Houlan, across the ARK Starmap. During the game, that lasted several days, players followed clues posted by the UEE TipLine on Spectrum to locate the ever-changing coordinates of the rogue Star Runner. Players would then take note of these coordinates at certain times and enter them into the form on the site. If the coordinates entered were correct, the player could choose to alert either the UEE Advocacy or the fugitives. For playing the game, a mystery skin was added to the player’s hangar. Based on the collective choices made, more players chose the Advocacy, and so the skin awarded was of the UEE Advocacy. Free-Fly: We released the Alpha 3.2 Free-Fly which gave everyone a chance to jump in and explore the Star Citizen universe. This Free-Fly granted access to the Prospector, Cutlass Black, Avenger Titan, and Dragonfly Black. Issue Council: The Issue Council is our public bug reporting system used by the community to report issues. The upcoming version, Issue Council version 1.1.0, is scheduled to be deployed to the PTU during the first week of September. To meet this goal, the past month has been full of updates such as improved profile, more details in report creation, and newly mobile-friendly features. Plus, all known issues were fixed. SERVICES Group: On the Group System side, work this month focused on the development and integration of a major piece of the game backend: The Event Bus. Through this Bus, multiple services can communicate through domain events and affect their own relevant domains (like groups, chat or voice). With this new piece in place, we were able to integrate a fresh new lobby/chat API to replace the current in-game chat services (which were limited per instance). This will allow groups and parties to have chat lobbies that span the universe. VOIP/FOIP: One the VOIP/FOIP side, the team completed the integration of the Voice Client libraries based on our initial transport prototype within the game engine, allowing testers to have a multi-way conversation from the game client. This initial set of tests from within the game context were very helpful in confirming the approach since the technology involved with the VOIP transport layer automatically gave support for echo cancellation, bandwidth throttling, QoS, and support for transporting the encoded facial data. Work is now focused entirely on expanding the scalability of this infrastructure and adding capabilities to the game backend to create audio channels for groups, attach the sound elements to the proper in-game entities based on who is generating the data stream, as well as ensuring the voice infrastructure properly shards the audio channels across a fleet of voice servers. Community COMMUNITY CitizenCon 2948 is right around the corner! It was only last week the latest wave of tickets hit our store, so make sure you secure yours to celebrate Star Citizen live in Austin, Texas on the 10th of October. Find out more on our CitizenCon website and, while you’re there, check out the event schedule and enjoy the retrospective video with memories from past events. The month of August was also full of remarkable events, with Gamescom in Cologne, Germany being the highlight. There wasn’t a Star Citizen booth on the show floor this time around, but the team traversed the halls representing the game and chatting with the community. Some very special pins were distributed amongst the crowd and every evening saw a Bar Citizen. An exclusive Town Hall Q&A was recorded in front of a live audience, giving attendees the opportunity to ask questions about the newly revealed Crusader Industries Mercury Star Runner. You can catch up on YouTube if you didn’t attend the Town Hall, or find yourself in the video if you did. Do you have more questions about the latest data runner from Crusader Industries? Keep an eye out on the Comm-Links, as the answers to the Spectrum Q&A will be posted very soon! Speaking of events, the team held an RSI Apollo contest, asking for quotes that players think might be heard on board an RSI Apollo. It was tough to pick a winner, as we received so many excellent entries, but eventually, this won the competition: ♬ The hip bone’s connected to the, thigh bone, the thigh bone’s connected to the, knee bone, the knee bone’s fused to this medium ablative/ballistic armor plate, please, pass the bone saw. ♬ As said before, the Community Team has been planning a wide variety of activities for this year, so there’ll be more exciting opportunities to leave your mark in the Star Citizen universe. In fact, another already started alongside the 3.2 Free-Fly event – the commercial contest is giving all producers, editors, and camera operators the chance to create a commercial video for the MISC Prospector and rewards the top three entries with sweet prizes. You have until 11:59 PM PDT on September 9th, 2018, so read up on the contest rules and start creating now! Conclusion WE’LL SEE YOU NEXT MONTH… Przeczytaj całość
  15. Lighting habs, a first look at ArcCorp’s moons, lockers, ships, and Con42 in this week’s update. Przeczytaj całość
  16. Lead writer Will Weissbaum whisks us away to Taranis, the rocky heart of the frontier, in this edition of Loremaker’s Guide to the Galaxy. Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map. Przeczytaj całość
