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10 For the Chairman Episode 62

3 August 201500:29:37848 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] [Applause] Hello everyone. Welcome to another episode of 10 for the chairman. For those that you haven't seen this before, this is where I take 10 questions from the subscribers uh that are part of our community. the subscribers are the subset of the overall uh community and people that have backed the game that contribute extra money every month to allow us to do a whole bunch more of uh enhanced community uh interaction and content. So, a lot of the stuff that we do like Jump Point, which is this 50 to 70 page magazine that we publish monthly that has sort of in-depth behind the scenes articles and um you know, pieces on how we design our ships and and uh parts of

  2. 00:00:48

    lore and stories from the universe. Um around the verse, which is our sort of weekly sort of update news show, this 10 for the chairman, some of the smaller pieces we do like bug smashes, new thing that I did the other week called um Game Commander, which was actually quite fun. Thank you very much for the subscribers out there because uh without your contributions, we wouldn't be able to invest as much into the community uh interaction and content that we do. And I think that's one of the things that sets Star Citizen apart is it's not just about, you know, building a fixed single game. It's about we're building a universe and we're kind of building a universe together. And one of the fun things is sharing and talking about it as we're in the process of doing it. So, uh, thank you very much to the subscribers for allowing us, uh, to be doing this kind of stuff. So, um, we're all pretty busy here. We're, um, working

  3. 00:01:36

    very hard, uh, getting ready for Games Con, which, uh, is later on, uh, this week. Uh, and, uh, I hopefully you guys are going to like some of the stuff we show you. U,, we're definitely going to be showing some of the foundational stuff that, um, you know, will make a lot of the things everyone's wanted to do, uh, possible. Um, you know, it's still got rough edges and all the rest of stuff, but I'm super excited uh when, you know, we're running through a bunch of the stuff that we're doing on the on the little level that we have here, the the large world um space or area. So, it's pretty cool. Um, so I'm kind of excited to show you guys it. Uh, in the meantime, let's uh get to the uh the 10 questions that you guys have asked. So, the first one comes from uh Obert, who asks, "How have you been dealing with getting back into game programming after a break that lasted a decade? Have there

  4. 00:02:25

    been a lot of hurdles going from DirectX 8 era where games had rudimentary physics at best straight into development of a high-end multiplayer game from the DirectX112 era? Well, it's actually been it's been fun. I mean, just uh you know, I think some of you out there know that in the early days when we showed the prototype uh and this was back in uh you know, October of 2012, that was I was pretty much the programmer. So, I had coded uh most of the stuff uh that we' shown. had done a bunch of uh changes to Cry Engine itself to enable us to do some of that stuff. I'd had some help from a few people like um Paul Randell who now works with us who was at the time uh at Cryc and part of the sort of support department they had there in terms of uh you know software engineers that supported the SDK that um enhanced worked on that SDK and then worked with

  5. 00:03:13

    outside people like myself. Um but uh you know I I um you know did most of uh the coding. Luckily uh no one's really migrated in sort of high-end game coding to a new language. So C++ uh was something actually back in the early days. Uh I think that was probably one of the early adopters of C++. We moved I wrote Wing Commander in C and then for Strike Commander which the engine that we wrote for Strike Commander was a fun the foundation of the 3D engine that ran most of the origin games after that. Um, so you know, all the stuff that we did for the later Wing Commanders, uh, a lot of Warren stuff, so sort of things like Wings of Glory, Pacific Strike, and, uh, you know, some of the stuff that Andy Hollis did, uh, was originally, uh, all based on the, uh, engine, uh, that we

  6. 00:04:02

    first built for Strike Commander. And, um, so that was the first project that I did in C++. Uh, we built pretty, I think, you know, for the time. If you look back on what we did, uh, we had a whole bunch of first in the graphics world. I know that uh a lot of credit goes to ID for having um you know invented 3D but um really there was quite a lot of 3D before um uh you know ID ever got around to doing proper 3D. Um so you know Paul Neurath who uh recently his uh you know just had underworld Kickstarter was successfully funded he's working on uh you know had done had done some pretty awesome uh 3D stuff. Sidmire had done some with F F19 and of course with uh you know Strike Commander we were the first one to do proper real-time 3D garage shading and real-time texture mapping. Uh and if you actually go back and look at Strike

