Around the Verse: Episode 1.21 (2014.11.20)
Transcript — every row opens the video at that moment
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[Music] hey everybody Welcome to episode 20 21 of around the verse I am Sandy G and I am Ben Lesnik yes thank you very much to the osma Nots for our really nice shirts I feel it feels like a cycling Jersey they are pretty awesome shirts a you're so funny nice 9.2.1 has been released yep you can now play the uh 315p in Arena Commander uh which means that the entire 300 series lineup is now
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available uh we know there are a couple issues with the harborn points uh for instance some of the variants not letting you mount things on the center uh turret but uh we will have those resolved in a future patch we have a new tentative list of events on the forums which includes PAX East South by Southwest GDC dice Gamescom oh Dragon Con Dragon Con yeah the idea is um you know normally we wait to announce all our events at once but uh we know that the tickets for a lot of these things are on sale now um you know things like Dragon Con and packs to let you guys get a heads up what we've locked down so far there will be more events I know Sandy has been crazy planning all sorts of things I have been I'm actually in the UK next week so it's not a complete list but as we lock them down we'll continue to update it and if you're really
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itching to have one in your town let us know yeah yeah absolutely we've heard voices for Montreal so I'm looking into that we might have to create our own event because I actually don't think Montreal has one that suits but nothing ever happens in Montreal oh that's not true I like Montreal what else have we got going anything exciting uh well we've got an anniversary sale coming up uh but we will have details that that at the top of the hour o at the end of the hour isn't it top of the hour top of the hour would be now people it's not even an hourong show I don't know what I'm saying yeah who are we anyway okay news from around the verse Let's uh start with Arena Commander
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audio has been recorded for the Drake ships one of the uh kind of Chris Roberts things you see in a lot of his games is that different ships have different interfaces uh so a ship from origin will be totally different from a ship from Drake and uh as he did in I think week better four we're going to have you know a different bitching Betty uh sound system on the different ships so uh An Origin ship may have like a pleasing sounding female voice whereas a drake ship may sound more like a robot did you just say bitching Betty bitching Betty yeah it's a it's a that's I thought it's okay I just checking new missile types are being prototyped in fact if you check out uh s's Facebook I think there was a sneak preview of those missiles at one point I don't know anything about that what are you talking about Ben AI chart and AI Behavior continue improvements for version 1.0 uh
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yeah you you've seen the uh flight model improve all this time the guys at uh moon collide are continuing to improve the kythera system for the AI opponents in Arena Commander as well Squadron 42 Zerg traversal animations are ongoing one thing that a lot of people frequently think is that oh it's easy to add zero g to a game you just set gravity to zero and everything floats um the reality is that the actual appearance of movement is totally different on different planes so when we add that extra z-axis we have to think ahead of time on all the animations and such so we we have to map in the right way for a weightless environment speaking of map map request list for December shoot has been generated that is uh absolutely connected we've got a big map shoot coming up in December uh
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they're going to be shooting stuff for squadron 42 as well as uh Arena commander and AF FPS module so basically all the teams have had to turn in their requests to our uh animation department and concept work for a civilian version of the javelin Destroyer has started Wonder what that could be for persistent Universe The Arc cor bartender character model has continued work this is kind of a nod back to the original Privateer where they they would create like five different sets of hair five different faces five different clothes and swap between different bartenders and the different planets um so we are creating a similar system for bartenders and Star Citizen is that what you were showing me those different five outfits for the bartender it was yeah and here you guys can see it too
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and there you have it ladies and gentlemen the friends list and chat systems are also currently being tested the friends list uh and chat system you'll see a little bit of it in Arena Commander but it's it's especially important for the upcoming social and uh pu modules work has continued on movement improvements including asteroid physics got to get those physics right uh it's not star sism without incredibly detailed physics that seem natural ships Gladius has received tweaks and the damage system is being prototyped the guys in the UK are working to bring the Gladius flight ready um it is coming along pretty well Avenger variants have entered the concept phase this is the concept art phase specifically we we have the what the variants are locked down the big thing for the Avenger varians is we want them to look distinct