  17. Screenshot by 6Muffin6Man6 Hello everyone, CitizenCon 2948 is right around the corner! Only last week, the 3rd Wave of tickets hit our store, so make sure to secure yours to celebrate Star Citizen live, in Austin, Texas on October 10th. Find out more on our CitizenCon website, and while you’re there, enjoy the event schedule and retrospective video with memories from past events. We also recently revealed Crusader Industries latest ship, the Mercury Star Runner. Built with the same engineering and design principals that have made Crusader the go-to manufacturer for galactic transport on any scale, the star runner chassis sets new standards for data and cargo conveyance. Find out more here. The MISC Prospector Commercial Contest is still ongoing! We’ve seen a number of incredible entries come through so far, and eagerly await more. Find out all of the details here. Lastly, we’re currently running one of our most exciting contests to date. Head over to Spectrum to find out how you can win the opportunity to direct a Motion Capture shoot LIVE at CitizenCon in our recently announced Emote Contest. And with that, let’s see what else is 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. This week we talk about Tessa Banister, ship alarms, and more. Watch the full episode here. Then on Wednesday, join Lead Writer Will Weissbaum as he explores the Taranis system in an all new episode of Loremaker’s Guide to the Galaxy. 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. Also on Thursday, grab a cup of tea, cozy up, and get ready for the Monthly Studio Report where we’ll take a detailed look at what the teams around the globe have been up to in the month of August. Finally, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast 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! Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, SEPTEMBER 3RD, 2018 - TUESDAY, SEPTEMBER 4TH, 2018 Calling All Devs ( WEDNESDAY, SEPTEMBER 5TH, 2018 Loremaker’s Guide to the Galaxy – Taranis System ( THURSDAY, SEPTEMBER 6TH, 2018 Around the Verse ( Monthly Studio Report – August Vault Update FRIDAY, SEPTEMBER 7TH, 2018 Reverse the Verse LIVE ( Roadmap Update RSI Newsletter Community MVP: September 4th, 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! Humble by TriEye TriEye is back with another incredible video, this time releasing a Star Citizen Alpha 3.2 trailer titled “Humble”. More info on the Community Hub. Przeczytaj całość
  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. LIVE from Frankfurt, Germany! Director of Star Citizen Live Todd Papy answers questions from backers with host Jared Huckaby. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  20. Jump Point Now Available! Attention development subscribers: the August 2018 issue of Jump Point is now available in your subscription area. You’ll learn about the development of the RSI Apollo, meet the team working on the all-new racing mechanic, learn about the Tumbril Cyclone and more! Interested in becoming a development subscriber? You can learn more here. Przeczytaj całość
  21. Salty Starfarers, CIG goes to Gamescom, off to the Scramble Races, and color one’s wheels in this week’s update. Przeczytaj całość
  22. Writer’s Note: The Knowledge of Good and Evil: Part Four was published originally in Jump Point 2.12. Catch up on the story by reading Part One, Part Two, Part Three. “Forgive me.” I feel cold though I know it’s not the library’s air. My finger just about to press the button on Dirk’s small, black, featureless cube. My muttered prayer ringing in my own ears. Someone else responds as I feel a hand close around my wrist. “Forgive you for what?” I wheel around and come to face the speaker as I pull hard to wrench my wrist free, falling to the ground. Mom Super is standing over me like a dark tower. “For what are you asking forgiveness, young one? What is that device?” Her words are soft but with an edge of steel. No. Anyone but her. Let me be delayed or shamed or caught, but not by her. Not Mom Super. I can’t . . . I break down at the realization that I will either have to lie to Mom Super just so I can betray her more, or admit I’ve already lied and am about to try and destroy the Holy Vault for Dirk. “Young one, what’s wrong?” Mom Super starts to come to my aid. “No!” I shout. I can barely speak through my sobs. “No, don’t help me. You can’t. Because of what Dirk . . .” “Dirk? The man you used to work for in the Bazaar? Is that who’s been attacking you? What did he do?” I don’t know what else to do. “He didn’t . . . he hasn’t yet. But . . . if I don’t wipe out the Vault he’s going to kill the children.” I’m panting for breath. I point at the dormant cube. “If I don’t use that thing to fry the Vault, Dirk’s going to kill them all.” She looks at me with a rage I’ve never seen, but eventually breaks the stare that has me paralyzed. She steps to the desk and picks up the cube and studies it. I’ve never felt this dirty or guilty in my life. The nights I slept in trash were cleaner than this. “You will explain this, young one. Now.” “I . . . I.” Gulping down a breath, I closed my eyes and clenched my fist. I already lied to her. I can’t do it again. “I had an old debt to Dirk. He found me. Said I was finally going to pay him back. Knew I was with the Sisters. Threatened to hurt the school children if I didn’t do what he said. I brought it,” I point to the cube, “back with me.” I look for some sign of sympathy but I don’t see any. Shoulder to me, she is only looking at the thing in her hands. “I didn’t do it! I studied it, the cube, and I found out what it did. I couldn’t do that. I couldn’t let it attack the Vault. So I took it back and told him I wouldn’t do it. And then he stunned me and the others, and now he’s kidnapped the children, and now if I don’t do it he’s going to kill them!” I