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Around the Verse: Episode 1.19 (2014.11.06)

6 November 201400:30:42662 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:02

    [Music] hey everybody Welcome to around the verse I'm Community manager Ben Lesnik and this week I'm joined by James Pew how you guys doing Sandy Gardner has been taken into custody for questioning by the e um we're hoping she will escape soon we can only hope how you doing James pretty good Ben how was your Halloween uh not too bad how was yours uh we were both here that's that's true I do remember that uh did you get to have a costume and go out anywhere afterwards the next day which yeah so November 1st was my Halloween and I went

  2. 00:00:51

    over to my friend's house and I dressed up as Mysterion from South Park nice heghts and everything it was terrible it was it was not a sight you'd want to see I just went with my normal look fat Mark skeleton but meanwhile in Star Citizen yeah so back Australia happened it did uh guys went down to Australia to show off the FPS module and uh by all accounts it was a resounding success um we hope you guys caught the live stream or the uh repeated show afterwards uh they did a fantastic job down there we're really proud of the team at IL phonic which we can now say yes finally and uh all the guys from cig who went down to there to support it uh nice job everybody it's kind of weird being able to refer them as El phonic now El phonic it's fun to say so the FPS demo wasn't the only thing there no um Chris walked

  3. 00:01:41

    around the hanger you might have seen some of our upcoming ships in his uh demo uh we also revealed the uh Gladiator is now Hangar ready as is the Redeemer the ship designed by tngs competition and added to that the uh Harold went on concept sale the same day so you have a lot of uh ships you can pick up this week if you're interested how cool does that Herold look uh it is it is a pretty ugly little ship but I I love it when you first showed me and I was like oh okay how does it fly you I mean actually this is a good question that people ask all the time how how can we fly with our realistic physics systems in space with an asymmetrical ship and uh the fact is we already have it working uh if you check out the vanuel site it uh it flies with one large ramming wing and one small gun mount uh it just takes a little bit of

  4. 00:02:29

    extra work on the part of our Felix programmers awesome but that's not all I feel like I'm feel like I'm a daytime talk show host but that's not all what else happened that weekend well we also got out the long waited St season 13.2 or Arena Commander 0.9.2 which uh vastly improved the controls of the game um especially for joystick and controller Pilots um it looks like everybody's having a great time we're we're really learning from the feedback uh it's it's been a good time I hope you guys enjoy the updated manual and video that's available on the site too to give you a little bit of how the uh mechanics have changed to allow you become a better pilot speaking of hardworking here at cig David ladyman who does our our layouts our editing our brochures that night he delivered the

  5. 00:03:16

    Redeemer brochure oh yeah the um Arena Commander manual the Gladius brochure and an issue of jump Point yeah uh he was he was still up at 11:00 a.m. the next morning working so cuz we were here till about 8:00 a.m. and he was still still at it and he's 2 hours ahead of us so big UPS to David ladyman all right Ben what do you think should we go to new from around the verse let's do it news from around the [Applause] verse we'll go module by module and we'll start with Arena Commander Ben oh well of course the big we news for arena Commander is that 13.2 is out and working working an update for the co interface I've got one thing you may notice about the cockpit is there's all sorts of switches and dials and displays

  6. 00:04:04

    that don't necessarily do anything yet um they aren't just decoration they are going to have a function in the final game and our current design pass is figuring out what goes where and how awesome is zaye Zane is pretty cool he works about 36 hours a day on this stuff he has a vision anytime I'm leaving the office late I'm like wonder if anyone's here I'm like oh zay's here yeah it's always z uh also first passive localization has gone through yep you're going to be seeing Arena commander in French sooner than later so and then of course other languages down the road just French uh just French first and then um obviously German and other languages uh in the near future behaviors work in the lobby system that will be implemented in Arena Commander 1.0 it's looking good um you we're we're trying to come up with as many possible options and areas as we can of course we have to tie it into both the website and

  7. 00:04:53

    the client so it's it's a big task but those guys' Behavior are good that's one of the things that I don't think we show enough is how Behavior does this but then we need turbulent to be on board also and we have to be on board it's anything that happens has a Cascade effect that all Studios pretty much are involved in almost every update absolutely and I mean a Lobby system may not seem like something we're going to need and start citizen immediately but uh it's the same functionality that's going to drive a lot of our uh in Universe menus a lot of our matchmaking let's go over to Squadron 42 multi-crew research and development yep um the guys in the UK are working on Arena Commander 2.0 already and they're doing doing a lot of the uh kind of initial grunt work on Multi crew uh you saw a demo a little bit ago and they are making it a reality now and they've also premiered the Idris yes they're introducing the Idris as