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we we heard some criticism of the cutless where they said oh the red and the blue don't look different enough from the base model so we're uh we're going the extra mile in the Avenger the Carrick is receiving some finishing touch Tes and you guys are going to be seeing those touches very soon art has completed the max oxx 40 mm and Sucker Punch gun we're working on uh of a new allotment of guns that are going to be available in the uh Voyager direct store in the very near future uh we know you guys have been waiting patiently for that and I think there are between four and six that are almost there FPS module fixed insta death when running into a non-moving ship that's one of those uh great random bugs you never expect your character just dies suddenly prone is being implemented and animations have begun that's the animation set where you you know lie prone on the floor to crawl
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and mag boots are being improved I think any mag boots could always be improved uh we're coming up with some cool uh ways to make zerog G fun and that's one of them now let's stop by customer service and see what they're up to hi welcome to customer service my name is Chelsea and I'm Alexis as some of you know we have a holiday coming up and anniversary sales so we expect to get a lot more tickets than normal the wait times may go up but just be patient and we'll get to you as soon as we can as long as you have a ticket in the system you'll get taken care of and I have a merchandise update for you dog tags have shipped and you should be receiving them soon if you haven't already we have also added the constellation model back to the store just in time for the holidays so next guys we'll see you around the first was oh no we say that a better
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concept thanks chis who's calling them that by the way just James Pew and unfortunately we sometimes let him write the script yeah oh thank you now it's over to mark for this week's bug Smashers welcome back to this week's bug Apprentice oh wait not this week is it this week welcome to the bug Apprentice before we begin let's take a look at last week's wedding episode FG smashes hey everyone uh we're back in the infamous editor on our favorite dog fight level this bug is more of a visual bug so let me turn on physics HP into third
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person and fly into this asteroid we should explode okay no explosion so there's our bug for today the asteroids seem to not have Collision but they have a collision mesh which is that gray area which interesting to note is the color of the Collision mesh is indicating that it doesn't collide with particular things in this case the ship and as you can see on the Hornet it has a white and a clear Collision mesh uh the white one is the actual Clos mesh for hitting and ramming stuff the clear one is for the shield but for the asteroid it is very clear and gray which is indicating that you cannot collide with this so that is a horrific problem the camera I can still shoot it
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but I can't Collide all right let me stop and go into the lovely which Visual Studio is it there it is so what is this and why is it happening we have this thing called uh an RC it is basically our utility we use to take our assets from Mac convert them into our um resources could be used for the cry engine and in this case the RC is taking a Max file which has the geometry of the asteroid and the physics and turning it into well this lovely thing I need to have like the top pair like Trump has where you could tell its face
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does it look ridiculous it looks with no Collision four ships so let's go back into Visual Studio how did this happen and we're mind you we're on the 1.0 stream well we had to do some major revisions to the RC and in to cry engine to support uh second UV sets so that way ships could have paints and the reason why we have two UV sets is because of the way that we have ship set up um we're going to use the second UV set to basically specify how paints look on a particular ship so we had to modify the RC to include these new UV sets problem is um we updated our versions for specific chunks and then we updated to the latest
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cry engine and they also updated their versions so we had the same versions on specific objects and then they were conflicting because we increased the version to specify whether or not something has ruvs while cry engine updated the version to specify some new information on them I bit my tongue I don't know how I managed to do that and if the object is using the wrong RC inversion then the code is going to interpret it wrongly and that is what's happening here it's actually loading the wrong information so um our good friend Oka wrote this Nifty code to try to determine which version it used to be
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and if it's the correct version it needs to be and this was how he resolved that previous issue however it didn't work for certain meshes such as these guys which have Collision on a separate uh bone and it worked fine for ships ah let me stop so how did he fix this he took out this bit of code cuz we want to allow empty uh meshes then he checked the um the physics chunk information to make sure that it w it had actual information so we're allowing empty things so bones that just have physics meshes and they have physics they should pass and that's what this is doing so we got rid of the area says if you're empty that's the render mesh then so if it was empty and it was a render mesh it would abort
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before even checking if it had physics so it would never set the physics Flags go ahead and judge so his fix was to undo this bit and then check to see if there is physics so we go all right we have an empty thing doesn't have a render mesh but has physics so we're going to process this so let's compile mate and it should be able to crash into asteroids all right now on level let's go where we can see spawn in let's go to third person turn on physics and as you can see it's solid gray chunks as it should be so now let's ram that thing and my ship got destroyed as it should so there you have