haven’t felt like it, but by the end I am almost yelling, my helplessness finally coming out as tired anger. The silence is hot and heavy. My ears thunder with each heartbeat. “You lied to us about what was happening to you and it has put the children we befriended in mortal danger. If you had told us earlier we could have had the authorities looking into the matter all the sooner. Now, their efforts may already be too late. And this?” She thrust the cube towards me, “Did you know what this would do then, if you turned it on? Did you lie to me about what you knew?” “Yes.” “Then you have attacked us all. There is nothing I can do for you.” Mom Super pulls out her mobiGlas and enters some commands. I stay where I fell, unable to motivate myself to move. Soon four Sisters arrive and pick me up. Mom Super turns her back without another look at me. The Sisters escort me out of the library, but I notice they are not leading me back to the rooms. We get to the door that leads out into the world and another Sister, the Returned, meets us with a large bag. Her hood is up on her habit. I suddenly realize all of them have their hoods up. The way the Sister do around outsiders. “Oh god, no!” I say it out loud when I only mean to think it. She thrusts the bag into my arms. I don’t have the energy for more tears. “You must go, now.” The massive door opens to the first hints of light across the sky. The other Sisters back away from me. I turn to go, not wanting to. Each step feeling like a new punishment. As I step across the doorway, a sudden memory flashes across my mind of the abused and beaten child being held by Dirk. Then my mind conjures worse of what might happen to them now. Does Mom Super think that the Blues care about a bunch of street rats going missing? They’ll call every shelter in the city but they won’t step one foot onto the dirty streets of Bazaar to actually find them. My back stiffens and I turn around to say something. The Sisters have left and only the closing door remains where my former life among them had been. No good watching a door close when I have to find the kids. I don’t even know how long I have. Dirk might not be patient enough to wait a week to do something to them. If he hasn’t already, just to make his life easier. I pull my mobiGlas from my bag and ignore the pang of guilt remembering where it came from and why. I’m no good to the kids if I’m not strong enough to take care of myself. Just standing there, the weight from the bag is starting to drag on me and I remember I haven’t slept in . . . I don’t know how long. But it’s time to hunt Dirk and get my kids back. I have to get back on the street. I’ve been using a lot of old information, and what I know about Dirk doesn’t match what’s been happening. Attacking the Sisters makes no sense for a Bazaar Boss. And since when does a Boss kidnap kids and make death threats? His old shop is a noodle stand now. I’d checked into that when I’d first started teaching school with the Sisters. Barely anyone remembered that it had been a tech shop at all. I feel two steps behind. I’ve been playing this to Dirk’s tune the whole way and it’s only gotten me into worse trouble. I was and still am a street rat and I can use that. The streets are hard and you don’t get ahead without making some enemies. If I can nose out Dirk’s reputation, I might get a better idea where he’s operating from. That’s my top priority. Find the kids. A plan starts coming together in my head. Dirk is like me. He came from the street. No matter how far he’s gone up in the world, he probably has loose ends around Bazaar, and if I can find them they might just lead me to where he’s holding the kids. “I’m coming. Hold on.” I’m on the rail at first light, headed towards Bazaar Street. I get off two stops early and as I walk I see some street children, but most bolt when they notice me looking at them. They seem used to being chased off, since they are close to places the Blues and shop owners actually care about. I spend a few hours avoiding main drags and looking down alleys for the right kid to approach. I finally pick out an older kid, maybe thirteen or so, loitering at the entrance of an alley like she has a purpose to be there. She has a tool pouch too, bingo. I walk up to her. I’m far enough away from Bazaar still that I hope she won’t recognize me if she ever came to school. Street kids all try to look the same and they tend to do a good enough job. The kid sees me coming and sets her feet, ready to talk or run. “Eh rat. Need lock some info. Got a name, need a place.” “Ha. Creds talk Lady. Null comm free. Creds up front.” The kid points to the ledge on the wall next to her. Her slang is different than I’m used to, almost Bazaar, but I catch the meaning well enough. I’ve got to pay her up front and place it out in the clear for others to see if I want information. Making sure I’m not a Blue and making me a target if I flash too much money. Smart move. I don’t have much money, just one ten credit. I take it out and put it on the ledge. The kid eyes me and then snatches the chit. “Wha’ handle got tha’ need indexed, Up?” “Boss Dirk.” The kid does a good song and dance. Even stroking her chin as she ‘thinks.’ “Yeah . . . Oldie name tha’. Wrong eve’. Dirk ain’ null Boss. Dirk’s a Big. Been ’round long time. Tech stuff most . . .” Dirk as a Big Boss? That means lots of credits and a crew of people working for him. There were only two Bigs in all of Bazaar when I was a rat. Did Dirk off one and take his place, or stake his own territory? Too complicated, I just need the basics right now. “I need a place, got business with him. Hard kind.” “Res’ ’s fuzz, Up. Hard ta scanner.” The kid points to the ledge again. I already overpaid and she knows it. “Listen, you give me where and you’ll get fifty more cred when I’m done with Dirk. Deal?” This time she actually does think about it for awhile. Even if she has a boss that takes a cut, this would make her week. Maybe her month. “Yeah . . . Some got say he got place at tha towers. Some got say a place down in Black Street. Lock is tha’ him got both. Tower stuff is legit front for wha’ he got at Black. Chop an’ Break shop makin’ parts out a black salvage. Gang stuff maybe.” I know the place by name and the fear that was put in me as a street rat. No one goes to Black Street. I pull up the map on my mobiGlass. “Where in Black Street?” “Dun know Lady, got some fuzz ’bout . . .” Dodging again to try and get more cred. I’ve already promised what I don’t have. I can’t shake this with another empty bribe. I need to offer her something else. Her tool belt is welder style, but without a torch in the holster. She has some tech tools, but most are heavier, like for vehicle or ship work. She’s old enough she might be able to get work at the welding depot at the commercial spaceport. Working there gets you certifications. Certs means fees and a steady job. They take walk-ins and train them up, but don’t advertise it. That had been my backup plan for a few years now. Maybe it’ll be enough. “Lock tha’ you got ship tools. Wha’ some rat doin’ with them? Got think tha’ ships is can get you out from here? How you going to get work on ships? I know some welders that work ships. Got ta be good at welding. You torch some?” The sudden shift in conversation puts the kid on her heels. She looks away, trying to come up with one answer to all of my question. “I torch some! Had ta trade ta meds when ’m got sick las’ freez.” The anger in her voice is a thin disguise for pain. Having to trade a prize possession for medicine. That depression didn’t kill her afterwards says a lot. “Trade you straight info for info. Spaceport always needs welders. They’ll train you and get you basic certs. You use their gear and get paid daily. No lie. I plan on doing it but got business with Dirk first. You got your info now. So, you for info for me or not?” That’s my last chip in a game I’m losing. I probably won’t get a second shot with someone else without more credits to start things off. The kid looks at me hard for awhile. Trying to weigh the worth of what I told her, whether it’s a lie. “Rats an’ works know ’bout Big Dirk. Put out ’cast ta whole local ta work for him. Dirk double scans ’em for Gov or Blues an’ take ’em ta eight hundred wes’ sixteen thousand south.” She taps my map to set the point. “Got info out a rat tha’ run. Place got hangars ’round an’ one tower some. Only place like i’ ’round. Lot some folk head tha’ way. Null come back. Some ships come an’ get chopped. Some come an’ go. Rat tha’ ran say ’em work dead hard an’ then got sold ta slavers.” The information almost sounds first hand. Maybe this kid could help me. “You the rat that got out? Might need a guide around the place.” No answer for that and the kid looks like she wants to bolt now. “’m null go there. Craz that. Go at i’ from tha wes’ an you’ll get pas’ tha cams easy. Tha’s all ’m got tell. Ain’ eve’ glint zap on ya. You craz Up goin’ there. Ain’ none Up got business there.” The kid give me one last look and walks away down the alley to places I shouldn’t follow. It’s a bad idea to push someone that just did you a favor on the street. My old street habits are starting to come back more as I check my surroundings and catch at least one person’s eyes lingering on me longer than they should have. I take in the rest of the passing crowd and don’t see anything that looks like a setup. I’m feeling paranoid. If Dirk really is a Big he could have people anywhere. I get chills thinking that, and the kid’s comment about not having a weapon repeats in my head. I put up my hood and check that the map saved the location of Dirk’s chop shop. I make sure to avoid the area near the lingering eyes as I leave and don’t look back. I’ve got a lead, even if it’s a trap. I’m still the only hope my kids have. I only hope I’m not too late. The place I’m watching has to be Dirk’s. It fits the description and it’s in the most dangerous area of Bazaar, where even rats never go. Blues don’t come here, not like they care about Bazaar or rats. I saw three bodies on the ground on the way here. No way to check if they’re alive or dead without the chance of getting stabbed for interrupting someone’s high. My perch in the abandoned organics storehouse across from the compound is cold and the smell makes the sandwich I stole taste terrible. I only manage to force down a few bites, and my stomach is rebelling against even those. From here I’ve been able to pick up some transmissions from the four-story office tower and the hangar’s fire suppression and alarm systems. My directional antenna found a dead spot in the office building, though. Second floor, northwest corner. Everywhere else has at least some sort of signal coming out. I even got the model number and command access of the robot vacuum next to it, but that area is dead. Like someone’s trying to hide something there. It’s my best shot. While I’m planning out my approach I see armed people going between the hangars and the office. They’ve got about twice as many much-worse-off-looking adults surrounded. I see one of the group being herded turn and make a run