Star Citizen: Around the Verse 3.12 – Austin

Star Citizen: Around the Verse 3.12 – Austin

Closed Captioning provided by the Imperial
News Network. Sandi Gardiner (SG): Hey everyone, welcome
to Around the Verse, our weekly look inside Star Citizen’s development. I’m your host Sandi Gardiner and joining
me this week is Chris Roberts, welcome back. Chris Roberts (CR): Thank you, good to be
back and just in time vamp it up for halloween. SG: Yes we did, and you’re visiting both
U.K. and Germany offices correct? CR: Yes I was catching up with our two Foundry
42 offices in Wilmslow up by Manchester and in Frankfurt, and I was also overseeing some
performance capture for 3.0 along with Dave Haddock who actually did a lot of directing
on some of the 3.0 stuff, he did a great job. SG: Very cool, and we’ll actually be discussing
how performance capture goes from the stage to in engine later in this episode, but before
we do let’s take a quick look on what’s going right now in the verse? CR: Okay well the Super Hornet free flight
just wrapped up. It’s pretty cool to see the first impressions
from new people who test out Arena Commander and the Alpha PU during these free flight
events. SG: And a big welcome to all of the new backers
joining us and thanks to all the veteran citizens helping them get settled in. CR: Yeah thank you very much. They make our community special. SG: They do. Looking ahead to our next release, 2.6 from
all our studio’s they’re checking in stuff everyday, care to share? CR: [Chuckles] SG: In the hotseat. CR: Pressure. Well okay we’re playing Star Marine in internal
QA everyday. I had quite a fun session actually with Tony
Zurovec, Erin, Todd Papy in the German QA team last week when I was in Frankfurt. We have map and game mode adjustments based
on internal playtest feedback we’re working on which were applying of course. We’re also working on network synchronization
to reduce lag and make these smoother client remote animation. In addition we’re making sure the structural
props and glass work properly over the network. Helmet 2.0 which is item 2.0 implementation
of the helmet, it’s just gone in with the new hud and widgets. Combat emotes have been hooked up as well
and we’ll allow you to trigger them from the keyboard to allow you to signal your friends,
taunt your enemies without having to break your FPS flow. SG: There you go, and on the Arena Commander
front, the designers are pouring through all the feedback we got from the last Evocati
build and are taking another pretty big pass based on some of their feedback and some of
our thoughts together. CR: Yes I think people are gonna like what
we’re doing. We’re going to go quite a bit further on
the next iteration of flight changes and in addition to that we’re working on missiles
to give them some much needed attention to give them more variation and personality and
how they behave. SG: Very cool. Missiles are now persistent between respawns
and we’re working on the gamemode pickups to rearm or refuel mid combat. CR: And the UI team is hard at work on the
new front end for Star Marine and Arena Commander. So there’s a lot of work there, that one’s
going to come in very hot. Of course we’re getting the new ships in
and tested for both Crusader and Arena Commander. I know you’re all eager to get your hands
on 2.6. Don’t worry, we’re working on finishing
up the content and features so we can release 2.6 to the PTU and then live. SG: Now let’s head over to our Austin office
for a Studio Update. Studio Update Jake Ross (JR): Hey guys, Jake Ross here,
Producer of the Austin studio and I’m here with you this week to talk about what’s
happening in Austin. Hard at work working towards 2.6, 3.0 and
beyond. First I want to pass it off to Emre Switzer,
Lighting Artist here in Austin to talk about lighting updates for the Star Marine maps. Emre Switzer (ES): So with the lighting in
Star Marine, we’re not specifically looking to highlight the players, one of the elements
of Star Marine’s FPS is we’re trying to build a more tactical gameplay experience
and so while in other first person shooters you can use lighting to contrast the player
and make them more visible, with the lighting in the Star Marine, we’re looking at it
from a very realistic standpoint. So we’re saying “OK, there is this pirate
system which has been abandoned for quite some time, pirates have come in” – all the
original lighting fixtures probably has been, to some extent, destroyed or they no longer
functional. So what would the pirates do? How would they go in and light this environment
for their purposes? So there is a lot of temporary lighting, there
is a lot of lighting that’s not what was originally there – a lot of flickering lights,
there is a lot of very moody lighting. This again means that players are going to
have to be a little bit more cautious when they are entering a new playspace, they are
going to have to cover their teammates, they are going to have to be a little bit more
tactical in how they approach these situations – they can’t just go in there guns blazing
and hope to survive. Echo 11 has a lot of these different rooms,
connected by these tight intricate corridors so each of these rooms has their own unique
feel – maybe they are owned by different factions or ran by different people – but each of their
own rooms has a distinct feel about it so it’s also going to help with the teamwork
element because you can give callouts pretty easily. So you “Oh, I’m in this blue room with
all these crazy monitors” and all your teammates will know where you are, so I’m really excited
