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Around the Verse

Star Citizen: Around the Verse - Up Your Arsenal

7 June 201800:23:24553 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    hello and welcome to another episode of around the verse i'm sandi gardiner and i'm shawn tracy this week mark even smashes yet another bug we get to know the new weapons of alpha 3.2 and ricky gently brings us his weekly project update let's go to Ricky to see what's been going on in star citizen's development hello again welcome back to another star citizen projects update as usual we start with characters and the animation team has been working on one of your mission givers battaglia here we see a few mission-based lines and their corresponding animations being tested unfortunately things are a bit slow right now I'll keep you in mind if anything turns up though moving on to gameplay progress continues on mining as developers test the animations for the

  2. 00:01:02

    prospectors boom arm textures have also been completed for the rig and will soon be combined with animation to create the finished asset here we see mining in action the rig still has some bug's at the moment and the laser is still using old visuals but this process is coming along nicely from a gameplay perspective the UI visuals are also being tweaked and improved as you can see here it's a noted improvement over earlier versions the devs have also been working on coding the resource dispersion for each planet and the ecosystem within it you can see in these debug renderings that each ecosystem is divided into separate cells with specific parameters on what resources can spawn there and in what quantity the VFX team continues to take

  3. 00:01:51

    design notes into account while trying different approaches to scanning division that we see here was deemed too busy so was updated the constant test and feedback process means that the scanning effects are changing nearly every day and will do so until the team all agree on something that really suits the gameplay here is the latest version that uses a ping wave to highlight important things in front of the player the ship's particle emitter can widen all focused a wave depending on the players needs work continues on AI improvements and mission design for the PU there are still some tweaks to be made regarding how enemies engage the player but we've made major strides with combi AI and gain these types of missions working well in the PU the mission team continues to place enemy AI

  4. 00:02:41

    into new scenarios to help draw out remaining bugs here you can see this AI in a derelict Starfarer which made for a very exciting combat arena the new scramble races are in their balancing phase in this video the designers are testing potentially unbalanced scenarios as they raced fastest ships in the game against the most heavily armed this mission type is shaping up to be an intense and exciting combination of dogfighting and racing the ship teams have just completed landing gear animations for the Vandal blade they're also wrapping up final art on the anvil hurricane as well as readjusting the landing gear to accommodate compression and enter eggs animations and they're looking ahead to future releases with work continuing on

  5. 00:03:30

    the Mustang revamp as well as the RSI constellation Phoenix here we get a tour of this huge party centric touring ships in progress interior the props team are currently turning out signage for use rest stops and other locations throughout the PU here we see a white box rendering of the racing boy that will be used in those scramble races we saw earlier work on the rest ops continues and even though the signage and some of the other graphics are still work in progress you can see they're really coming together with different procedurally generated layouts each having distinct personality and obvious diversity hangars are entering the final art phase and we can see all the elements coming together to create the

  6. 00:04:19

    feel we're aiming for with these spaces over on Hurston work continues on nailing down the look of the savanna biome we're looking at how different assets appear in different lighting conditions to make sure they love natural and in keeping with the wild and prehistoric feel of the planet the tundra biome is the next to be tackled with concepts and early visuals being developed at the moment and finally we see very early renders of Hurston's mining pits the entire planet has been stripped mined to health but there are still plenty of areas that players can scour for remaining resources improvements to Planet X are always being worked on and here we see progress made on procedural shading that will achieve more color variety in

  7. 00:05:08

    scattered assets like rocks and planets that's all for us this week see you next time for more updates on PE progress now back to you in the studio thanks Ricky you can always check out the public road map on the RSI website to follow along with development yourself that's right it's updated weekly and gives you an inside look into what we're working on in planning for upcoming releases among the new content hitting the PU with our next release alpha 3.2 our new weapon is zoom that means all new ways to unleash mayhem upon your enemies let's get more intel on these new instruments of destructions from the artists and designers responsible in this week's feature the Gemini 55 was one of two LMGs we've got coming for 3.2 Gemini is a company