for the fence. He doesn’t make it ten steps before a shot catches him in the back. He falls to the ground, spun by the force of the shot hitting him. I’m thankful I can’t hear the sounds he makes thrashing on the ground. At least he’s still alive, I think blackly. The guards pick the runner up by the arms and drag him back to the hangar. It doesn’t look like they’re taking him to a medic. Dirk’s thugs mean business. After watching all that I decide to make some modifications to my recently acquired stunner to give it more kick. I had lifted the cheap stun pistol from a rich Up kid I saw taking vid of Bazaar folks like it’s some sort of zoo. It might fry the first time I use it, but I’ll have to take that risk. It’s only taken me a few hours to get here, set up, and find all this out. I put in a call to Mom Super but she didn’t answer. I don’t blame her. The Sisters have locked me out of the systems at the convent, but I had a direct tunnel to my education program that I never turned off. Like a private connection. It only lets me get to that room’s equipment, but it’s a way for me to get a message into the convent where someone might see it. I’ve turned up the volume on the speakers and recorded a message. That message includes the video of what I saw earlier and explains what I’m doing so that someone will know even if I don’t get out. Now I’m just waiting here in this stink, second-guessing myself. The sun has started to go down finally and my nerves are buzzing again. I’ve got thirty minutes before the next guard patrol will check this side of the grounds. If the kid I got this information from decided to sell me out, I’ll know soon enough. I double check my connection to my jury-rigged life-line and start towards the fence. At the fence I check it for a charge or alarms and don’t find any. My snips make quick work of the wire and I slip through. A quick optic and radio scan shows cameras in the area, but none I can’t dodge. Thank god for small miracles. There’s still about fifteen meters of open pavement between the hangar I’m using for cover and the door to the service stairwell I picked out. I peek around the corner of the hanger and see that the main door is closed. I take a deep breath and start towards the office building. About halfway there I hear the sound of ship engines and look up. Landing lights trace the ground a little ways away. I dash to the door and watch the ships appear and then travel out of sight from where I am. The hangar I had come from opens and a truck full of armed people drives out and off in the same direction. My heart is pounding and I know I didn’t run hard. I’ve got to pull it together. I turn my attention to the door. A standard lock that’s not networked. No risk of external hack like that. Too bad for them, I’m right here. I pop the front panel off and start working. I almost have the bypass ready when I notice the inconspicuous block with two wires in it. Explosives. I break out into a sweat as I realize how close I am to setting it off with what I’m about to do. How could I have been so stupid? This is craz. A bomb in a door? I was about to actually blow this and the kids would still be in danger. How can I do this if I can’t even get through the first door? My hands are frozen as I look at what’s in front of me. It takes everything I have not to turn and run. My mind starts to latch on to things about the door to replace my runaway emotions. This is a prefab, like the ones on rail cars. Doors like this are cheap but not cheaply made. They cut corners on features, not substance. Like only having one power source. That’s it. If I can cut the power to the lock, it will come free just like on a rail car. Hopefully no power will also mean no boom. It takes me just a second to find the thick connector that is the power plug and grab a hold. I take a deep breath and hold it, then I pull hard. I hear a hollow pop and the status lights inside the door panel all fade out. No boom and I’m still here. I let out the breath I’m holding long and slow. I have to keep moving. After a few more seconds of frantic work in the dark I’ve got it rigged to stay open for when I come back. I hear the sounds of the truck coming just before I slip into the dim stairwell. About half the lights are missing and the unpainted walls show water spots and neglect. Not a camera in sight. The second floor door is high tech but still not networked. The indicator shows locked. The access panel is on the other side. I rack my brain for something to get past it. After a few painful minutes of nothing I lean against it in despair. It moves. The latch must not have been caught. I can’t believe it. I open it just enough to roll a camera sphere out as I pull up the feed on my mobiGlas. The picture shows a bright white hallway with an elevator at one end and only a few other doors. I see one camera but it is pointed at the elevator. Two big men with pistols on their hips come out from the farthest room and get in the elevator. I freeze even though they can’t see me. The indicator shows it going down. I say a silent prayer hoping they are going out to meet the new arrivals. I find the door that looks like it should lead to where I’m going. I wait a few seconds more, and then walk into the hall and head for my target. It has an old manual handle and is unlocked. My heart skips a beat at the thought of a trap. I take the stun pistol from its holster and open the door. I look around but find myself alone in a big room. I close the door quickly and quietly, finding myself surrounded by computer panels