  7. 00:04:50

    Commander you can actually see that we had virtual cockpits all the way back in uh 91 uh ' 92 which is pretty cool. Um so uh but that was the first project we used. Uh I did C++ um for whatever reason you know I always like the new brand new shiny stuff. try out the new tech. And so, you know, there was back then we worked with Ball and C and you know, C++ came out and so me and uh Jason Templeman who was the programmer, the sort of lead programmer that working with me, we sort of got in, dived in and sort of learned C++ as we went along and uh uh you know, I quite like it. I found it sort of works well for the way I sort of think and organize things and um uh so you know, people still use C++ all these years later. Uh so when I first got back into doing Star Citizen, uh it

  8. 00:05:39

    wasn't really uh that different. Uh there's newer functions. So like, you know, some of the latest stuff like the STL stuff and the boost stuff is all newer parts of the lexicon of C++ and various stuff you do. So there's a little bit of that, but the fundamentals are the same. And so it was uh it was it was kind of like riding a bike. And it was actually kind of fun because it's one of the few areas that you can sort of control what you're working on and you can make things happen. And so it's actually quite uh empowering and fulfilling when you say, "Okay, I've got an idea of something that I want to see happen and you go and you program it and then you actually see it happen that way and simulate that way on uh the computer you're working on. It's great." So, uh you know, I I had a lot of fun. Um you know, obviously I have a a physics background from a long time ago and so that obviously helps. Uh and you know, to be honest with you, the tools you

  9. 00:06:26

    have now on modern uh engines are fantastic. I mean, compared to what we had in the old days where we had to do everything from scratch, write our own editors and everything else, just starting out of the box with something as powerful of Cry Engine was was great. So, um, yeah, I, you know, it's a lot of the same concepts. You just can do a lot more of it, a lot more powerful, and it's it's fun. So, I so I don't really feel like I kind of the old guy that doesn't know how to to do the stuff. uh you know uh but I definitely think my background helped me uh you know because you know there's definitely some stuff that we're doing in um Star Citizen that I think is really pushing things and it's cool. So I'm having a lot of fun actually. I wish I could be doing more programming and uh you know than some of the other stuff that I have to do. Uh but that's not always the case on a big project and having to to direct and communicate to so many people. All right, there you go. That's a fairly

  10. 00:07:13

    short answer for you. Um, next question comes from Matrix, which uh has comma definition of awesome. I don't know if that's all one word, but um there you go. Uh who asks, "How is the NPC population expected to function within the PU? Will all the NPCs 90% of uh PU population which I think what that's referring to is the fact that I commonly say that um you know of the overall population of the persistent universe it will be about 10% players about 90% NPCs um exist within the universe constantly with their movements and actions tracked in a limited fashion will they be randomly generated as players enter instances zones how will this calculate into the economy emission system we actually have a full universe simulation that runs uh un u we actually don't need it to run

  11. 00:08:01

    on like any particular like you know bank of servers. It just actually really runs on one server and it you know simulates about 20 million AI agents and it simulates the AI agents in a very sort of high level manner. It's like okay you've got a mission you're going to go from here to here. So it's not simulating it on the fidelity level that you would do when you're actually connected to the game and flying around and doing combat maneuvers or you know flying from point to point. It's sort of simulating it more in the here's the jobs, here's the missions, here's the market demand, here's the things that happening. Okay. Yeah, you've taken a mission uh to take these goods from planet A to planet B. All right. So, you've now taken that job off the market. Now, you're going to go from planet A to planet B. So, that's really just sort of a kind of a line trace. That trip's going to take um say um you know, whatever it would be, a day of

  12. 00:08:48

    game time. And then along the way, there's a chance that you could fight or run into some pirates. And if they do, we resolve that combat. if you're not there kind of more like a dice roll. Um but if you are there in the area and this all gets sort of created or spawned in while you are you will see the result you will the actual combat will then end up getting spawned in and then you'll see it play out and the results of it will be fed back to the universe um uh sort of server simulation. So the universe keeps universe simulation keeps track of all the NPCs. It's the one that's dealing with the goods and the markets um the economy nodes. So on various planets there'll be um you know things that produce things that consume uh and uh so there's sort of a very sort of high level meta AI that's running on the economy simulation and from that high level simulation we can track uh