  8. 00:06:01

    that seems to be focused on kind of this kind of flashy flashy weaponry that's being sold to kind of like these wealthy mercenaries and privateers and people like that so we really wanted to incorporate that into how the weapon behaves so we kind of took a look at like looking at how high we could push the rate of fire and that actually pushed it into kind of Gatling territory so we've got the big beefy multi barrel spinning Gatling kind of functionality there on the front it's a very scary weapon for short ranges this thing will be sending people kind of like looking for cover as soon as possible or they get kind of tempted paced the f55 being a light machine gun also has a very big drum magazine which is something unique that we haven't done before in this fetch and so another thing that makes

  9. 00:06:48

    the f55 unique within the manufacturer is that due to it being a pretty much a mini gun we decided not to add optic rails on top of the weapon and you pretty much stuck with iron sights furthermore it also has a pretty elaborate a piston recoil compensation system integrated into the stock of the gun to help with extended and long recoil this is basically the sort of the flashy over-the-top kind of like it's not style over substance because you've still got both the gun in the guns no joke but it's sort of made of premium materials premium manufacturing you know it's a little bit flashy it's you know it's sort of it's the kind of gun that you could imagine a sort of private

  10. 00:07:35

    security force people who have fired guns on though every gun has its own personality and so with all these things we're trying to keep keep a sense of identity and personality with these weapons so the f is quite a interesting weapon from animation it's got the side loading a drum ammo clip for the weapon when it opens it opens into camera so with all weapon animations in first-person we try to keep the center of the screen clear that's called a shooter box ascend so that wherever your point and you can see what's in front of you reloads we try to keep it clear so there's no hand obstructing if enemies are coming towards you the f55 has that drum which rotates outwards that comes directly into that shooter box so we had

  11. 00:08:23

    to really work out the best way to keep the weapon facing forwards but not to block that with a hand coming up to grab the drum pull it out and then again put it back in without blocking too much of the screen yeah 55 is bigger than the the demo it's also it's it is more complicated in terms of its visuals just its overall construction you know I could imagine this would have to be 3d printed for all the parts is quite complex and how it's all pieced together there's sort of one of the core things of the Gemini is the sort of is the liquid so liquid cooling basically that's implemented on the side of it you know and it's thatthis of it lends itself to sort of the over

  12. 00:09:11

    over-the-topness basically of this weapon it's it doesn't need it but it's kind of we know it was a nice little feature to add this has basically a mini gun on the front you know it's a series of six barrels so you know for higher fire rate and but you know when you look at it side to side with all you know with the assault rifle and the pistol we could say okay yeah that's I see what's going on there so the recoil on the f55 that we're doing currently is not quite finished but we get in there we want to get a good feeling of weight power but not look too ridiculous in first person with a gun shaking too much so in dataforge we've got a lot of control on different parameters of the weapon of the gun we can move the gun back we can control how slow it returns

  13. 00:10:00

    to its default position we can control how fire rotates up we can Road that control the rotation we can control the camera of the head so we've got awful lot of control for recoil it's basically a matter of tweaking to get the right proportion of backwards rotation head cam altogether classroom Verna demicco is the second of the two LM G's we want to bring you for three point two classroom burner is a company very very they're kind of the straight edge military manufacturer we've kind of got in game at the moment and that kind of gets brought across through the laser pistol we've got and the gallant energy rifle we currently have two so we kind of want it to mirror that in the LMG as well we wanted this very stable kind of straight edge weapon

  14. 00:10:47

    they like is reliable you know what to expect is know for a big weapon it's easier to handle than the others but we also wanted to get across like if it's kind of this slower firing kind of bit of a juggernaut of a weapon it also needs to be very powerful this one has been through the mail we've we've done a lot of revisions on this one I think it's probably been three four concept artists it's you know it's built out of polymer it has minimal moving parts basically that was all that was always the initial brief that you know this shouldn't this is the opposite end of the spectrum this shouldn't be flamboyant so in the previous stage I take the model I do lots of variation we've given some idea of what parts should move when but I like to kind of just play around with all the different

