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Around the Verse

Star Citizen: Around the Verse - Piano Man-Less

23 August 201800:09:28222 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:04

    [Music] hello and welcome to another episode of around the verse I'm sandy Gardner I'm Chris Robbins in this week's update we'll see and hear more about the state of foot and voice check back in on the exciting world of mining improvements take a look at contract missions with a narrative team and tickle the ivories in the constellation Phoenix but first let's see what's new from our community so last weekend an organization called Vashta industrial organized an event called the Shubin shuffle folks the juban shuffle was brought to you in part by Tara Mills we've seen all sorts of DIY races throughout the PU but I believe this is the first foot race

  2. 00:00:52

    players from a whopping thirty seven point eight kilometers across day mark racing from Shubin mining to ager flats yeah community has been getting really creative with this type of emergent gameplay and it's always fun when they add a bit of humor as surrend Eve Ashtar has here now let's March onto development updates and check in with the gameplay feature team they've been working on some core tech that represents the first steps towards enabling a much more streamlined workflow for designing and implementing user interfaces into the game this polymer e node graph tool shows how a designer can iterate on UI display logic quickly in real time without needing to wait on engineers to make simple changes this tech will be useful for things like weapons and ammo displays comm array screens MF days and ships the new storage lockers and more here we see on the roadmap that several new MPC mission

  3. 00:01:44

    givers are being worked on for up-and-coming releases and while they stand to bring more personality to the pu a big part of the starts to the submission system continues to be built around mobi glass contracts let's go to will wise bomb for some insight and how these missions are conceived and designed when working on contracts is this past week a lot of it's been going through the kind of high-level with Luke and a live design team about what mechanics we're gonna have available in three three and how that's going to be affecting current missions and what new missions can we create to tie into that previously a lot of the contracts were even though they were randomized and procedurally generated there were still the logic of them was very hard-coded by the designer so they said this mission can use location X Y & Z so now for the future what we want to do as

  4. 00:02:35

    we adding more and more locations and Stanton's getting bigger and bigger to have to go back and update every single mission every time you add a new location is very time costly so we've been going back and working together to retrofit stuff so it works off a system that can be automatically updated through tagging for players what they'll be seeing is that the the same missions will be able to start utilizing the new locations as soon as we add them which will hopefully give a broader experience and send them traveling through outstanding system here we see early modular work on a larval transit station we've seen concept and reference art for these train platforms in past episodes and I think we can expect to see much more of the city at citizencon we've been optimising fight and VoIP

  5. 00:03:30

    transmission over the network to get it working correctly in the live game here is Graham philipson back again with a progress report in recent weeks I've been working on data compression for the Foyt system a lot of fight data won't be transmitted by our normal game servers we still need to be aware of the amount of data that we're transmitting there's a result of this we need to compress the data as much as possible in the case of the facial data we have a few options available for example we can scale the bit depth of the animation values and we can also apply a level of detail culling to those animation values that express more subtle movements in the face when the player is at a distance from the camera this cooling needs to be applied both of the client side and on the server so that each client receives at a level of detail that's appropriate severe experience we also need to compress the audio data in this instance we have control over the audio bitrate

  6. 00:04:18

    of the server side this allows us to provide an audio experience that's appropriate to what the player is doing in game for example if somebody's talking using the communication system in the game we can afford to provide a lower bitrate audio experience since the communication system itself can be expected to degrade the audio whereas if somebody is in the same room as you in game you would expect their voice to be clear as possible and in this case we will provide the best possible audio experience voice comms audio test compression low

  7. 00:05:07

    one two three four five we use both listening tests and spectral analysis tools to ensure that the audio is of the quality that we require that's pretty cool thanks thanks Graham so now here we see a test case for the new elevator management tech which will help us integrate more dynamic elevators into the game the tech still needs a lot of finesse and development before you'll see it in the pu but eventually it will also be applied to trams trains and other public transportation just when you thought it was safe to watch a TV it's the return of mining improvements yes the devs continue to make subtle but noticeable improvements to the mechanic here's Dan treffen with more some of these things are improvements on housing stability and resistances are calculated basically we had to cap some of those

  8. 00:05:56

    numbers to not jump over the value of 100% for resistances and also instability was capped at 100% so now we can take the instability and take it past the value of 100% so you'll find rocks they're very very unstable depending on how we play with the values we can reach very unstable rocks that are really hard to mine to counter that we bring in a new mechanic that makes it easier to mine a rock once you keep your mining blazer stable on that box if you keep it steady in one point then instability of the rock decreases over time your your laser manages to be less erratic work continues on rest stops with asymmetrical exteriors being the current focus the procedural tech team is adding more false shop fronts and

  9. 00:06:44

    advertisements to bring these locations to life we've been exploring recipes in our procedural layout tool and we want to achieve more variation and have a symmetry in the scene to achieve the symmetry we are moving from strings to tags and doing that to have a lot less errors a lot less typos and a lot of problems connected with strings are gone tags are a lot useful because they give us a lot more better filtering better theming and they are a common interface between all the departments so we know exactly what we're getting and thanks the tags we also have theming of for example an engineering room tag engineering then we'll have connections props and all the stuff related to the room for example adverts will be themed engineering too so this

  10. 00:07:32

    gives us consistency even in a symmetric recipe between all the parts of the recipe so moving on to ships we would usually start a Jared here for a pipeline update but not today today we take the pipeline back oh wait that's right hey Jared out in Germany for games come it's all up to us this week updates to the constellation Phoenix continue including improved landing gear compression animation and interior refinements here we get a first look at the Sentinel piano and it's pretty slick cool see that in the game while your sightseeing

  11. 00:08:21

    over yellow so there you go mm-hmm if you miss Jarrod drop in and find him at games con or you can tune in to reverse the verse exclusively airing on our youtube channel of this week and if that still doesn't scratch your ship check out our alpha 3.2 free fly events starting tomorrow where you can try out star citizen for free in one of several ships and that's all for us this week thanks to the subscribers first month during our shows yes and to all the backers thank you very much as well until next time we will see you around the world thanks for watching for the latest and greatest in star citizen

  12. 00:09:10

    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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