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it fun resource compiling issues physics how does it work so this week's bug had a deal with how we were handling um the RC changes which stands for a resource compiler and that is uh anytime we have assets such as a Max file and we want to convert them into the engine it has to go through the resource compiler to the engine and we updated the resource compiler to use a second UV set some other additional features um we updated the version then we updated the cry engine and krych updated the version so we had a mismatch between the version verions and assets which shouldn't shouldn't had things got all sorts of broke so a fix was added to make sure that we could detect the correct version
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and load the chunks correctly and that fix ended up breaking um asteroids because they had a node on there specifically for the render mesh and a node specifically for physics they weren't combined into one like most things like the ship and when it got to the render one the code was like all right that's good Let It Go when I got to the physics ones it was like oh there's no render mesh abort so okas change was to go okay you don't have a render mesh but you have a physics continue on so now you could crash into asteroids all day long as you could now and hopefully you'll never see that bug so physics you're fired thanks Mark and now uh let's just jump ahead to everybody's favorite part
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of the show The Art sneak peek check it out I never got that one on my Facebook page fast enough I've been uh keeping some secret now let's go over to will for this week's MVP hey everybody I'm Le moderator Bo here to bring you this week's MVP this week's MVP goes to gr for his Thread about playing Star Citizen for the first time in the thread he talks about how his faith in space has been renewed and we commend him for bringing such a positive thread to the forums so thank you very much Gr you're this week's MVP thanks will that mvp was actually picked
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out by Chris Roberts who emailed it to the entire team so we figured we should make it the uh thread of the week now over to James who is interviewing our UI designer Zan bienen say Trey bienen thanks guys I'm here with Zayn BN zanen how you doing hey I'm good how are you for coming on man problem you excited yeah that's right get hype yeah so why don't you tell a bit about what you do here uh well I'm a user interface designer here uh design all the kind of ship Huds um working towards uh you know getting the HUD really cool looking and functional and just about everything else anyone ever ask you to do yeah yeah um you know the thing is like if you're you know good at something they'll always ask you to to do it so yeah get a lot of work piled on because he's pretty much good at
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everything so well almost maybe well you lot to learn do you want to get some questions yeah let's go for it all right first question comes in from Shifty what's your vision for the HUD overall we know that it should be customizable and change its style depending on the manufacturer of a ship what else do you have in mind what do you want to change or add to make it fun and easy to read but but at the same time look awesome right so right now we have the the visor HUD which is just kind of like um a a HUD that kind of fits into um all the ships but eventually and kind of what I'm I really excited about is getting all of that into you know projected into uh uh you know in World diagetic which meaning that you as a player is are seeing this interface but also your
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character in game is also seeing this interface so it's all projected in fiction and sort of what I've kind of proposed is kind of like uh standard sizes and aspect ratios for screens that kind of go in cockpits and so a lot of the information that's projected onto your visor will eventually um be capable of being projected in the cockpit and I think having that kind of like you know dtic in-game interface especially with VR will be really like it's just going to be really immersive but what about like the customization of the screens and like the customizations like like the options they have to do so right so I think uh one thing that we're kind of uh thinking about and we've we've done some prototypes for this is actually being able to switch which screen it's going to have which data so having kind of the standardized aspect ratio kind of
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promotes this modularity and and kind of the information and how how it's displayed to the player I mean we're looking to have the capability of letting the pilot to be able to uh specify which screen a particular piece of data will will reside in and kind of switch it around kind of interchange uh information uh in his cockpit whatever feels right for them yeah whatever feels right and kind of there will be like a configuration presets for it but what happens if like a screen gets damaged in game like what are their options like are they so or that's a that's a good question I what one other thing that this also would provide is is a redundancy kind of a backup so like if like a screen gets damaged then what was whatever was in displayed on that screen could also be switched over to another working screen so I you know I don't know what extent we're going to have