  15. 00:11:35

    parts maybe give some different opinions different variations of what could happen so there's a lot of previous that goes on early in the process to figure out which parts look best when they move in we've really just sort of beefed up the assault rifle essentially and everything is slightly oversized and just has that beefier more more powerful feel to it and that's and that's kind of class on burner it's very similar to the Galant but what we've done with the reloads on the demo is try to really sell the fact that it's a military-grade laser weapon there's a part on the reload where we actually pull the left hand away completely we let the weapon do the talkin we put the magazine back in and then everything on the weapon

  16. 00:12:23

    just works by itself the spinner starts up we've got the side flaps that slowly go in then you smack it closed mmm it's there it's ready the makeup being a light machine gun has two main features which set it apart from other weapons one being the the carrying handle due to its a huge size as well as weights and the other one being a larger than usual battery in order to maintain a high rate of fire for a longer period of time after we completed the first pass and looked at the gun in in the game for the first time we felt that the actual carrying handle being centered right on top of the weapon obscured the players vision a little bit too much during 80s view therefore we are off set it to the side and introduced a little angle to it just to get it out of the way the magazine itself the animators

  17. 00:13:11

    gave us feedback saying that they had a difficult time getting a good grip on it due to it being very smooth on there on the exterior surface so what we ended up doing is adding a recesses and a little grip pattern for them to reach into and get a better grip the Gallen is a very kind of this is almost like the opposite weapon to the f55 it's interesting playing with both and everyone always finds a favorite obviously the the FT the f55 is kind of a bit of a beast to handle like it will take a bit of practice trying to use that thing and use it well whereas the demo car is a lot more reliable because obviously there 55s always on paper is always going to look like it does way more than the demikhov a wood but in reality just because the brains advantage you get from the demicco how how much more

  18. 00:14:00

    stable is to fire and the spread of the bullets coming at the weapon and everything like the F if I've alway more powerful at short ranges in corridors and stuff but the the demo code is going to be way much more it's gonna be useful in those situations as well but it's gonna be a lot more useful planetside and kind of like these long more stretched out and bigger environments where and even just through the nature of it being slower firing you can have a lot more ammunition to use you go be able to fire for longer and you're not going to find yourself in these situations where you've suddenly burnt out of all your armor obviously this is an energy gun so it's basically a larger battery pack a larger firing mechanism you know to cope with the increased firing rate and power has a very similar cooling mechanism so we still have a

  19. 00:14:48

    little door that pops OH poon reveals the tack cylinder tack that's in there just spinning down and cooling down we'll get nice effects and smoke coming out of it and stuff or steam or whatever the effects didn't want to do in the animation you'll have you have to see most of the weapon when it's when you go into the reload I mean that's kind of that's kind of your sort of weapon inspect almost really that's that's the time when you really get to see a lot of a lot of the weapon a lot of the internals and you really sort of get to appreciate it and you know it's a great opportunity for the enemy is to do the reload and that's where a lot of the personality comes into the weapon as well whether you know depending on what the latch mechanism is in each each manufacture has got a different

  20. 00:15:37

    mechanism some of fiddly some are just heavy-duty and easy you know some are quite mechanical someone they're just a flick of a button so that's also another good way of getting personality in there as well you know I can see sort of a tight-knit group of operatives coming in with this weapon and you know and it's it's the full support you know you'll have your you'll have you LMG guy for support and then you'll have you know a bunch of guys with assault rifles and so it will be like a fully rounded out team thanks guys those new weapons look like they're going to add some fun combat options when three-point-two goes live with fps and dogfighting experiences in star citizen getting deeper and more compelling and they certainly are and with development successfully branched to 3.2 Diablo Cody should get a crack at

