Roberts Space Industries · transcript archive
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10 for the Devs ▾
36 moments across 21 videos
positional data to another player without them hauling out there only to find that it's gone or that its instance is closed?" So, right now, uh, we're still getting the exact details of our salvaging system worked…somehow, be it uh sending a call out to your friends and have them bring a big ship into your instance while you're still in there. uh making sure those instances have enough
Watch at 00:16:21 ↗right so each item slot will be specific for a specific size or a specific type of item so for instance um instead of having six magazines maybe you want uh six Med pens for instance for like the like the question
Watch at 00:20:21 ↗Rick's been out here about uh the concept of the you know kind of the mission generator or the instance you know instance action sphere generator uh and some of the mission types we've talked about even have been like
Watch at 00:19:14 ↗talked a lot about this actually uh with Austin and pu and how we're actually going to instance out uh certain sections of star system so then that way you have like a local uh area that's actually instance
Watch at 00:06:29 ↗order to more efficiently prepare and submit items to be drawn well beyond the scope of the recent massively instanced rendering optimization done by us think of a departure from a monolithic render thread to more lightweight jobs that prepare individual render
Watch at 00:22:48 ↗kind of a mixed bag and can't really answer it because this is a case by case for instance this release um we're working on you know persistence we're working on shopping working on item 2.0 here specifically
Watch at 00:16:15 ↗internally and are in use uh for instance a tool to balance ship and weapons if it doesn't exist yet are you planning to do it and with what approach oh so actually this is a good one like we talked
Watch at 00:20:18 ↗that go into it I mean if we're looking for a specific thing so like if we talk for instance about the associate Tech animator role we just opened up that role which we just closed we just found a candidate
Watch at 00:06:21 ↗interesting one um how do you coordinate efforts between game play feature implementation and relative ship completion uh for instance if mining was being brought into the client would you automatically put the Orion into production or would you shelf mining until
Watch at 00:38:22 ↗guys comes and so kind of I want to amend my answer a little bit uh while that one instance I gave is is something that changed my perspective uh we do look at everybody as Kirk so we do look
Watch at 00:50:29 ↗over the place all the time there's no ever a priority one thing over another like for instance um if Crusader is broken right then that's kind of a level design but it's also design but it's engineering
Watch at 00:19:18 ↗taking things like originally it was 30° off center now we're going okay well uh you know for instance when we're in relaxed and we're we're looking I can go like this I can go like this
Watch at 00:39:24 ↗will you guys be looking at in order to get a Bas of of how those animations look H for instance chivalry has a somewhat rigid but free feel to pairing animations while other games such
Watch at 00:41:00 ↗know that we'll be able to blend between various predefined faces in order to create our own for instance will these predefined ones include the heroes faces that you've made for Squad could you have Mark
Watch at 00:25:14 ↗paper because he already just kind of knows what his team is working on in some instances it's not that's not the case you have to actually reach out and get detailed updates for um for things that
Watch at 00:12:47 ↗this had affect has this affected the speed and quality at which the freelancer has been remodeled for instance that's a very specific I'm wondering why he asked this specific question so to answer you actually use a sound team
Watch at 00:09:37 ↗announced and these things don't happen overnight um but we are moving quickly on them and so for instance one of the examples is we looked at we have our amazing audio team majority of them if not all of them
Watch at 00:11:16 ↗whole side being turned into a ramp. And so there's going to be some restrictions. Um, like the for instance, the front module is going to have it set up to where only the front module can be changed out with
Watch at 00:04:06 ↗There there's some limitations to that because of the way instancing works is that we would either have to have like a bunch of different actors or some people would experiencing it. And I think there would be kind of some
Watch at 00:16:01 ↗ship pipeline in the past I was wondering if non artistic elements of the pu undergoes a trigger for instance storylines and mission generation if there's a pipeline of writers to designers to programmers for such a assets
Watch at 00:24:13 ↗know amongst all of us to determine what would be the right one to keep um in this in this instance we decided that it would be better to keep with the internal lore because it was helped Astra physicist helped develop
Watch at 00:04:54 ↗leave certain parts damaged if you for instance prefer the handling of the ship without the Cosmetic parts then could you just ignore it yeah um one of the nice things that we're trying to make sure with the repair systems
Watch at 00:00:52 ↗think development of Star Citizen will become more stable parenthetical better to predict the timeline after the FPS instancing large world and AC 2.0 are finished or will
Watch at 00:00:02 ↗yeah so to answer your question really some of the things you highlight in here are things like FPS instancing particularly large world and what we're really talking about when we talk about those things are new features and they
Watch at 00:00:52 ↗while still keeping that damage calculation efficient when there's 50 guns 60 guns however much in an instance of combat and everyone's just shooting at each other like crazy uh yeah the longstanding notion has been that uh there
Watch at 00:18:41 ↗