for Star Marine – I can’t wait to get in there with all my friends, create a squad
of six guys and run around one of these maps and shoot up the enemies. JR: Alright, so now we’re going to pass
it off to the QA Team and the Game Support Team and talk about testing for 2.6 and working
with the Evocati. Justin Binford (JB): 2.6 will bring about
a lot of changes and new content, some of which include a refactor to our lobby system,
some new missions, an addition to GrimHex and also the new ships – the Hoplite and the
Herald. QA has also been heavily been focused on testing
ship model changes which includes a balance pass to shields, weapons and missiles. This has been a heavily iterative process
where QA will provide feedback, design will make changes then QA will test those changes
and provide additional feedback. Each day we have a live release sync for 2.6
for where we’ll get together, discuss any new blockers critical issues, any outstanding
issues and also get an update of the build. Scott McCrea (SM): Alongside everything that
is going into 2.6, we’re also heavily focused on Star Marine, myself and my colleague Bryan
Croker are both FPS specialists that work on Star Marine all day, every day. Basically what that means is we utilize checklists,
use something called ‘Ad-hoc testing’ which is kinda exploratory testing. One of my favourite ways of testing would
be the cross-studio playtests and basically what that does is word goes out that we’re
making this cross-studio playtest, everybody from all the studios come in and play against
each other, after the playtest we all get the feedback, get the bugs, I take all that
information, put it into a single area, collate it down and send it off to people to who need
to know about it. We’re very excited to get Star Marine into
PTU soon, that’ll ultimately help us get one step closer to the live release. JB: There is a lot of new stuff coming in
2.6, some of which, like our flight model changes, are already in the hands of our volunteer
Evocati testers which have been a huge help. Will Leverett (WL): So the Evocati Test Flight
Programme is a programme that we started in february of this year and it’s been hugely
successful. It’s made up of 800 volunteers right now
– they are from 20 different countries, they speak 18 different languages and they cover-
they are from five different continents around the world – it’s actually pretty cool. So, what Evocati does is take a build that
is out of internal QA but let’s just say it’s not ready for primetime, it’s pretty
busted, it’s unfinished, it’s broken and a lot of times the people who play are masochists
because they crash a lot – a lot of bugs – things aren’t quite exactly as fun as they should
be before they get out to a wider audience. Benjamin McMonnies (BM): The Evocati process
is a pretty difficult process, we’ve vet all them through an algorithm that we use
to make sure that they’re active and dedicated in testing through the Issue Council. We also double check them ourselves to make
sure they’re not just adding contributions randomly and it’s pretty hard to get into
the Evocati Test Flight – you have to be quite dedicated and everyone there really is. Eric Green (EG): Working with the Evocati
has resulted in an enormous amount of feedback via the issue council and via the PTU website,
we’ve just had to pour through a massive amount of tickets provided to the Issue Council
and they are miraculously not duplicates. They find just an enormous amount of bugs
that we can actually find and fix and make sure the servers are more stable when we move
over to our Wave 1 PTU process – in addition to that we’ve been provided so much feedback
on the gameplay that we’ve actually had to find creative ways to go through the sheer
amount of feedback that they’ve been providing so that way we can distill it down and provide
it to the producers and designers and they can make changes to the game. WL: Thinking about some of the successes of
the Evocati – I think back to 2.3.0, if you remember that was a long time in waiting,
and once it got out it was terrible, it was just crashy, had lots of bugs, and literally
was not fun. But also wasn’t ready to go out to the public
– that was- I think it was a fun time for the volunteers because they had a common bond
that they all went through. But the reality is that it took a long time
to get that build ready before it went out to the PTU and ultimately to the public. So that was a good month of pain for the volunteers
but they hung in and they gave us lots of feedback – we’re able to get that stuff
fixed and out the door. JR: OK, thanks guys. Now we’re going to hand it off, finally,
to Jason Ely in the Backend Services Team to talk about the updates they’ve got going
on in their world. Jason Ely (JE): Lately we’ve been working
on a number of things, we have Iain who has been working on- well he built our service
recovery platform which allows the services to easily connect to each other- identify
and connect to each other and now he’s been working on admin and customer support tools. While Tom has been working on a lot of things,
he’s our #1 firefighter and he also our leaderboard and matchmaking modifications
for the upcoming patch. I’ve been working on- let’s see, so far
it’s been the hub rewrite that’s been my biggest chore lately – that’s been quite
the ordeal, it took about a month to do from beginning to end. Much of what we do in the backend is never
really seen directly by the players but- in rewriting the hub server, much of what we
did was I took time and simplified the threading model, and converted it over to support our
