Around the Verse: Episode 1.61 (2015.09.17)
Transcript — every row opens the video at that moment
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[Music] tonight on the Empire report a civilian border militia singlehandedly stops a vandal raiding party could private fighting forces be the key to keeping our families safe the polo Bill may be one step closer to passing as today's unemployment report leaves the Empire looking to find Financial relief anywhere they can find out why military cutbacks could mean extra credits in your bank account this Tech season and how long is too long a new record setting noodle could soon have dinner Seekers slurping their way into orbit all that and more on the next Empire report at 2200 SE this video made possible by the IC
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Stellar surveyors and subscribers like you welcome back to around the verse episode 61 I'm Sandy Gardner and I'm Ben Lesnik we launch the community Hub on Tuesday yes uh the community Hub is a a system by which star ciens backers can uh share their content can share star CI News information um with sort of an upvote system similar to Reddit uh thank you to everyone out there who helped us test it
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uh we're going to begin the process of uh improving it based on your feedback now but we'd like everybody to get in there share your content and help make it a success yes and soon we will be able to launch the next great Star Citizen so keep tuned for that as well yes we'll have details on that shortly uh the other new thing that we preparing to launch uh hopefully today it will go to a wider group of testers is the issue Council uh which is our new bug Reporting System that's going to tie folks uh in the community more directly into our QA process you know we will generate tickets we allow people to vote on them let let people know when issues are happening repeatedly that people say what's especially important to them um tests are going well and we hope to have that rolled out to everyone shortly I like that citizen con is coming and the community and marketing team are working very hard to make the event a success
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while developers around the company continue working yes they're doing the real work um but yeah folks around the company are working on some pretty big Milestones including the uh multic crew uh release and of course the FBS and we will share more information on that as it becomes available now let's kick it to news from around the verse hey everybody and welcome back to rainy Santa Monica uh I'm Eric Karen Davis with Randy Vasquez and we are here to give you today's uh update so we've got a lot going on here in the Santa Monica office um we've got a bunch of guys
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upstairs working on the Drake Harold bringing the gray box to a close uh Kirk to is also working on making it flyable um you guys saw eln a few weeks ago he's been working hard on the Reliant and so he's doing the same thing we're trying to get that up in the air as quickly as possible and then the constellation has been a big one for us we're trying to bring that to a close very very soon um it's a very exciting ship and it's looking really really good uh but I asked Randy to come down to give us an update on another special ship on the design side I want you to talk a little bit about the caterpillar cool so yeah you guys probably seen a picture on the forums of me working on some white box under the caterpillar kind of good picture by the way you should check it out go to facebook.com/ our page and you'll see it looks good uh but yeah basically I've been working on the caterpillar and it's still very initial early on design so we're trying to come up with the modules
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kind of how cargo is going to be handled inside of it all the different things that make up the whole caterpillar so we've been talking to like writing and lore we've been talking to like Ben we've been talking to basically art team right now and what I'm basically working on is just the Interiors kind of like what I do with the Starliner get some of that interior stuff done first once the Interiors are kind of designed and laid out then we can kind of go into where we give it to the artist and then they make it look all sorts of pretty cuz right now my artwork is not pretty hey that's all right so that's this week this week is be the Interiors focusing on that and then getting back in our times cool so there you go we've got a lot going on in Santa Monica we're finishing a lot of work and we're we're pretty busy so thank you so much for checking in with us again I'm Eric Ken Davis ready Vasquez I see you next week hey guys Jake Ross here associate
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producer the persistant universe and I'm here with you this week to give you a little update on what we got going on with social module V1 uh first of all I want to give a shout out to Josh who uh AKA Zelf who came by last week uh with his wife and and uh and child and toured the office and uh posted up a a review on on Reddit and uh he had a lot lot of nice things to say so thanks Josh Zelf for coming by um shout out to you uh I also wanted to update you guys on our emote um situation so we're going to be recording audio here in the near future um I mentioned that our our emotes will some of our emotes I would say probably good half of them will have audio um here in our next release at least is what we're hoping for so we're going to be recording some temp audio here in
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Austin um to kind of test out the system um instead of you know shaking your fist silently you'll actually go you know growling and grunting and and there will be some dialogues as well so we're working with the writing team to kind of uh spice up the the flavor of our of our language um in in Social module so uh next time you'll you're around our Corp you'll be able to kind of speak to your friends so that'll be cool uh so we got that recording session session coming up here pretty soon so uh we also are working on our respawn functionality so you know there may or may not be opportunities for you uh to die and uh in the in the next social module release so we got to work on a a way to to respond you guys once you once that happens um so we're working on uh setting up some spawn points in the