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like cockpit damage but I kind of you know we might have screens that get damag and if that's the case then this is uh you know a really good thing to have you know both for just kind of customizing your but also like having a this kind of backup where so so would they have to so for example their screen's damag and this screen was showing X information they could just put that over another screen what about what was already there would it become a you have to show the like the most pertinent information would that be a choice for them or would it all be just displayed on one screen at that point probably just be displayed on one screen at that point okay cuz that'd be kind of a cool concept right where you can't have you can't have kind of the same thing that kind of uh you know real Jets do and they have you know um back like various screens that you know all have redundancy in and what they display
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awesome next question comes in from Nathaniel phum when creating the Huds do you have in mind which buttons will do what tasks in the cockpit in other words will the characters animate and push the buttons or will it stay how it is now so all the cockpits will have some sort of uh you know interactivity I mean it's not just going to be like you know tin cans just just flying around you're actually going to be able to interact with a lot of the stuff in the ships and kind of what what what we're thinking along the lines of for buttons and switches is you know having all that kind of like on the side of you and then all of that all of what's contained in switches is or what I call auxiliary controls rather are things that are preferential to your ship so like if you wanted to tweak something right like
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something in your ifcs you want to tweak uh itbe how how much you know com the com stab assists you or or you know you'll have a panel for like your interface and H so you you'll be able to like you know customize colors uh you know uh specify whether you want lag or or or lead uh hit predictors or we have we'll probably have like lighting effects in the cockpits so there's a whole bunch of stuff I mean I came up with like a a list of like 50 like 60 different things I mean that's that's a lot I mean we're still trying to narrow it down to kind of what we actually want really you know having all that functionality in game as opposed to well rather than going through like a 2d menu you know okay so one of the things I really hate is it's having to like whatever options you want to set in your ship because it's it's it's something that the the character in game specifies
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for his or her ship so it would make sense to to have this kind of you know infection uh diagetic projected uh and so so instead of going through a flat like you know arbitrary 2D menu right you're scrolling down lists of options you're actually like flipping actual like geometry switches in the cockpit and that's one of the other things I I really you know I look forward to is just kind of seeing all that kind of you know having a sense of this cockpit being really fully functional as you're looking around especially in VR it's going to be really cool and being really important to you as a character cuz or as a player CU you're you're you're sitting all these things the way you want them and as soon as you get back into your cockpit it feels like you're back home again as opposed to you don't have to go back to a menu and change everything right and it's sort of like it's it's interesting because like you're you you're instead of going
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through like submenus and everything everything is kind of laid out entirely so you know instead of like going okay going into a menu and then navigating over to another submenu or something you can just you know find where the switch is and then yeah there it is and it kind of promotes this kind of you know getting acquainted with your ship which I think is going to be really cool it's going to really help each ship feeling unique and having its own character that's crazy I'm excited to see that emotion actually me too all right next question comes from amti which ships UI are you most excited to work on man I I'm really excited to work on Capital ships yeah I think everyone's excited to work with everything with capital ships yeah I'm just just kind to cuz I cuz there you know you'll have like all these huge big big screens to work with and just allows me to get really you
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know creative and get into it with the kind of design of all the interfaces for it that's interesting how does so on those on those big Capital ships how does that change how you approach what information is given where if that makes any sense cuz you would imagine on this it would take a couple people to run this thing so where's that diffusion of information come like what screen is what's on this screen as a on your pilot and what's on your one of your co-pilots like you know what I mean like is that all do we create that me as a pilot do I say I want this information Zayn gets this information and Bill gets this information well one of I'm I'm really in talks with our designer in the UK who's handling all kind of like the systems for this is his name is Mike Northeast so I'm in talks with him a lot about how how we're going to how the capital ships are going to operate and kind of the underlying design behind all
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of it the way I think we're you know we've talked about you know even in Chris's last chairman 10 for the chairman we've talked about like being able to assign particular functions to different people so it's like it's not like you know set in stone like okay the person on your right does this and then the person on your left always does some other thing it's always you're going to be able to like actually you know in the same way uh that you can specify which screens uh information is on that we re use that same system to assign functions and and different tabs of you know encapsulated functionality like Shields management or radar management to these other seats and these other seats uh will have we're thinking about having like bigger screens and the functionality or the information presented within those screens allows