  13. 00:09:38

    the uh sort of movement the populations the progress of of AI in a sort of much higher level abstracted way and you know of course since that doesn't need to be real time like you flying around you know we can time slice it which is why we can simulate so many agents So we don't we're not having to do 20 million agents at 30 frames a second at all. So you know you can update every single agent maybe every 5 minutes or every 10 minutes. And that's how you can manage so many of them because in the time scale of the universe simulation happens. It doesn't need to be the same sort of fidelity that we do on the game server which is that's the one where you like in Arena Commander now if you connect and you dog fight with someone. uh game server is um you know what's sort of running you and the other clients running and it's worrying about simulating where the bullets are and you know all the ins and outs of the high fidelity of the of the flight and the

  14. 00:10:26

    and the combat. Um so um so essentially you know the NPC population is uh you know mostly simulated. Um I think that you know on some level we don't necessarily simulate every individual person on the planet. So like a planet would say okay here's your general population and that general population when missions have to happen could spawn a certain number of uh bounty hunters or a certain number of uh you know traders or haulers or cargo you know cargo folks uh and then they will take their missions and then that particular ship. So we sort of simulate the ships and the missions that are happening on an individual basis and then when you're on the planet then there'll be a sort of setup of here's the population going up and down is it is it things going well on the planet? uh then if so more people are arriving there, population is getting bigger, it's expanding, things aren't doing so well, it would be the

  15. 00:11:13

    converse one. Um but it's a you know it's a it's a pretty decent high level simulation and then that information is then fed to the system servers and the game servers and that sort of will help determine when you're flying around whether or not you will encounter NPCs or not and whether or not those NPCs are fighting each other in conflict and what's happening. So, uh, one of the cool things is we'll have a living, breathing world happening irrelevant of how many actual players are playing. So, you know, there could be only one person playing in the Star C universe. I mean, I hope to god not, but if there was, there would still be a living, breathing universe, people going about their daily lives, trading, uh, you know, being pirates, uh, being bounty hunters, uh, being miners, all of that sort of stuff. So, it's I think when that all sort of comes online and comes together, um, I think it'll be very cool. I mean, we

  16. 00:12:01

    currently have the sort of the universe simulation happening on its server and where we have an interface where there's the communication of kind of what you would, you know, this is the kind of thing you would see if you're in this area and that's all in progress. So, yeah, it's I think it'll it'll work quite well. So, uh all right, next question is from uh in bracket square brackets tac tac uh buzz killer. Okay, so hopefully the question is not buzz kill. Uh, now that the Squadron 42 shoot is in the can, how will our characters communicate during the campaign? Will we have a selection of voices we can choose from? Will we only speak only through text or will we just be a silent protagonist as in the original Saints Row and the early Grand Theft Auto games? Um, no, you will definitely not be a silent protagonist. Uh so we um shot uh the whole uh Squadron 42 with

  17. 00:12:51

    someone playing the player. Uh and um we recorded their voice and we recorded what their face is doing. Um we have plans because you can choose who you're going to be. You can choose whether you're a male or a female. You can actually choose what you look like. So we have a whole bunch of base heads or faces that you can sort of choose and blend between. And so you can sort of customize your look to how you want to look, whether you're male or female. And then uh we are going to do additional uh voice work beyond our the default player character that we recorded. We'll do a female player play player character. And I'm also toying with the idea of having uh some uh you know localized uh even localized accent. So you know imagine if you were playing the game and you got an English IP address and we use the English voice pack for the player instead of the American voice pack if

  18. 00:13:37

    you're in America. So don't know about that but that's kind of the that's one of the ideas and I think it would be pretty cool to sort of personalize it. Uh, and of course if we do that you would be able to choose if you wanted to have an English accent when you're in America or an Australian accent or whatever it would be. Um, but you'll definitely hear yourself speak uh and think uh and uh if you cut out to a third person view you would be able to see your um you know your face and we captured the players uh face in the same sort of fidelity that we've been doing all the other actors. So uh it's going to be pretty awesome. Um so there you go. All right. Next question comes uh from the snowed one who says, "What have you liked or not liked so far in regards to community generated content? What would you like to see or see more of uh the general community creating for Star Citizen?"