and monitor lights. My mobiGlas beeps. I’ve lost connection to the outside. My eyes take a moment to adjust to dim lighting once more, as I put the stunner away. I head to the station that looks most important. It’s a system monitoring terminal that has stats on dozens of sub-systems, all of them seemingly run from this room. I sit down and dig in. The setup is incredible. Star charts, financial information, shipping schedules, even payroll information for dozens of companies. All of them must be fake and controlled from here. This is how Dirk is laundering his salvage. The kid had said one side of Dirk’s operation is legit. Not for long. There is another set of information here that’s being kept separate. Ship manifests with destinations in Banu space. Pictures of people chained together and prices per shipment labeled only as ‘cargo.’ I skim through them quickly but I don’t see any of my children in the pictures. I copy as much as I can to my mobiGlas’s storage. This is all good, but it’s not why I’m here. After some digging I find access to the cameras and pull up all the local feeds. I get one of each floor’s elevator door, the main entrance, the front gate, a small room with a single chair in the middle, and a few showing parts of the fence. The last feed I check is an entirely black picture. It seems out of place in such a spartan set of things to record. I check it again. It’s a live feed. Then I see something. Black moving in the black. Something small. Someone. My heart jumps. That has to be them. The label on the feed is Hangar 4 Storage. I’d seen that each hangar has a number painted on the side and know that 4 is on the north side of the building. It’s away from all the action outside right now, but the only way in from the outside is a huge cargo door. I pull up the controls for the door and try to open the cargo door remotely. As I do, I see a red warning flag pop up and the system locks. I must have triggered something! I need to get out of this room. They may already know I’m here, and if they don’t they will soon. I jog out the door and make a mental note as my mobiGlas beeps its reconnection to the network. I head around the side of the building to the north and get within sight of the number 4 hangar. Lights are flashing on each of the buildings and a siren goes off. I hear shouts behind me and the sound of ship engines revving to launch prep. I head straight to the hangar door’s access panel. This one is standard, like the one to the stairwell, but this time no explosives. I get it to open after just a few tries and I scramble underneath and into the safety lighting. A door just inside has ‘Storage’ on it stenciled in white. I run to it. It’s another manual door but it’s been chained shut. My wire cutters can’t get through something this thick. I didn’t bring a torch. A chain? That’s stopping me? I got past explosives and around guards and into computers and now I can’t get past a chain? I kick the lock in frustration. Flakes of rust float from the chain to the floor. The rundown hangar has rusting bits and pieces all around. On the ground I see a pipe about two meters long. Jackpot! I grab the pipe and examine the chain. It’s got some links that have been repaired before. I remember the materials book I studied. The chain is more likely to break than the pipe because of the welded links. I struggle a bit to wedge it between the door and chain. Once it’s securely set, I put my whole weight into pulling. The pole starts to bend but I keep the pressure on. I hear a pop. Then a clang and the pipe goes slack, almost tumbling me to the floor. At the same time the chain and lock fall to the floor loudly. I recover, grabbing the door handle and pulling. Light from the hangar lights flows into the small room as seven sets of eyes all stare back at me. The smell of human waste hits me like a wall. One child is lying on the floor. All the others are standing, backs against the wall. I can see the bruises. The ripped clothes. The gauntness. The fear. But they are still alive. Thank god, they are still alive. One speaks in a whisper, “Sister?” I almost say yes, but Mom Super’s betrayed face flashes in my mind. “I’m here to get you out.” I hold out my hand to encourage them. “We have to go before the guards come.” That seems to get through to them. One, then two more start to come out of the filthy prison they’d been kept in. Another one is standing at the back of the room next to the child who hasn’t moved from the floor. “’em can’ null walk none.” The standing one says, looking at his companion on the floor. I rush in and scoop up the child in one hand, trying not to gag on the smell. “Out, everyone, and then through the door, then left keep going till the fence.” Seeing me take their weakest as a burden sets the rest of them in motion, but as I come out of the filthy closet I see a pair of trucks loaded with vicious looking people heading straight for us. All the children have stopped with me just inside the door. They’re looking at me. I can feel the one I’m holding barely breathing. I will not let them take you. I slam my fist into the door release and the door comes rattling down. I pull the stunner from its holster, aim at the door’s control panel and pull the trigger. Nothing. I pull it again. Nothing. “Got a hold tha trig down ta shot.” One of the children said it so softly I almost didn’t hear it. It was the one in my arm. I do as she tells me and hold down the trigger. Seconds tick by and I hear the trucks stopping. The door is starting to move again. Suddenly my stunner