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medical unit so that when you when you uh you know bite the dust you actually come back um healthy so uh that'll be fun uh getting to see that in action uh and then we're also working on updating the hanger lighting a little bit so um you know now we have emry in house uh we can go back and look at some of the uh the the hangers and update that lighting so it's a little more optimized it performs a little bit better uh and it just looks a lot more beautiful so um working on that as well so that we'll probably have a couple uh maybe not all of them but a couple of them um updated for the next release so uh yeah that's what we're working on mainly for for this week so uh that's all I got for you thanks see you hi guys my name is Mike I'm one of
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the customer service agents at foundry42 UK hi guys I'm Ally otherwise known as Ally C I'm also a customer service agent at foundry42 UK this is just a quick update to let you guys know where we are in regards to all the customer service tickets and emails that you've sent in um we've had a considerable backlog since games Gamescom we are working as fast as we can to get a personal response to each and every one of you i' just like to apologize for the delay and um assure you that we will continue to respond to them to the same quality and standard that you're used to thanks for your patience on that also guys I want you to not panic if you've sent in a ticket about a time-sensitive issue such as like retali sale Vanguard variant sale I promise you that we will deal with the ticket as if we're dealing with it the day you sent it in so you're not going to suffer because it's been answered late I promise another issue as
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well um we've got a lot of um unmelted uh pledge that you've reclaimed we will respond to all of these tickets when we can but unfortunately there's been a temporary hold put on those um this is so that we can put our focus on more time sensitive issues like Al's just said and just so we can make sure that the response times on the really urgent and important issues are being handled prioritized things like that we will respond to them just like we do with the other ones um just please bear with us again also we're going to be doing some new updates for the website can't tell you quite what that is just yet but I promise you it's going to make your life so much easier when it comes to finding out answers as well as making our lives a little bit easier so please bear with us with that I promise you it's going to be awesome once again
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just I'd like to thank you all your patience during this busy time um I think this is the busiest we've been um since I started so please please please um if you got to ticket in B withs we'll get to it thanks guys cheers guys later hi guys it's Brian Chambers from the Frankfurt office um this week I brought in Franchesco Ruchi our lead AI programmer thought he could talk to you guys about what he's been working on and his team and his guys and all that stuff hi guys uh it's nice to be here first of all and uh basically yeah what we are working on here is mostly first of all overviewing all the item element so we
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try to organize uh all the different features that we use on the eye uh starting from the behavior threes and the background systems and make sure that all the features are actually used in the whole different mod of the game and be sure that this one fits the world picture of the game and in the last weeks what we are mostly focusing on is um making sure that the behaviors are actually working correctly with all the different functionalities that designers want to use and all our systemic uh also Idol States we we use uh so we are pretty much very Behavior Centric so we feel like behaviors are the central part of uh the way the eye works um so in any moment in which a level designer want to script a specific event or some specific events happen in the game and we want
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you know the I or the NPC is doing something specific we want that the behavior is actually driving that specific yeah that way the designers have a whole like toolbox to pull from yeah cool and we are basically making sure that the behavior is able to handle these events or these requests from designers in a way in which it doesn't break the experience so it doesn't you know happen like lots of games in which is very robotic or you know it feels very gamey let's say so this will feel much more natur you guys are working really close with animation as well and make sure you get all that variety to match the behaviors that is very like an important part that we always stress out it's like AI is a a full set of featur it's not just you know the path finding or moving somewhere it's really behaving in the right way in a nice way so that the people believe it's it's smart yeah
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yeah yeah cool awesome yeah thank everybody and uh thanks for watching uh we'll bring more next week obviously um yeah cool take care bye big thank you to our Studios from around
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the world more finger guns James sat down with lead engineer Paul Randell take it away James thanks guys I'm here with the leite engineer Paul Randell Paul how you doing hi thanks for coming on man yeah thanks thanks for being here finally right it's been way too long yeah that's true I think the last time I was interviewed was 2013 so it's been a while yeah I mean I don't really like those interviews so well thank you so much for doing it so what are you working on right now so at the moment we're doing a big item system reamp um there's this whole they want to componentize the whole item system they want to narrow down the number of items we have and make them more the changeable MH so we're working on getting this into the game for the next Arena Commander release um we're working
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on new items um and we also working on the physical based damage so we want to change the whole damage calculation to be physical based that means that if you hit something it actually takes the velocity and the the mass of the projector and actually calculates the the real damage projector would do but with this speed and this mess so that's what we're trying trying to get to what do we currently have currently we have like designer driven values for damage for example so designer he creates a new projectile he gives it values he says okay this projectile makes 200 damage and this projectile makes 300 damage and it's um it's kind of arbitrary so we want to we want to make this to be a designer just says okay I create a new new new um projector and just it's like