new architecture – obviously, which is how we handle messages and routing which greatly
reduces the amount of memory moves we have to do from one network port to the other network
port. We’ve also removed some of the state and
isolated some of the state into one thread which makes communication a lot easier. Performance wise – it’s nothing that the
player is going to know – it’s more of a throughput issue from an overall larger perspective. We can move more data to more clients without
exhausting the machine and running down. Originally, it was the first service written,
actually by Tom Sawyer back a number of years ago and it was the most reliable server at
the time – it ran like three and a half months solid with no problems. Over time, before I got here, it grew and
it went through the growing pains – it had too many cooks in the kitchen. Some complexities that were introduced that
were unnecessary and so it didn’t grow gracefully and so when I came on we started the new service
architecture which brought us persistence and GIM – we always knew that we were going
to have to address our hub server but it was so- it had grown into something it wasn’t
meant to be, it had a lot of state, so it took quite a bit of time to address and so
we just didn’t have that opportunity so we saved the best for last. Tom Sawyer (TS): The Arena Commander and Star
Marine UIs are getting a major facelift this round and we’re really trying to polish
the UIs as much as possible and make them more fully functional. The thing I work on the most is the C++ code
that the UI system interact with the server backend and there’s information in lobbies
that need to be shared between all the players when you are in the lobby – what map they
are in, what game mode, the character loadout for Star Marine, or their ship selection for
Arena Commander – so I focus on propagating that information and syncing it up between
all the clients. I kinda consider ourself like a second generation
matchmaking system. It’s where you form a lobby or a group of
players or a party of your friends and you can chat with each other but at some point
you hit ‘match me into a game’ and at that point then your request goes to the backend
servers and the match makers take a look at all the game instances that are currently
running and tries to do a best fit match for your group to join a game. If there is no game open, obviously, then
the general instance manager will pull a server from the open pull and assign you to that
and then other players can be matched to that over time but a third generation matchmaking
system is what you see in Battlefield or Call of Duty where you just get this massive super-lobby
and you see players come and go, being matched into it and you see a timer going from two
minutes to zero and if it’s got enough players then it just chucks all the players to game
instances. We’re more like Overwatch or Heroes of the
Storm, where you form your group first then you match into a game. JR: Alright, thanks guys, that’s all we
have for you this week. Thanks, and see you around. Back to Studio SG: We’ve mentioned the backend servers
and lobby system a number of times recently. What makes these updates so important for
2.6 and beyond? CR: Well we’re really focusing on the user
experience so we’re trying to make the ability for players to connect with their friends,
to play matches, customise their ship or their character much easier and quicker as well
as check out the standings and do it all from the same place so it’ll just be a better
experience. SG: Speaking of connecting players, it’s
time for this week’s Community Update. Take it away Tyler. Community Update w/Tyler Witkin Tyler Witkin (TW): Hey everyone, Tyler Witkin,
Community Manager in the Austin, Texas studio here to bring you this week’s Community
Update. First and foremost I hope you all had an epic
Halloween and I wanted to give a quick shoutout to Kinshadow and RedFang87 for their Star
Citizen themed pumpkin carvings which were posted on our website earlier this week, very
cool stuff. Just a reminder the Esperia Prowler art contest
is still going on. We’re going to be accepting submissions
through November 11th and announcing the winners at the anniversary livestream on November
18th. We’re really excited to see what you guys
come up with. In other news, Star Citizen has been nominated
for most wanted game for the Golden Joystick Awards. There’s only one more day to voite so if
you want to follow the progress, you can go to And now it’s time for this weeks MVP. I want to give a huge congratulations Lundfoci
for his extraordinary efforts in creating This is a one stop shop where you can go in
and explore the ins and outs of all of our ships in a detailed 3D viewer. I encourage you to check it out and you’ll
quickly find you’re losing hours of your day exploring this website. So congratulations again, Lundfoci, you’re
this week’s MVP. Lastly the week would not be complete without
Reverse the Verse so make sure to tune in live at 10am Pacific Daylight time at
where we’re going to talk about everything you saw on today’s episode. Thanks again all for your support and we’ll
see you in the verse. Back to Studio CR: Thanks Tyler, awesome stuff. For more on the latest, make sure to check
out our Community Hub on the site, there you’ll find our social media feed, featured forums
posts, links to Star Citizen streamers, information on up and coming Bar Citizen events and much
more. SG: Lots of stuff. On the top of the show we talked a little