fires and fries the controls. Someone on the other side doesn’t like that and points a weapon through the three centimeter opening and starts to fire. The children duck behind what larger scrap pieces are around. Someone shouts and the shooting stops. The alarm sirens are still wailing but I can hear more commotion on the other side of the door. “Rat! ’m know you there!” It’s Dirk. “Give up, rat! You null comin’ out a there ’less ’m let you out!” The children start moving to better cover. If there is one thing a street kid knows, it’s how to find a place to hide. I look down at the one in my arms, passed out and filthy. Helpless. “I’m not going to let them take you.” I say softly. Then I turn my face to the door and let out all the rage and anger I can call on. “You’re not my boss anymore, Dirk. You’re nothing to me now. You’re bigger than us, and you’ve got guns, so you think you can do whatever you want. And maybe you can, but I’m not gonna make it easy. I’m gonna fight for these kids. I’m stronger and smarter than you think, Dirk. All us rats are.” A shot rings out and I duck back behind the beam I’ve crouched next to. The bullet punched a hole in the door. Someone sticks a hook through the hole and I hear an engine rev outside. The whole door starts to creak and strain. Another shot, hole and hook. A second truck revs up and I see the panels of the door flexing under the pull. I have to find a way out of here. I remember specs of old hangars sometimes having ventilation at the ceiling. My eyes shoot up, looking for some sign of that and I find it almost immediately. “You all have to climb. Get into the vents. It’s a way out. Come on.” These children have been through hell and still they amaze me as they start to climb, helping each other. I nearly cry as they break every rule of the street by doing that. The first of them gets to the opening. One after the other they disappear into the closest thing to safety I can get them to. It’s little comfort but a better chance than they had locked up. The last one through turns around to me, “Get heading, Sister. Got get out.” I’m still holding the child in my arms and I realize I can’t climb and take her with me. “Go, I can’t make it, I’m too big. I have to stay and take care of them.” I get an intense look from more than one set of eyes. “Go!” The walls start to shake, the eyes disappear from the vent and dust falls from every angle as one side of the massive front door comes crashing down. It’s still obstructing the way but once the other side pulls free . . . I move as far back among the scrap metal and tools as possible. I can barely see through the dust. There is yelling and flashlights shining into the newly opened gap. The trucks rev their engines again and then suddenly — they stop. Gun and laser fire pop off and I can hear a new siren. No, sirens. They’re growing louder and closer. The trucks rev up again but this time I can hear them heading away. The new sirens get louder still and then I see flashing blue lights streak past. Then again. And again. The Blues? How? As the dust clears some vehicles pull to a stop outside the wrecked hangar door and several large men in plain clothes get out, guns drawn. I shrink down, still keeping an eye on them, hoping they’ll leave if they don’t find anything. Another vehicle stops and, like a ghost in a dream, I see Mom Super get out with a uniformed Blue next to her. My lungs burn as I take in a dust-filled breath trying to shout to her, but I only cough. I get up and all eyes move to me and the child I’m carrying. I stumble out from behind my hiding place. I have to get to Mom Super. That thought drives me forward. I stumble and fall. One of the Blues catches me, taking the child gently from my hands and laying me down against a wall. “Are you hurt?” the Blue asks, “are there others?” “The vents,” I cough, “in the vents.” The Blue shines a light to the vent opening where six children are looking back at her. I motion them down with my arm and after a long pause they start to climb out. More Blues are coming in and helping the children. Blues helping street rats. This time the tears do come. Mom Super is here now, next to me. “Are you all right? Are you injured?” The concern in her eyes and voice shame me. I don’t deserve her caring about me. I take off my mobiGlas and hold it out to her. I clear my throat with a cough. “I got as much information about Dirk’s operation as I could. Financials, dummy corps, contacts. It’s more than enough to shut him down if you give it to the Blues. This can keep the rest of the children safe.” I’m so exhausted my arm shakes with the effort of holding up the weight of the mobiGlas. Mom Super takes it and moves past my hand towards me. Her arms surround me in an embrace. I don’t even know what to do. I let my hands fall to my side, feeling unworthy to hold the only Mother I’ve known. “Well done, young one.” A week later, the Blues have all the information I collected and I have my mobiGlas back. The children have been put in protective custody. Dirk’s operations have been shut down, though he is nowhere to be found. The news is talking about fixing poverty in the city. Street School has started again, with kids coming from all over. This week over a hundred come. They call us the Big Sisters now, like the Sisters took Dirk’s title. All of this and I’m getting ready to leave. Mom Super has said that I can stay at the convent but I know I can’t. I put the children we were trying to help in danger and I almost attacked the core of the Sisters’ religion. I’m going to go to