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for a lot more granular control yes as opposed to it's on a big with screen with three screens you're not going to see as much information you diffuse that power down here he'll have a much broader he'll have a lot more actions he can yeah because that's that's what that person is focused in on that time I mean for the pilot you you you kind of want to have more compact screens because you want to have Clear Vision of the outside world and cuz you're flying right but a crew station or you know your co-pilot might be solely in charge of a particular function and so you know if there's a lot of parts on your ship or to manage or there's a lot of stuff to do then having a a larger format screen you know it's going to be a lot more that sounds really exciting I think the concept of give when you give it to one person it's you know the full picture but then when you bring it back to like
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the main screen or like the captain screen it has to be the tldr version cuz just just that there's not as much real estate you know what I mean so yeah that's that's going to be really exciting yeah I'm really excited about I'm really excited about like you know cuz I you know designing what I mean what it's going to look like yeah right you have any ideas yeah all right save it but I don't have I want to I don't have time to like mock it up right now but I wish there was like 48 hours in a day yeah you'd probably work all 48 of them next question that sounds like a slight but it's not next question from ozriel dominov I understand that you've been developing web and fictional UI art since your time in school what motivat you to spend so much time working on the ui/ux design what are interesting challenges that
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draw you to the subject so yeah I mean I mean I why don't you give some a little backstory how long have you been doing stuff like this well I started using Photoshop at around age 11 oh wow uh sixth grade or something I my dad had it and I picked it up how old are you now 25 yay same age hey five yeah you look way better well I mean back then I'm I was just fiddling around Photoshop and I kind of got into just HTML cuz I you know I was playing you know Counterstrike a lot 1.6 yes one I know I was there all the way back to 1.3 man bunying that's where it's at 1.6 that's where I came in yeah sorry so I I I would always like you know be in Clans or teams or whatever and I'd create just kind of these cool sites for for them
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and you know one of my biggest Inspirations is really kind of like the early days of website design and you know there's particular people that had these crazy cool flash designs that I was really intrigued by and I was really fascinated by you know graphic motion on the on the web and it's just I kind of wanted to recreate that myself like I want to do that you know cuz to me they're like rock stars so what what was what was an example of of one of those the rock stars you talked about that inspired you um what was it that just you just saw and like this is what I want there's a lot of a lot of ones but I think the the the main one and I've talked about this before in like previous interviews but I was really inspired by two Advanced you know Eric Jordan that you it was just really you know it was it's like it was really just conf futuristic and it you
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know just really resonated with me I think the visual design and kind of the uh the graphic motion of of kind of those websites that was kind of what fueled the my early works really and kind of led me to sort of this design style that I've sort of formed nowadays have have you looked back at have you tried to look back at those old websites now yeah sometimes I I like the music now and I still find them inspiring you know just to look at once in a while there's something to him it's almost Tak on this weird nostalgic thing you're like man remember when you websit used to look like this yeah I know exactly at the time you were like wow this is amazing it was mindblowing it was and like now you see the stuff we do on our site every day and you're like oh okay well we've come a ways yeah come a long ways since flash yeah stop using flash for websites this terrible all right so
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last question this comes from skrim to what extent and in which ways do you research real Combat aircraft heads up displays multi-function displays General avionics and sensors before sitting down to start work on a HUD so I've actually flown the a10c what when no not really like what but uh I come close cuz what's what I found really how did you come close well okay so I'll explain so the I put on the DK2 and played DCS oh so and now and to me that's was one of the most you know immersive experience that I think I've ever experienced in in VR I think it's it's really cool and that's you know having you know even what I've just talked about just having kind of that immersive you know experience with having all the that that functionality in the cockpit like it's you know the potential to make adjustments and tweaks