bit about our most recent performance capture session. P-cap is a big part of making the Star Citizen
universe come alive. Recording voice, face, and body all at the
same time gives us a nuanced performance from the actors that we couldn’t get any other
way, even if the headcam gets a little uncomfortable. CR: Yeah you would know that it can be uncomfortable. So anyway, it’s a great tool, but one it
involves a lot of attention to detail to get right. So it’s not just capturing someone, it’s
about understanding the precise metrics of what they’re interacting with. So the animation will work together with props
and the sets will look natural in pretty much any situation. SG: For more on that, let’s go back to our
Austin studio for behind the scenes look at how we create all these animation assets. Behind the Scenes: Animation Brian Brewer (BB): Today we’re going to
talk about animations and how we get them from concept into game. And the process at which we do that is Design
comes to us and says “Hey we want some thing” so we say “Okay, how can we do this?” One of the things that we have to think about
whenever we shoot motion capture or something that we need for the universe are metrics. How … what are the measurements? Are … is this character interacting an object? Is this character interacting with other objects? Is the character interacting with the player. There are a lot of thought processes that
go into this to figure out exactly what we need. For example, if a character is setting at
a mess hall we need to get the metrics of that mess hall table. We then have to go out on stage and we then
have to build out that mess hall table to approximate dimensions that you seen in game. This leads to a standardisation across all
mess hall tables in game so we don’t end up having 20 different mess hall tables that
we now have to … instead of 50 animations we’re now doing 150 animations in order
to accommodate every mess hall table that we have. Or bed or chair or bench or locker. You name it! Whatever you can interact with there’s a
metric for it and a standardisation. So we go out on the stage, we build out these
props or set pieces, and then actors are given very specific directions on how they are supposed
to approach these objects. These are also part of the metrics. For example, when you want to sit down on
a mess hall table the actor has to approach that mess hall table and their left foot has
to hit at approximately 100cm out, or 1m out, from the bench. Once they hit that mark – which actors are
usually pretty good at hitting marks – they can do whatever they want to sit down onto
that bench. And that’s where we get the fun acting that
you see on the NPCs. David Peng (DP): Hey guys, I’m working on
Squadron 42. These are assets that are going to be in Squadron
42 but eventually we’ll be able to implement these into the Persistent Universe. We had to do a couple of things, just as Bryan
said, we had to make sure that all the tables are now to a proper metric that we can reuse
the performances. Now that we’ve got this stuff in place … it’s
really cool because … and these obviously, these are blocked, these actually come from
one of our more organic cinematic, so even though maybe this one wasn’t intended to
… we weren’t intending to use this for end game, there’s always an opportunity
to look at some of that stuff and go “Oh you know what I can extract and make that
something that has some reusability and we can apply this to the Persistent Universe.” So here’s another one. This is the hungry guy comes up and is waiting
in line for the mess hall. So this is all from and initial shoot … we
actually have another one that’s coming in that has a lot more stuff in it. BB: Once we get the data back. The first thing we have to do is we have to
go through and have to analyse all the data. We gotta make sure the data handed to us from
the mocap stage is clean and that there’s no problems with it. We then go through a process of usually cutting
the animation apart into different segments. When you use an object, like you want to sit
down in a chair, you have to break it into at least three segments: an enter, so you
actually sit down onto the chair; a cycle, where you are cycling like I am right now
on a chair; and then an exit where you actually get up and you exit away from the chair. And these are what we call animations sets. These animation sets are very important – to
have a complete set – in order to have an AI fully be able to go in and use an object. And these animation sets are definitely expandable. We can … we don’t to have just one cycle,
of the guy sitting on the chair, the guy can be like leaning on his hand or scratching
his neck or picking his nose or adjusting his earbuds or whatever you … whatever we
can come up with that character can do in that chair we’ll shoot or animate or create. Whether it’s motion capture or whether it’s
hand key. And then whenever it goes into game code will
sit the character, the AI, down into the seat and then randomly play these actions that
you see. Vanessa Landeros (VL): Hi, my name’s Vanessa
Landeros, and today I’m going to show you what we’ve been working on. And this guy will look a little funny because
he doesn’t have his textures on his hands, but he’s basically this is what you’re
going to see when the background characters are in their beds sleeping or fussing around. Like tossing and turning here and there. Little fun stuff. We want to make sure we get a real experience,
as real as we can get in the game, so we have these little minute details which you probably
wouldn’t see in any normal game, but this is what makes Star Citizen so real and and