  19. 00:14:25

    Uh well, I to be honest with you, I don't really think I've seen anything I haven't liked. I'm pretty impressed by the amount of stuff that everyone does. So, uh it's I mean just you know the level of like fiction that people write um you know things like doing their own comic strips uh you know the sort of machima stuff that's uh you know been pretty awesome. I mean there's some really uh you know great stuff that various people out there have been doing um you know doing videos showing off their game showing off features. That's all super cool. It's really cool uh you know seeing people uh build their own 3D printed ships of our ships. It's very cool people building their own sort of spaceship models and and you know whether like components of guns and the next great starship was uh something that um you know we tried to highlight a while ago and I'd like to try to get

  20. 00:15:12

    back to but uh you know I'm just constantly flawed by the sort of investment the the the community has in sort of building the world up. I mean that's always the things I like the best where they sort of is all the sort of infiction stuff. So, you know, we get, you know, you know, great recruitment posters for the UEE Navy and all that kind of stuff is super super cool. Um, I will say that, you know, uh, long-term goal is to actually have, uh, more, uh, try and get some tools in there for some of the community generated content because, you know, right now it's really the people that kind of know Cry Engine and they know how to strip the assets out of our builds and they use it. Uh, and, you know, there was a group of the modders already like built their own version of a pirate swarm, which was pretty cool. Um, but what I'd like to do is have proper tools. Uh, so a longer term thing would be to sort of provide some tools to allow people to do some of that inside the game in a more formal

  21. 00:16:00

    setting. Obviously, uh, that's, uh, you know, certain things we need to get out first, but that's actually something that I'm like pretty keen on because I think at the end of the day, there's a lot of creativity out there and, uh, you know, it's hard work for us to keep up with how much everyone out there wants to consume stuff. So it would be fun to and and helpful to have some of you guys out there being able to uh also generate some stuff that people can enjoy and play. Uh so that will be a sort of longerterm focus for us. Um so I guess what you know check back for more updates on that in the future. All right. Uh next question comes from Holo San Void RAX who asks, "How will the multi- crew system handle ship inertia? Will the local physics grid add forces to the procedural animation depending on the character's position in the ship?

  22. 00:16:47

    acceleration vectors, centri centrifugal force, etc. That is something that we are definitely going to simulate um long term. The very first iteration of the multi cruise ship uh setup probably won't have that uh the way I want it at the moment. So I have a plan that um you know when you know like Star Trek style if you get hit you know everyone can stagger like this or you know you have to in the biggest ship take a big turn you know people would like you know move and have some force that way and so there is some of the stuff that we've been doing which is uh you know directly related to what we're doing for the zerog stuff and the grab and pull stuff that will allow the systems to do that where we can cycle through like if a ship gets a hit on the side and it's a big hit we can cycle through all the uh you know players or characters inside

  23. 00:17:37

    the ship and anything that's loose and apply apply an impulse to all them the same way the impulse would be coming hitting the ship that you're inside and then they should procedurally all react to that. I mean there's already some stuff that's in the cry engine um that we're working with like procedural hit reactions that's kind of like that that side but I would love it to be your you know you have that Star Trek stagger and someone reaches out and braces themselves on the bulkhead. Um, so we're definitely going to be putting that in. Uh, first draft of the, uh, multi crew, uh, probably won't because that's sort of that extra level of sort of animation simulation detail, but that's definitely going to be, uh, going in, uh, not, you know, hopefully too far after just the base of the multi crew because I think that'll sort of give a, you know, real sense of like the speed and inertia, what's happening on the ship. So, if you fly it normally and you're not doing

  24. 00:18:25

    crazy evasive maneuvers, it's all fine. at the moment you have to like you know do a crazy evasive maneuver then you know people get thrown around a little bit just the same way you see in a classic say subm movie. So that'll be super cool. All right, next question comes from Scout who asks, "Hi Chris, Multi Crew is the most appealing uh part of Star Citizen gameplay for me. Uh, a somewhat obscure game called Optimus has done a great job of this by granting each member of the ship's crew an interesting and involving role and at the same time making them very reliant on the input from their shipmates. How does Star Citizen plan to ult implement multi crew in a compelling way? Uh, well, I think that uh the answer is uh pretty much the same way. I mean, we're we're looking at uh various different stations and seats around the multi- cruise ships. Uh we'll show off some of

  25. 00:19:12

    it in a limited fashion in Games Con. Um, but you know, you're going to have your, you know, helm, you're going to have your sort of radar scanning, you're going to have your engineering section, obviously people in things like turrets to protect, and we're going to have specific game play that's there. So, when you're working with your other shipmates, manning the ship, whether it's sort of, you know, tracking things, protecting the ship, fixing things, um, you know, balancing shields, like there was a whole separate sort of shield station that we have for the multi crew. Um so essentially if you and your friends are working together will allow you to do a lot more uh you know basically control uh all the things with more sort of fidelity because you know if you're flying a ship by yourself doing things like you know adjusting