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it it weighs like 5 Kil five five gr right so and it it the weapon it shoots it at 300 m/ second and now the damage basically falls out of the system and the nice thing is let's say the bullet is in gravity so it slows down after a while or it has some some air resistance so you don't have to have a code calculating this like based on the on the speed and the mass of the projector when it when it hits it the damage is calculated so all the values basically fall out of the system is having code to check okay if if if it's like traveled this speed it needs to it needs to reduce the damage by that factor so how big of a revamp has this been how long has this project been going on we start the revamp right after the Gamescom
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presentation um and it's probably the next months still to work on and it's also getting rid of the old um the whole cry engine item code which basically when we started the project we a small team we would take try engine and it comes with example um game DL mhm so we would take this code and make it kind of work for us and now we're running into troubles where like there are a lot of systems which don't work exactly how we want to work them but we kind of have to make them and live with it and also have bugs because of that so now we basically rewriting this from scratch to have exactly the item code and the weapon code doing exactly what we want in our game for star so it's like we're taking the code they currently have and making
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it what best suits us what we our code yes all right so I imagine that's going to be a huge overhaul for not just the terms of the ships but balance and everything else so you working with design to help facilitate this process yes exactly so we like design comes up came up in the first place with like what item components they want to have and what weapon components they want to have and then we set together and try to narrow it down to like a achievable number so for example I think at the moment we have like a power plan for almost every ship we released it came with an individual power plan and that's not really like how the system should work the system should work that we have like probably 20 ships but we only have like three size two power plants and then of course long term we want to add more but we
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start with three and then player can basically decide oh I want to use this power plant or I want to use this power plant on the ship and then they can exchange components and basically start building their own custom ships so they basically they it it it's way more fun if you basically take take a ship and then you can try different variations mod and then and then you make and then you have your custom like build basically and then you can share it on the internet you find like oh I found this awesome build it works perfect if if you take this power plant with this weapon and this Shield it really works well and then right at the moment you can't really do this because there's like if you put a different Power Plant into a different ship that totally breaks the whole system so nice so you're trying to make it more modular so people can make the ship they want to make as well mhm interesting so what's
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the next project you're going to take on so after this I mean this this will be still an ongoing process we we currently doing this for only vehicles but we want to move we want to use the same system for FPS as well so at the moment only Vehicles The Next Step will probably go into FPS and also move FPS weapons over and then at the same time we work for the um multi Crew release so we will bring in multiple uh multi crew functionality into the ships which means we need to put a lot of work into um making the other seats in the ship also like fun to play so at the moment in Arena Commander you fly a ship you shoot the weapon that's like that's easy okay that's that's a fun experience but if you if you have a multic Cru ship you have like I don't know seven people on a ship you need to have not only the pilot
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and the Gunner have fun you also need to make the guy who's in the engineering station needs to fun so that means we need to add new gameplay systems um which allow him to for example redirect energies through the ship um all this kind of stuff so multic Cru basically the next big thing we're working on awesome man well I know we're all really excited thank you again so much for coming on yeah it's been a pleasure a pleasure too back to you guys good to see that James's head has gotten smaller all right then back by popular demand we have another episode of wi glitch wi glitch wi glitch here is witch glitch wow you got a theme song Now where's that from I don't know just came out everybody watch witch glitch
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now hello and welcome back to witch glitch I am Tyler Witkin or zyo and I am on the QA team in the Austin Texas Studio I am joined today by my lovely teammates Amara or Marissa greetings people of Earth calavar or Robert gther I want to hug all the cats that's my line Melissa Estrada or Neco I don't know what to say anymore I'm still going to hug all the cats that works Jeffrey bearded peas it's really cold in here we need to put on clothes he's right and you can see the rest of my terrible jokes on Facebook where I made a page for it do not encourage him yeah I can't believe you just plugg that encourage we already have players liking it don't visit that
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page whatever you do Myspace yeah sure I'll just go code the whole thing in HDML oh my gosh so it's been a while since we able to record one of these segments uh we've been very busy testing Gamescom social module and starmarine one of the good things about taking a Hiatus is that now we have a bank filled with epic bugs and we're really looking forward to sharing them with you all so without further Ado let's dive in no number five clink like the the visual effects and the missiles broke see I like how it makes a sound as though it was intended to make that sound like this is why you don't buy weapons in a back Alleyway this why you don't buy anything in back Alleyway number four slip and slide friction looks really fun number three bobblehead the big blue floating