we’re working towards something really, really believable. And then the NPCs are going to be able to
get in and out of their beds too. So they’re going to be able to walk in,
lay down … and the player will be able to get to do this too. Just we need to make sure we get ins and outs,
also some of every angle so we can capture those possibilities, the character if he want’s
to enter from the front he can enter from the front – all those need separate animations. Going to be able to see a janitor in game
use a mop and a bucket. He’s going to clean up after all the Star
Citizens. Potentially this guy is going to have a walk
cycle of his own – he’s not carrying his bucket right now – but you’ll just see him
drudge a bucket around with his mop. It’ll be fun once we get this guy up and
going. Just that little extra detail that makes the
game as cool as it is. So – put it on fullscreen for you there – when
he’s done with his area he’ll just pick up his bucket and he’ll go. BB: So when we pass these animations off on
Design, Design has something called a “usable” which is an object that’s placed in the
universe that has these little entry nodes and attach nodes. And we have usables for pretty much everything
that you can interact with. AI will say “I want to use that chair.” So Design will have place that useable node
on a chair, AI will navigate to that chair, align its … by the time it gets to that
chair it will have aligned itself to the entry nodes, attach, sit down and use that object
until it’s ready to get up and leave. And while that object’s being used other
AI will be like “I want to use a chair. Well that one’s taken, what’s the next
available chair?” Then they’ll nav to wherever the next useable
chair, or they’ll wait, or they’ll change their mind and they’ll go off some place
else. Sometimes we get requests that we don’t
have motion capture for or we don’t have time to go shoot motion capture, or maybe
the motion capture state is tied up doing cinematics for us at the time, and it will
be something that we have to get out right away. So what we’ll do is we’ll hand key whatever
that motion is. Sometimes it’s temporary and we’ll replace
it later with proper motion capture. Sometimes it’s not super significant and
so we’ll go in there and we’ll just hand key it and make it look really nice. DP: So we started working on PAW tool animations. High work zones, low work zones and then we
have floor work zones. So with this character we’ve got … we’re
going though and he’s still work in progress so we’ve got transitions that we need to
clean up, things like that, but here you can go through and you can see a full performance. We’ve got finger animations. This is actually one of the performances where
we didn’t have time to shoot the mocap so we’ve actually gone through and hand keyed
these. So this is the high work zone. Just so you can see there’s a little bit
of difference: he pulls out his PAW tool and flicks it. And what’s cool about this is that this
isn’t a unique, one off animation. This has high reusability. You can use this on ships, you can use this
on buildings, you can use it pretty much anywhere. For weapon’s vendors we wanted it so can
actually pick the weapons up, take them off and look at them. So from third person this is what you would
typically see. So it looks like a character picking up and
examining it. Some of these we didn’t have time to go
through and mocap or we just needed something … some things we realise after shooting
“Oh man we need this but we gotta get this thing turned around”. So that a situation where I’ll have to go
in and I’ll have to … I shoot video reference. I’ll get a general idea of what we need
– here’s where I’m just checking a weapon – and then this is the hand keyed result of
that. So this is tailored to … for first person
for player. BB: I’m going to say the … probably the
most challenging aspect of all of this is consistency in whatever it is that we’re
doing. For example, if a character needs to go and
use a datapad and go around and inspect things with that datapad, that datapad becomes a
metric. And it become standardised. And that all datapad in the game now match
this in particular datapad. It’s letting Design know that when a character
is going to sit down and use mobiGlas, that animation can be used across the board and
that everybody’s aware of those animations and so nobody’s re-requesting things that
had already been finished. VL: And that’s just a taste of what players
will see in the upcoming releases. Hope you guys enjoyed. Outro CR: That’ll do it for this episode. Remember to tune in tomorrow at 10am PST,
5PM GMT For Reverse the Verse. SG: And we’d also like to thank all of our
subscribers as always. You guys make it possible to produce all of
this content from ATV, RTV, Bugsmashers, Loremakers and more. Thank you very much for your continued support
and guess what? We are in the Guinness Book of Records. CR: Yeah look at that. SG: We’re in the records again, third time
in a row! Very exciting, do you recognize this ship? CR: Yes and also we’d like to… this is
a bunch of nice gifts we got during Citizencon. So there’s a few cool model of X-Wing there
and alcohol that I’m scared to drink. Belt buckles from Operation pitchfork. SG: Dusk Cartel CR: And Dusk Cartel, God Frequency. SG: That’s very cool. CR: All these are very cool, and a very, very
cool challenge coin here. So thank you all guys and thank you for supporting
us, we couldn’t do this without you guys and I would say until next week. SG: We will see you… CR/SG: Around the Verse!