  26. 00:19:59

    your power, adjusting your shields while aiming, while flying, while adjusting your throttle um you know it's a lot of things all to do at once. And so if that gets distributed between different crew members on a multi- cruise ship you may be able to do all those more effectively. So, we're definitely um building it that way. Um there will be, you know, uh short-term chat, but longterm we're looking for VIP uh between the different players, so you can be talking to your friends. In the short term, I'm pretty sure everyone will be using TeamSpeak and stuff like that. Uh but yeah, we you know, if you've seen those sort of Starship simulators, there's there's there's a there's there's a few of them out there. Um you know, we will have similar gameplay, although it will be, you know, real time at a much higher fidelity, uh and be pretty cool. Um, okay. I have a sip of water. And next question. Next question comes from

  27. 00:20:50

    Col Colonel Shaggy, who asks, "Will Squadron 42 have any difficulty settings for people like me who quite frankly suck at dog fighting, but still want to check out the story?" Uh, yeah, I'm I'm pretty sure that we're going to have some level of uh difficulty setting. You know, the usual easy uh hard, insane kind of stuff. Uh to be honest with you, I haven't really like figured out the variations of the mode, but usually they normally evolve around, you know, quite how accurate or tough the AI are. Uh so we'll, you know, we'll we'll have a easier mode, although I don't want to make it too easy because I sort of feel like modern games have gotten away from uh what made uh games in the old days sort of work because I sort of if if nothing's a challenge to achieve, then there's no satisfaction from finishing it. So, you know, that was one of the things that I really sort of appreciated

  28. 00:21:37

    with Demon Souls when I played it quite a few years ago. I was like, "Oh," I was like, "Oh, I remember this." Because I've been playing all these games that were sort of the typical first person or the cover shooters and you die, you respawn within two seconds of where you died. So, there was no penalty for for messing up or not doing stuff right. And and Demon Souls definitely was penalty, very frustrating at times. Uh but it kept me playing and you know you know you know when I finished a level kill the boss I was very proud of myself and uh you know that's one of the few games that I play to completion and then again uh so that's saying a lot for me um and I definitely put a lot of time into it. So I'm not necessarily saying it will be as hard as Demon Souls but I definitely want it to be like the Wing Commanders where you had to complete your mission uh before you went on. you couldn't sort

  29. 00:22:24

    of uh you know go save every two steps which you can in some of the the modern games because I kind of feel like you know you don't want it to be a fully nanny state where you're just always going to take care of people. So you need to run this balance between not being too frustrating but also being challenging enough that you're um happy and satisfied when you do it. So so we'll probably have you know a mode to make things easier but um there still will be you'll still have to finish things to move on to progress onto the next level. Um so there you go. All right. Next question comes from Moose who asks, "Will there be floating debris fields of scrap metal for salvagers akin to asteroid fields? Will salvage opportunities only be spun up after particular battles or both? Will there be a salvage deep dive document in the future?" Um, so there'll definitely be debris fields that you can um salvage. Uh and there'll be sort of some that will be just seated out there

  30. 00:23:13

    similar to asteroid fields uh that you know maybe is sort of a space battle from long ago and uh you know maybe there's some cool derelic stuff there that you can go and find or salvage and then there will definitely be the opportunity after space battles happen if you come across it or you're there on the edges you can recover a bunch of sort of the salvage scrap items then. Uh so those are all sort of pretty uh specific and focused gameplay that we want to do for the salvaging. And uh I think you know it would be uh it'll be pretty cool for the reclaimer. Um and will there be a salvage deep dive document in the future? Uh well I don't know we'll have to ask Tony that. Um so the salvage is sort of on Tony's plate but he's uh you know if you've read his stuff or heard him talk he deep dive is uh he doesn't know how to do anything

  31. 00:24:01

    but a deep dive. Uh so uh there very may well could be about salvage in the future. I mean we generally want to have a sort of design overview of sort of the main sort of roles and game features that you can do in the game. So I would say yep in the future. Can't promise that it'll be in the next month or two, but that's definitely something that we would want to do. I would think probably we would probably have that kind of document when we first debuted the reclaimer for people to actually like use uh in big world. Uh okay. Next uh question comes from Aragorn BH who says, "Hello, Chris. CIG has said in the past that ships will require maintenance due to deterioration. Does this means that the ships in my hanger will degrade due to time even if they are not being flown or does this only happen when they are actively being used? Also, does this phenomenon apply to handheld weapons, clothes, space helmets, shipping