  8. 00:05:41

    their uh test level um which means hopefully that it's uh close enough to done that you'll be seeing more of it in the uh near future on top of that Moon collider is working on the FPS AI the AI systems you've seen in Arena command were implemented by Moon collider and they are applying the same sort of work same standard of quality to the FPS characters especially kind of the uh the background stuff that you don't think about you know the Medics that drag you away uh in fact I saw AI for bartender go through the recent past so there's all sorts of things that'll tie into our drunk mechanic yep all right let's go over the persistent Universe interfaces character designs and visual effects have been done for the shop work when you uh land on the planets as you saw in the persistent Universe demo you'll have uh various people to interact with you want to go buy a new weapon buy a drink pick a mission there's going to be AI

  9. 00:06:28

    characters you have to interact with and uh they're doing a lot of that work right now in Austin the team in Austin is also expanding the mining system we uh built our initial prototype of mining on the larger scale that will be used for squadron 42's intro Missions at the shuin station and now we're taking some of that same thought and drilling it down to the personal mining systems that will be used a lot of these stes and ships and work on the NPC AI is ongoing and uh that's our bartender we mentioned earlier um a lot of very specifics for the background characters making them uh not just sort of basic scripting robots but functional human beings that you can interact with that's the hard part about the AI design you have to make them think but you have to design how they think so it's it's OD concept I remember looking at the original Wing commander

  10. 00:07:15

    and it was literally if guy gets hit in this way there's a 25% chance he goes this way um it's so much more complex these days it's pretty cool let's just take that it sounds easy all right let's go over to ships everybody's favorite Foundry 42 is working on the next six ships of the Vandal Fleet including the blade and Cleaver what are the other four oh my God I don't know actually do you I do but we're going to tell you soon enough why can't you tell me I'll tell you later tell me a secret now the Avenger variants are concept locked now that we've decided exactly what the variants are and their base stats we go over to concept art to figure out how they look different from the Basse Avenger the starf and the caterpillar are leaving concept and heading into white boxing we know you guys have been waiting for

  11. 00:08:02

    these um you're going to be seeing more of them in the not the immediate future but the near future say there's a sliding scale are you saying soonish the important thing is we're thinking about the caterpillar and the starf far again a starf far will be used in the intro to Squadron 42 caterpillar will not but it's uh getting it's getting into the hanger anyway so Ben what do you say we look at some behind the scenes footage from Pax Australia I'm ready I want to see all the work that went into that project all right then let's go to it welcome to PX Australia and we represents us

  12. 00:09:07

    all right well it's awesome to have so many people here so many people supporting uh the game I have to say that uh uh we're like super happy to come to Australia if um I've said this before but I don't think you guys realize it but compared to anywhere else in the world on a per capita basis I think Australia are the most Die Hard supporters of Star Citizen love this place awesome great people

  13. 00:10:17

    hey he fire yeah that's awesome okay contact

  14. 00:11:20

    right watch out they using I'm hit I'm hit Rodney you got me I got you hey guys keep that uh High rate of fire up while he's uh healing me up hey I'm going to practice having w

  15. 00:12:46

    that looked uh fantastic and I think if you look closely you'll see there's some FPS footage in there people haven't seen yet so uh watch it again in slow motion how excited are you to play the FPS I am so excited I I can't wait awesome well let's go over to will with this week's VP hey everybody I'm Le moderator well here to bring you this week's MVP this week's MVP goes to Jeffrey Yen for his thread where he translated all of our Star Citizen lore into ePub and Kindle format so if you don't have the time to read the lore on our website you can take it on the go so thank you very much Jeffrey and you're this week's MVP thanks Willie now let's go over to the segment that everybody either loves or hates bug Smashers hey everyone it's time to Pimp My bug

  16. 00:13:36

    yeah put my bug hey everyone welcome back to Pimp My spaceship bug this week we're going to chromati 300 eye bug bashes all right hey everyone here we are in our lovely 325 and as you notice we got a problem our engine here has our chromatics our little Chrome but our standard ship here in multiplayer does not have any Chrome whatsoever and that's problem we need to make sure we upgrade this thing and if you actually go on the hanger or even start up in the single player the whole ship is All Chrome so this is actually

  17. 00:14:25

    just a multiplayer bug so let's Trace down and see what's happening let me hop in Visual Studio go into the vehicle I am going to go into where the paints get set so all this chunk of code is not getting used right now for the 325 and what we want is this area so I pop the break point kill myself oh no I have died and then I will respond on there we go all right so we are on dedicated server which means this is the server we'll step through it and we are getting our new material our chromatic material still going still going up looks like

  18. 00:15:17

    the server's doing it right all right let's see what the client does Pimp My r no Pimp My bug now we're in the client yep and we'll step through it step through and look at that we did not get any um material override from the script so what was happening or what is happening is this script property or prototype material gets populated by the an archetype and unfortunately the client has no idea that what n archetype it was therefore it never actually populates these properties so what we're going to do is fix that so I'm going to go into the unit