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bubble is not the bug it is a bug but it's not the bug more like have you noticed that there's a lot of things in our game that break by spinning around in circles Yes actually Spin Me Right bab see that throwing coasters like they can make this like an actual bobblehead that you can mount on your dashboard I think that would be cool yes on the front of your gladi I'm still waiting for a Chris Roberts bobblehead number two use the force yeah you can't see it here but Yoda is actually on his back right now number one trick cup no matter what you do it comes back you're right like one of those handles that you can never blow
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out even if you want to get rid of it space Cups by Aegis dyam P I'm going to assume that You' probably be most likely to know but I'm thoroughly confused as to how this could actually happen like what is the bug here how does it do that and those were the five bugs for this week we hope you guys enjoyed them as much as we did and we should be back to share some more bugs with you guys very soon but for now peace bye everybody be sure and let us know which glitch was your favorite the tester who discovered it will win a brand new car not not really not really we still love ships so let's see what's happening in this week's ship shape hello everyone and welcome to this
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week's episode of ship shape this week I reached out to the UK and got some information on some of the modules that working on for the Retaliator we're going to be talking about the living area the cargo module and the drop ship now the first image we have here to show you today is of the living module this was done by Peter wils when one of our artists in the UK this is where the crew is going to spend a lot of their Leisure Time think of it as kind of the living room now when we reached out to Peter to find out what it was like to build out this room he said that one of the major challenges is that in the layout of the ship there's not a lot of space between the room on top of it that's why uh he struggled a little bit with the ceiling space you'll notice there's kind of a dip and he had to spend a lot of time making sure that all of the detailing
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fit the space appropriately that the table was sized appropriately the next step after this was changing some of the details to match the rest of the ship for example you can see this in the general aesthetic of some of the detailing in the ceiling and you can also see it in the decals and signage in the room which were updated to make sure that they matched the rest of the ship overall Peter was really excited to work on the living module for the Retaliator because he's a big fan of the ship's aesthetic and was really excited for the opportunity to work on it the next image we have here is the car storage room this was done by Ian Stewart also an artist in the UK it's a fairly simple room in this image we don't have any crates to show spacing but he really enjoyed working on it because he got to flush out a lot of the detail in the
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sides of the room to make it really look like a cargo space and to make it his own the third module we have to show you guys today is the drop ship module and this was also worked on by Ian Stewart over in the UK this is the room where troops gather before they're deployed out into space or out into battle now one of the challenges with this module was fitting 12 troops and what is supposed to be a very tight compact area for deployment but we had a plan we spent a lot of time white boxing this room to make sure everyone fit into their appropriate spaces in a way that made sense and could still maneuver around the room after that we just focused on each small section until the rooms started to come together now as you saw earlier with the cargo module we also had to make some small aesthetic changes to the room to make sure it
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really seemed at home inside of the Retaliator and again you can see this in a lot of the detailing and text around the module and Ian actually said that this was one of his favorite rooms that he's worked on so far because he felt so accomplished after it all came together now of course this is all still work in progress but we were really eager to show you guys what we had so far on the Retaliator modules that's it for this week thank you for tuning in back to you guys well that with some deep ship sounds like it's full steam ahead on those Retaliator modules they are looking great um as you guys know we premiered them at Gamescom a month or so ago and they're already coming together in engine that's about it for around the verse this week but star citizens Evolution continues and this isn't even our final
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form all right the what the star Marine status update will be live tomorrow as you saw last week the merger was a success and progress is being made jump point will also be live tomorrow I've got an article in there it's the history of interdimensional systems should be a fun one Avengers Assemble we're kicking off a free fly week for the Avenger on Friday as you know the team in the UK is working on uh both the update to the base Avenger and the varant so it's always good to have some feedback on the current version so check out an adventure let us know what you think on the forums or if it's live the is you Council yes I know a lot of people like the Avengers so go get flying thanks to everybody who has submitted their social videos on the forums now we would like to sweeten the deal the best video will
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receive the very first MK Endeavor platform coming soon and if you've already posted a video you are in the running if you haven't posted a video why the heck not video it up this week's MVP goes to and the MVP this week goes too WTF asaurus yay WTF asaurus along with a group of backers put together a uh Harlem Shake video I know topical and uh put it on the community Hub uh one of the first uh upvoted pieces of content so we thought we'd celebrate that um here's a little bit of the video
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and it wouldn't be around the verse without an art sneak peek so here it is be sure to tune in to reverse the verse tomorrow at 11:00 a.m. Pacific on Twitch we'll be answering your questions about that art and everything else start is related thank you as always to all of our subscribers for making this show possible we will see you next week on a
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