  21. 00:16:25

    testing all those guns out soon in the PTU yes all of our testing groups are about to have their hands full with new features and content inevitably come new bugs and our community plays a major role in troubleshooting every new star citizen release and of course smashing bugs starts right here on the front lines of development countless devs are constantly making the star citizen experience smoother for everyone with every bug they obliterate let's check in with mark even to see what he's contending with currently in a new installment of bug smashers everyone we are here in my test level and we are checking out a rock a Gladius and weapon 2.0 oh snap even shoot my gun or I should say my Gladius pew pew so FPS guns they work pretty cool let's check

  22. 00:17:14

    out how they are on our ships I've got no time for animation so let's speed up time push Zam we're in we got in before the cockpit even close so we're shooting our guns everything looks about right except my main gun is not shooting so my auxiliary guns are shooting but my main gun when I click the trigger nothing happens and I am looking at him right here you'll notice he slightly turns ever so slightly Twitter's twitches twitches so he's getting into this spin up phase and then immediately going to the spin down face he's never getting into the active shooting mode and it's a little unfortunate but when you get an awesome new amazing system you gotta expect some

  23. 00:18:01

    bugs so let's step into the code and see what was happening well first start off which say it's 2.0 infrastructure was done by the German guys believe it was a horse Torsten I may have butchered his name I apologize I am a bad name speaker but in this amazing infrastructure we have our item infrastructure for our components and updates so everything's streamlined to use our associated technologies and fortunately in this little bug break point here and I shoot my gun it's immediately going into the spin down phase which is unfortunate what we should be happening is we're get stuck in the active state until we're ready to progress out so we're actually

  24. 00:18:49

    going to move this timer out of this check so if we have ammo we're gonna go into the active state and if our timer basically our next time we have should have shot or our spin up phase is done we will evaluate when we'll basically shoot a projectile well reset the time so it starts counting again and if we actually have an active time as in we're still shooting we want to continue firing otherwise we will go into the spin down phase so come on copy pasta there we go so if we have shot we reset our Delta time we find that when we shot that we are timer

  25. 00:19:37

    zero we're gonna go to the spin down face so we should be in the active mode shooting shooting shooting and then once our timer is done our basically we are let go of the trigger or we ran out of ammo we're gonna go back to the spin down base so let's hit recode and see what happens alright so now that recode is finished we are back and as you can see I am now shooting my projectile now I had to go into another ship because the other one was broken but now in this gun we're in the correct state yay recode magic now it's kind of hard to see the projectile so what I'm gonna do let's come into our data Forge change the size a little bit give it a let's see you don't give it a laser material because why not I just want to see what

  26. 00:20:27

    my gun shoot to do cup of pasta pasta Shazam fire yeah big projectiles no it was have some more fun let's have some gigantic gigantic but there we go now that's that's a gun that's that's perfect works 100% I think everyone will agree ship it keep it hope you guys enjoy until next time so did you guys saw we had a little fun little bug there in our weapon 2.0 infrastructure it's brand new but it uses the latest technologies that we have the offer it's really nice slick system and it provided big vast majority of editing and tweaking to bring out some amazing guns hope you guys enjoyed

  27. 00:21:15

    until next time good stuff mark we've announced the winner of our Crusader Hercules short story contest nearly 500 of you shared your star lift adventures with hallux ultimately taking the prize congratulations you can still head to spectrum and peruse all the entries the very tails prove that there's no shortage of interesting uses for the Hercules and if you haven't secured one for your own fleet there's still time to do so as the concept promotion lasts through next week if you missed it tune in to this week's new calling all dubs for info on life support and updates to the constellation Phoenix and freelancer and for in-depth discussions on all things spaceship with vehicle pipeline director John crew don't miss four verse verse live at a special time of 10:30 a.m. PDT tomorrow on Twitch and thank you to our subscribers for sponsoring our shows we

  28. 00:22:03

    hope you're enjoying taking the reclaimer for a spin this month and we know you're looking forward to the new ICC finishes for the arrowhead sniper rifle does do look really good actually thank you as well to all the backers for supporting the development of our games and that's all for us this week until next time we will see you around the verse [Music] thanks for watching for the latest and

  29. 00:23:06

    greatest in star citizen a squadron 42 you can subscribe to our channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library

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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