  32. 00:24:49

    containers, decorative hanger objects, etc.?" So, uh yes, ships will require maintenance there. We're going to try and have them the same way uh they are in the real world that you know you have to maintain them, you have to sort of keep them in good working order. Um but that will be mostly due to uh operational. So if you keep them in your hanger where we're, you know, other than the fact that you may keep something in your hanger for a couple years and now it's an outdated model, uh we're not really going to have a deteriorate then. But if you're taking out on missions, it's flying stuff, it's getting inside combat, um then it will have um some level of sort of deterioration. We've got a whole sort of uh blend layer set up for wear and tear. So over time, you'll start to see more wear and tear. And then you can bring it into a u you know repair shop as someone and pay them some credits and they will sort of buff

  33. 00:25:37

    it back out to new. Maybe not 100% new, but you know uh fairly close to it. Um and go that. And that will also apply to using hand weapons, hand weapons, clothes, you know, you as a character, everything will sort of age with use. All right, last question uh from Voodoo who says, "Now that Cry Engine 3.8.1 is out and finally supports Linux and OpenGL, will be lucky enough to see a Linux client in the not too distant future." Uh yes, Cryine 3.8.2 is out actually as of the other day. Um we would very much want to make Linux work. Uh I think there's some issues in the OpenGL side of things because we've done some work and customization on um the graphics drivers and the shaders. Uh so that would probably need some

  34. 00:26:24

    support. We already compile the game in Linux because all our servers are run Linux. So we compile Cry Engine in the Linux. But um yeah, I would like to have a Linux client and it really depends on uh the timeline of uh getting OpenGL the OpenGL implementation they have. uh on Cry Engine and making sure it supports the extra additions we've done inside Star Citizen. Um so that's really down on our our graphics uh and engine department. They're pretty busy right now working on some stuff that I think a lot of people kind of would be excited to see. Uh and we know one of them is obviously DX12. Um so I'm you know I don't think that I can say this is going to happen in the next month or two but it's definitely something we would want to do. we want to support uh you know OpenGL is uh something we're interested uh in uh as well as you know DX12 and

  35. 00:27:17

    stuff like that. So uh so I would say in the not too distant but not too close future. How about that? All right, that is the end of the 10 questions. Thank you for listening. Uh, as always, uh, thank you to subscribers for, uh, letting, uh, enabling us to be able to do this. And thank you to everyone that's backed the game out there, uh, for backing and believing and enabling us to build a game of such, uh, unbridled ambition. Uh, and I'm looking forward to seeing, uh, those of you that, uh, are going to come visit us in GamesCon at the event we're doing on the Friday. I'm looking forward to meeting you guys. I'm sure I'll be meeting seeing people that I I've been seeing at all the Games Con events, which is great. It's like good old friends. And um also for the people that can't make it, I think we're going to live stream it. So that'll be fun. So uh be sure to um sort of tune in for that. I think

  36. 00:28:06

    we've managed to got faster internet at the actual venue this time. I mean, generally our live stream promps haven't necessarily been because we don't know how to live stream. It's mostly because we go to these venues and they tell us that the internet is a certain speed and then we get there and it turns out the internet is a tenth of the speed and a lot of the live streaming hardware just basically uh blows up when it doesn't have enough throughput. So uh we've uh I think paid extra money to upgrade it again. We've been promised that it's good. I think we'll test it out uh before we there. Hopefully it will hold up unlike some of the other venues we've been at. and uh we'll be able to stream um uh the uh event and um anyway and hopefully you guys will like it. So uh I probably won't uh have a one of these for the following week because I'll be over in Europe and doing the Gamescom stuff. Uh and um so but I'll pick it up

  37. 00:28:56

    as soon as I'm back in LA. All right, talk to you guys later. Bye. Hey guys, thanks for watching. Um, temp for the chairman. Uh, if you guys would like to uh see more episodes, go here. If you guys would like to subscribe to our YouTube channel and always keep up to date with all our video content, go here. And uh, if you guys would like to watch episodes of Round the Verse, go here, please. And I will see you in the verse.

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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