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with all these different controls I've been learning Lear learning way around flight Sims and stuff just you know were you always playing those or was that more a recent thing no it's more a recent thing like I kind of wanted to you know was curious about flight Sims but you know as a start at actually designing Huds I thought it'd be a good idea to to actually kind of like okay research like okay how actually work and multifunction displays I mean it's I think it's really good cool or I think I think it's really good to um get a you know an awareness of how you know real life you know cockpits kind of work and function so it's good knowledge to have and you know definitely read through you know papers and manuals and different things like that but ultimately what it comes down to is that the needs of the game drives the interface and just because you know like something is done a certain way and real life doesn't always necessarily
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mean that it has to be that way in game so yeah it's it's it's like the B it's balance between fun and realism right yeah and that's kind of what I always do when I whenever design any piece of the UI is try to find a good balance between what's functional what's visually efficient but also you know what's stylistically cool and and in matching with you know the particular manufacturer whatever design language that has the HUD Zan thanks for coming on man yeah no problem thank you oh it was a pleasure and next week we'll have Junior concept artist Omar AA back to you guys thanks Jame uh good thing you were able to find Zane he's only here about 23 hours a day so we are trying a little something new with the uh Dev interviews we're uh actually asking them some extra questions about themselves what they do here how they got to be working at Cloud Imperium we're calling
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it meet the cig devs and we are airing the entire interviews on Tuesdays so check back Tuesday to learn more about Zayn and we have a lot more devs we do um I remember the first time we did those register interviews we must have had like 20 people and you sat down a day and interviewed them all um now we have 300 around the world and hopefully we will get to everybody our anniversary sale is coming up followed by a concept sale yes uh you heard it here first there will be a concept sale kicking off on the 28th we're not going to say what it is but I think that you all can figure it out at this point uh but starting tomorrow we're going to be doing our uh great big anniversary sale it celebrates the uh anniversary of the end of the star seon campaign we we did a 24-hour live stream back in 2012 and uh we're going to be offering a
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bunch of old ships including some of the limited packages like the Super Hornet the uh freelancer Mis and a bunch of other Wave 2 ships like the caterpillar and the the M50 speaking of live streams we are going to do a holiday live stream coming right out of Los Angeles Studios on December 19th but you're not just going to see the Los Angeles team we're going to bring in the guys from the UK the guys from Austin and from some of our outsourcers so we're going to send you off for the year with the entire cig team talking star s and maybe showing off a few cool new things we have a little contest which is the herald concept art imagine your own UI for the herald so a few weeks back we did a uh 2hour live episode of RTV when Sandy was out of town and we printed off sort of a big fancy piece of Herold concept art which is sitting around the office and
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we would like to give it away to a fan out there so we started a For Thread uh what we want you to do is imagine what the UI of the Harold sugar look like cuz we haven't seen it in action yet uh it can be funny it can be paint it can be paint shop what whatever you guys uh come up with show it and we will pick our favorite and decide the winner next week and what else else would you like to see on the show please tell us on the Forum so we can make this show better I still see people say that we're kind of awkward but I think it's always going to be slightly awkward we are awkward people naturally I I am you're not you're you're a like actress lady but well I mean you know we get to this we get to this point every week and it's not like we sit here and rehearse or no no we are we have busy jobs also we do we do a lot of work in this office but we would like to improve the show however we can
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let us know what you want to see uh I've heard people want fan videos I've also heard people hate fan videos so let us know what you think I know I'm trying to learn a lot more I actually watched a um funny montage is what it's called of pew pew die diey and I I actually didn't laugh once but I wasn't you know not to say somebody needs to educate me on it because I don't quite understand do you want to tell people about your little green men Oh My Little Green Men yes the finger gun men they are actually on sale nice nice little Christmas present they are on sale sale and they're not green uh um the ones for sale they're I think they're $10 inclusive of shipping very cheap yeah cheap little Christmas present that's cheap for a tiny man and we also have stocking stuffers these are on sale for $10 not the actual stocking but the
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all-in-one notepad and I won't open it because it will take make too much noise but what's in there Ben there's a deco plank start seon PL cards there's a sticker there's a little notepad there's a pen in there right there is there's a cool pen I actually use that pen all the time so it's like a whole Star season desk set and it's uh on sale for just 10 bucks this week if you want to see pictures of what's in here check out our website so $10 for these and $10 for our little green men no the green men aren't aren't actually for sale yet are they they should be oh they should be okay never mind thanks for watching and to our subscribers for making this show possible we will see you around the verse we will see you around the d
- 00:35:27
Roberts who's that I know who's that he needs this shirt we don't need this shirt
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

