D
Deleted member 11852
Guest
If ever...
echo.. echo.. echo..
echo.. echo.. echo..
"Cool. Sean Ellis did a fantastic job on that pre visualization. I've been implementing the in-game destruction and we're working on new systems that will fix our physics issues. GOST was replaced by the Item 2.0 tech that allows modularity and communication of states between ship components. When we release PU 3.0 it will have Radial Damage when components explode, causing some chain-reaction events. Component damage and repair is being worked on. And debris and other ship systems are being reimplement on top of the Item 2.0 foundation. Energy overload and repair mechanics are being designed, but until we implement that we may delay explosions of large ships when they go critical to allow time to escape. Lots of fun stuff to do. "
"What's interesting about our Systemic Damage is it will take into account all components onboard that relate to power. There is a Power Plant but cataclysmic destruction would not happen if only that was destroyed. It's the collective damage of all components that will destroy a ship. We may add virtual relays around the hull that connect the Components like wiring. Damaged components cause heat to build up and destroying a component will cause a radial damage and power surges that can affect other Components.
We're exploring fun mechanics that would be used to repair damaged components during battle. But, no jettisoning of the core (like in Star Trek) is planned right now."
"Breaching will happen in specific places on ships that we define because we can't dynamically create holes to the interior everywhere. Places like turrets or airlocks are good candidates to put an explosive to breach. We have a physics based force we can apply that will pull on the player during a decompression, but my understanding is in reality decompression probably wouldn't suck an astronaut out like Hollywood portrays."
"Hull integrity / health are important too. It will eventually be possible to split a ship without blowing it up if no critical components are destroyed. I always look to that scene in Starship Troopers where the ships are splitting in-half like the Titanic as my inspiration and goal. There are a few tech challenges to solve before this can be done though. Per Room local gravity is a big part of doing it the way I hope.
If enough component damage has occurred and enough heat built up (amongst other variables) then a well aimed hit would start a cataclysmic, chain-reaction of destruction.
So you might strategize how you want to take down a foe so you can better reclaim valuable items from it's debris."
"The ship's skeleton is usually setup so that the nose/cockpit is the root and so it really represents the ship. Though, if you lose the back half it might not fly so well.
If a ship splits, the sections with a power source would maintain gravity and some lighting, and perhaps other sub-systems.
Repair is a big feature that's still being iterated on. I can't say for sure what the requirements would be to rebuild a whole ship. Or if you could split a ship and make two. But, I do know if you've collected the raw materials you could rebuild a wing for example."
I don't believe so. Episodic.Are they planning for the initial release of Squadron 42 to be in finished form?
so the second one is free still correct ,we unlocked that at like 6m along with SQ 42 consisting of 50 missions .No alpha, no episodes etc.
But they want to release the next singleplayer campaign (episode 2) "Behind Enemy Lines" two years later. CIG also said there will be a third episode.
This assumes the second one ever comes out, but hell if they get the first one done the odds of a second are pretty high IMO. I just don't have much hope for the first one. That is to say, I don't think it will ever come out and I think you got played by The Chairmanso the second one is free still correct ,we unlocked that at like 6m along with SQ 42 consisting of 50 missions .
I own that game. I didn't play much of it thoThis assumes the second one ever comes out, but hell if they get the first one done the odds of a second are pretty high IMO. I just don't have much hope for the first one. That is to say, I don't think it will ever come out and I think you got played by The Chairman
Come and play some Diablo 3 with me it is a real game that actually exists
Dude it's fun as hell. Malo and I used to play all the time. Hit me up I'm homerdog on b.net. I'll start a new character with you and everything.I own that game. I didn't play much of it tho
okay , I will download but wont be able to play till next week.Dude it's fun as hell. Malo and I used to play all the time. Hit me up I'm homerdog on b.net. I'll start a new character with you and everything.
Friend me bro. I'll be busy a lot as well but PM me on here if I'm not logged into B.net.okay , I will download but wont be able to play till next week.
Original and Veteran backers should get Behind Enemy Lines for free. They said it a few times even last and this year.So as a kickstarter backer do I still get the two campaigns ?
No alpha, no episodes etc.
But they want to release the next singleplayer campaign (episode 2) "Behind Enemy Lines" two years later. CIG also said there will be a third episode.
This assumes the second one ever comes out, but hell if they get the first one done the odds of a second are pretty high IMO. I just don't have much hope for the first one. That is to say, I don't think it will ever come out and I think you got played by The Chairman
Come and play some Diablo 3 with me it is a real game that actually exists
BTW I'll suck many eggs if I'm wrong, actually I want to be wrong this shit looks awesome. In short I want to believe like Jupiter.
[1:23] Q: Will facial customisation be static and can only choose from a preset from heads or can we manipulate certain aspects using morphology.
A: You will be able to choose from a head that you like and from there you can change the skin colour, eye colour, hairstyle and some minor alterations to the physical shape.
[3:38] Q: How customisable will hairstyles be?
A: They will be fairly customisable, you can choose from an array of styles and change their colour, but you won’t be able to alter their shape specifically, but you can choose to have a hairstyle on any head you’d want.
[5:10] Q: Can I reproduce my likeness in the character creator?
A: You should be able to get pretty close.
[5:51] Q: How long does it take to model someone’s face in the game?
A: A long iterative process that includes up to two hours for just the basic scanning of the face plus all the post processing work dealing with the data and multiple maps and shaders.
[11:27] Q: Backers faces in the game, is it possible?
A: They’ve considered the idea, talked about it but to be determined. They would want all the characters to have the same level of fidelity as any of the top tier characters and any home photogrammetry might give them information/textures that might not be up to standard of the quality they need.
[14:11] Q: How soon will the new heads be implemented and how editable will they be?
A: Not in 2.5, but it will be iteratively implemented along the way afterwards. We’re very close now.
[16:30] Q: What quality of faces will we see on our characters, NPCs, other players?
A: What you saw in the Morrow tour, forget that quality existed as they’ve moved on and have improved the fidelity. They have tier 0,1,2,3 characters and the character you saw in the Pupil to Planet was a tier 2 character. A tier 2,3 character/head will hold up to a tier 0 character because it’s about the small details and animations in the tier 0,1 characters that makes them so detailed. The lowest tier (head) is 10,000 polygons and the highest is 40,000, but the higher quality tier’s allow the full range of the actors emotions such as Mark Hamill, Gary Oldman, Mark Strong to be displayed in the game which is why they’re a tier 0 and others are 1,2,3.
[21:07] Q: Will animations adapt to your character as they get older/recover from injuries?
A: They’re planning to do animations specific to injuries, want to have the impact of an injury reflect on the character’s animation. It’s a really cool idea to have older person locomotion and they have younger ones so it may not be that difficult to move you through those sets but they don’t have the inputs yet.
[22:31] Q: With character fidelity, how do you plan on keeping the resource cost down?
A: They’ve made huge strides so far. For example a character used to be 300 megabytes in memory, and now it’s down to 30 megabytes and the animation joints went from 1,000 to 183. There’s still more to be done, but they’re working on other ways to bring costs down further without losing fidelity.
[26:18] Q: Which character design approach is Star citizen using? Traditional where you choose from a number of presets or being able to edit vertex points within certain ranges or whole new approach?
A: Mix of both, start with a preset face and you choose face/hair colour/eye colour/etc and then mix and match from a combination of heads and you can move things around but not actually bringing in another mesh or other character information.