  19. 00:16:06

    function I am going to add a little bit what this little bit of code will serialize some stuff before it creates the vehicle so make sure that we have the right modification the right paint and what we're going to do is make sure it has the right archetypes on the client so we are going to serialize the name and make make sure that we have the correct archetype so what this will do is it'll create the vehicle set the information we need serialize it then the vehicle will now get the information back in this little block so now that we have the serialized name we need to go into this little init function which gets called right when the entity gets created and we are going to populate the script

  20. 00:16:57

    table so we get the type it will then get the prop entity properties and then populate it so that when we go into and we get down here it will actually load the material that we want so let's build this sucker go back to in and now I'm going to launch dedicated server debug gets all the asserts now I'm going to launch my client and then and the Fallout goes well I would have pimped my 325 into a chromatic machine these things get ridiculous all set all right and now so we popped in game look around and we

  21. 00:17:46

    have successfully pimped 315 into a chromatic machine look at its Glory wo look at that engine and that's today's bug fix so today's bug had something to do with the 315 and why it wasn't applying its chromatic Skin So as we learned um when the entity gets created on the server it gets spawned by something called entity archetype which allows us to basically save off a bunch of different settings and when the client got created or the client version was created it didn't know it came from an archetype so a lot of its script properties just didn't exist so the fix was to serialize the archetype name so that the client could load up the archetype and go hey this is

  22. 00:18:35

    what I should be using and with that successful change we now had a chromatic 315 thus pimping the bug hey everyone this week I'm hitting my bug how to make the 300i very chromatic thank you for watching thanks Mark keep smashing them now over to will who's interviewing our new 3D artist and tngs Alum Daniel kety I think that's right thanks guys I'm here with Daniel kamensky our associate 3D artist why don't you tell them a little bit about what that means I'm basically in charge of uh modeling small components right now and then basically I'm still working my way into the pipeline So eventually I'll probably

  23. 00:19:22

    work on bigger ships and just like materials and stuff so just generally working on 3D stuff making the game look pretty cool and where would everybody know you from oh I'm from uh the next great Starship I was part of team shimapan with Gage Homan and Simon ma we made the Brutus it was a really fun experience lots of time and sweat and just man hours yeah we heard that was pretty stressful do you feel that way as well yeah I mean I felt some stress but really Simon M like he's a beast and he took a lot of the stress I remember staying up late with him being like whatever you need man so yeah it was it was definitely stressful but it was a

  24. 00:20:09

    lot of fun I mean this is the best job ever so it's it's fun to cool well we uh put up a forum on the thread and ask people to ask questions so let's go ahead and get started uh Rogue token would like to know how does it feel to work for cig and how does it compare to the Blood Sweat and Tears from tngs it's honest like here's the thing tngs I feel like if you got involved in that competition it was because you love this game you love the aesthetic and you love what you do and then you love it enough to do it in your free time and coming here and getting paid to do something I love is just a dream come true I mean it's best job I ever had and so you obviously knew about the game beforehand you you you fell in love with it what's your favorite ship so far my favorite ship is definitely the Mustang but if I

  25. 00:20:57

    had to pick my favorite company it would be origin I really love the fusion of like jet fighter with sports car it's like like the M50 especially I I still like I look at that in my free time I'm just like completely blown away that actually rolls into our next question from sploosh who asks which ship manufacturer style meshes the most with your own personal design philosophy and how has it been adjusted to life at cig from what was once a hobby it's a lot of work definitely but I enjoy what I do and so it's still fun I still definitely enjoy it and I think one of the coolest things about being here at cig as opposed to working on something on the outside as I have the inside scoop on everything I got to see all the guns in game I got to see all the ships in game I got to like look around the hangers

  26. 00:21:45

    and really like take apart what the game is as far as like what my favorite manufactur what manufacturer Blends the most of my style I personally like high like end utilitarian stuff like stuff that just looks like it should work and for me with the armor mins it's gleas and tactical just because they have a totally like you can see the magazines going into the guns you can really get a feel for how this thing fires and on the ship's side actually even though I love origin I'd definitely say Anvil is more like my personal aesthetic just cuz their ships are really uniquely designed but they all look like they have like such high detail and such like little grebles and cool bits Russell asks what if any inspiration from current or near future Aviation has inspired your work

  27. 00:22:33

    on ships do you help with any other 3D modeling outside of that so right now I'm actually not really working on the ships I'm working more on the components I did some minor help with the Redeemer which was actually kind of fun but for me I've been looking a lot at for the guns the way that they work like AA guns on ships so like anything with like a awesome recoil or like has a really like military look to it even though our guns are more manufactured I don't know about Aviation right now but if I were to make a ship I'd definitely be looking into like Jets and stuff like that and helicopters helicopters are a really cool inspiration for ships that's actually the Brutus a big inspiration for that was like a Russian military helicopter you draw your inspiration