space and see all the things I’ve read about. I’ve always been just a guest here. I’ve never been one of them. I’m packing the last of my things when she comes to see me. “Hello, young one,” she says. My back’s to the door. “I’m not so young anymore,” I answer. “I’ve grown a bit since you gave me that name.” Mom Super has a grin in her voice. “Gave you a name, did I? You refused to tell me what to call you. So I choose a description by which to call you. Hardly a name I think.” There’s an unspoken ending to that sentence. I can feel it. I turn around to see Mom Super standing in the doorway wearing her best habit. I guess it makes sense she would wear it on the day that I leave. “We have something for you.” “We?” I ask. “Come, young one. It is time I do what you claim I have done already.” There’s no way to refuse Mom Super when she has a plan. She motions with her hand and I follow her out of the living area, past the meal hall and into the library. Where rows of Sisters stand waiting in front of the book cases. Three stories full. Rows about twenty feet long of sisters in their ceremonial best. One sister stands in the middle of the assembly on the main floor with a camera. Mom Super walks to stand next to her. I’m frozen just inside the door trying not to panic. Turning in place Mom Super looks at me and then up to the gathered Sisters. She speaks loudly, “One has come among us whom we now know. One has been our guest who has had no name. One among us is leaving, following the call of her heart. These are all the same person. She had meant to do us harm but only in the cause of saving others, which she then did of her own accord. It would be right to record her name and good deeds in the histories of our Hall, but it would not be right to do so without using her name. What say you?” A figure from the left of me steps forward, “We propose that she be given a name.” Another figure steps forward, this time from my right. “We have come to consensus in this.” “Step forward,” Mom Super says as she motions me toward her. I walk in a daze and stop when she signals. Mom Super lays a hand on my shoulder. Her gaze drills into my eyes as she speaks. “This one has been found worthy and good among us. An inspiration to the study of knowledge and an example of courage. A changed person, remade by the force of her own will. What will you name her?” A chorus replies as one. “Luther, the reformer.” The End Przeczytaj całość
  23. 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
  24. Screenshot by Eosphoros Hello everyone, First off, thanks to everyone who joined us in Cologne, Germany during Gamescom week. The team had a great time getting to meet many of you in person, and participate in our first ever Gamescom Town Hall Q&A, which is available to watch on YouTube here. Alongside Gamescom festivities, we also revealed Crusader Industries latest ship, the Mercury Star Runner. Built with the same engineering and design principals that have made Crusader the go-to manufacturer for galactic transport on any scale, the star runner chassis sets new standards for data and cargo conveyance. Join the Manhunt with an interactive mini-game in the ARK Starmap, and find out more about this ship here. In addition, you can now get into the ‘Verse for free for a limited time, and explore in several ships and vehicles: dogfight in the Avenger, bust rocks with the MISC Prospector, haul freight (or steal it) with the Cutlass Black, and live dangerously in the Dragonfly. If you have any questions on where to get started, we’ve also made an FAQ to make it easy. Lastly, what better way to compliment the Gamescom Free-Fly than with a Commercial Contest, this time for the MISC Prospector! Find out all of the details here. And with that, let’s see what else is 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. This week we talk about multi-crew Arena Commander, waypoints, personal hangars, and more. Watch the full episode when it releases here. Numerous serialized fiction stories have appeared in Jump Point but have never been made available to all backers. As laid out in our Lore Release Schedule, the fourth Tuesday of each month will be dedicated to bringing you these stories one exciting chapter at a time. 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. Finally, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast 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! Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, AUGUST 27TH, 2018 Calling All Devs ( TUESDAY, AUGUST 28TH, 2018 Weekly Lore Post ( WEDNESDAY, AUGUST 29TH, 2018 – THURSDAY, AUGUST 30TH, 2018 Around the Verse ( Vault Update FRIDAY, AUGUST 31ST, 2018 Reverse the Verse LIVE ( Roadmap Update RSI Newsletter Community MVP: August 27th, 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! Building Star Citizen: Carrack Interior Walkthrough by West_Sage West_Sage has designed this model based on the Star Citizen Carrack concept art shown on the ATV anniversary episode. More info on the Community Hub. Przeczytaj całość
  25. Recorded LIVE from Cologne, Germany at Gamescom 2018, join a panel of developers as they explore the latest offering from Crusader Industries, and answer questions for backers in attendance at the event. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość

Powiadomienie o plikach cookie

Umieściliśmy na twoim urządzeniu pliki cookies by ulepszyć korzystanie z naszego serwisu. Możesz dopasować swoje ustawienia obsługi cookies, a jeśli tego nie uczynisz zakładamy, że nie stanowi to dla ciebie problemu. Polityka prywatności