  28. 00:23:21

    from everywhere now you mentioned uh weapons a couple of times uh in fps what type of a person are you are you running with a shotgun a rifle what what do you what do you favor mid-range I'm M14 semi-automatic have you ever actually gotten to fire a real weapon like that the biggest thing I've ever fired is the 22 but I I do eventually want to like fire bigger guns it's really guns are so much more big and loud than what they're made to be in movies and video games it's really interesting to to like like and that's something I'd carry over into my the way that the guns I want them to feel in our game is I really want the guns to like have a kind of weight to them to make you feel like

  29. 00:24:10

    when you fire this thing it's like it's going to do some leful stuff yeah we should go out to Vegas sometime they allow you to fire those things up there they actually have a grenade launcher that you can fire Jesus our next question comes from IID I I don't I know how to pronounce this IID some hot anyways how would you say that the 3D modeling and asset creation process is different at cig than what your team did during tngs or what you did as a student well it's definitely different from what I did as a student just in general it's a really different workflow the way chrisop Roberts envisions the game it's has such a highlevel visual Fidelity it's really a magical thing to work here as an artist cuz you have higher poly counts better

  30. 00:24:58

    texture resolution you know you just have an arsenal of tools to use and it's something that I don't think we really called for in our ship design while we did use high heavy Poes it's you can't really get a feel for until you look at the ships and look at the meshes we don't spare Poes for to Crunch we put all model all the detail in that needs to be modeled in we'll throw extra Edge loops on things if they need to be added in so it it was something that I don't think think we really expect it in the competition but that's the way it is here now you've mentioned School a couple of times what school did you go to and what was your what did you go for I originally went to school in Maine to get like my base art degree so or like just learn Fine Arts

  31. 00:25:47

    but then I found that I love digital art and I went to um transfer to this Savannah College of Art and Design and there I was um an itgm which is interactive games and media blah but um I basic yeah I went there for 3D art and game art did your teachers know about you being in tngs did they help you at all anything like that it's it's one of those things that like I feel like if you're going to school for game art or you doing mods on your own you really got to like push yourself I mean our teachers were did help us a lot we had a lot of really interesting people from the industry come in and talk to us about what they're doing and we had a really nice environment for us to like

  32. 00:26:34

    create art where you know you don't have to worry about going to work the next day and you have a community of people to share your art with but at the same time you really do have to like push yourself constantly it's it's about self motivation going to school for game design you're not going to get like education handed to you on a platter you still have to seek it out and like really work on it was there is there a game or person's art that you look to heavily to draw inspiration from or is your favorite I like a lot of the game artists out there so like Lone Wolf torrick hly goo they're hard surface modeling and the way that they can get into a game engine it really inspires me to like push my game you know just become a better artist and our final question is from Dr Meridian what advice

  33. 00:27:24

    would you give to others aspiring to submit user content for verse in the future just do it I mean it was cool having tngs and having that whole framework there but I think like if you want to like make a thing for this game just go out and make it try and make it as cool as you can share with the community let us see what you're doing look at me I'm here now it's all about how dedicated you are to this game and I mean this game is incredible so who wouldn't want to create art for it even if you're not getting paid cool and uh before we go what is your favorite Race So far what if you could build a ship for a race what would it be I always play as humans I'm a sucker for them I like that we have alien races there but I always like playing as the human just cuz that

  34. 00:28:11

    introspective that you get even though you're it's interesting like in Star Trek to see like how Humanity really becomes its own thing it gets like it becomes equal you know everyone's on the same level because you have aliens now you have not you can see the human race as a human race cool well thank you very much and back to you guys thanks guys it's uh really cool to have Daniel here it is that's another tngs Alum we have here now yeah and another back returned uh employee along with uh toast and myself it's toast pretty cool to bring people who already believe into the game into the project I can't call him stepen I can't either he's always going to be toast yeah all right well coming up next week work on a minor patch that should

  35. 00:28:59

    correct a few nagging issues um and you all have a couple more days if you're interested in picking up a redeemer with LTI or a Herald uh the Redeemer and Gladius will be available long term after this but uh without LTI awesome well let's take a look at this week's art sneak peek check it out well that was crazy pretty cool uh But be sure to join us next week we'll be interviewing our new project coordinator about how things get done here at cig you can post your questions

  36. 00:29:48

    for him on the forums and as always thank you subscribers for making this possible and thank Ben for always being awesome stop just stop but we couldn't do it without you guys uh we really appreciate it uh we will see you next week and until then see you around the verse bye

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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