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    the part about animations was one of the most interesting things i've seen for a while on youtube. i love making of's like these and i hope there'll be more in the future 🙂

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    Emre Switzer is pretty handsome, like a young and slighter thinner Tom Cruise. The ladies of CIG (Melissa) have been gettin a lot of love lately, so a shout out to the guys is in order 😀

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    Thank you guys very much for this episode. This is a mostly mature and level headed community, we just needed the info wts going on, i am totally content now to wait a bit longer for 2.6 or 3.0 for that matter, also looking forward for tomorrow's RTV even more now.
    Also, now i like you guys even more (if thats even possible) for just listening to our concerns and addressing it, thats all we ask for.
    For the amazing things you are doing, ofc its going to take time we are fully aware of that.

    Thank you again for all the Amazing work you guys do!

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    what would be great is if I could use my mustang with out being flung into space……yeah that would be GREAT!.

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    what would be great is the animation for getting in to the damn mustang working without flinging me in to space…its been awhile since ive played so if its fixed…..I apologize. If its not……WTF!

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    Patrick Blais

    Hey CIG, are you using the PIN option on foots? They seem to be floaty a bit no?? Maybe the animation is not final but I also work in a Mocap Studio and when we get the data, it's quite solid on contacts.

    Then we send the data to the proper project and they re-adjust it…. and yeah, sometimes in the engine it becomes floaty too, but at least, from the data (In Blade and Motion Builder) it's 100% solid.

    Anyway, awesome work guys, I understand the burden 🙂

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    Stewart Knight

    Not so sure if +Star Citizen reads these, Curious about animations. Namely, passive, actions. For example I think of Mobi Glass as the future of cell phones, so will we expect to see characters constantly looking at their wrist, or if I while i play my character and step away from my PC for a minute, will my character lean against a wall/ stretch/ yawn to show he/she is bored/inactive?

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    Justin Cartwright

    I hope Star Marine fixes the god awful fps controls. We need smoother fps movement, not this clunky ARMA like movement. If i look 90degrees to the right, then hit W, i shouldn't move to the left first before moving in the direction i want.

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    So much time wasting on mo-cap. The models arent stylized enough. Learn from WoW. Stylized models with hand animation are easier, faster, cheaper – and just as appreciated!

    So many questionable design choices…

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    Invidious Ignoramus

    That constant helmet flip in the background about halfway through is all i needed to get hyped…. soon….

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    Anyone else just… Completely skip whatever that tyler guy says everytime because its almost always the exact same thing over again?

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    I would like to see robotic maids, food servers, nurses, and more Robots and/or aliens involved with various professions too!

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    Greg McCauley

    I can already see that one of the call outs will be "blue room with crazy monitors." He's never going to live that down

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    Guy at 10 min says um and uh too much. Needs to practice public speaking some. He had some good info, however way to distracting.

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    You know… I have great hopes for this game. Already bought it.

    But it's sort of … mystifying… that any dev time and dollars is being spent making animation cycles for a guy with a mop. I'm all for immersion, but that goes into the area of "seriously, no one cares. No one will EVER care about the floors being mopped."

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    guys, please explain – is there an actual game being developed? I m not a troll and being following the development of the game very close. I played that free fall 2016 event which RSI had provided and thats the feeling which I had: all the content for making people spend more money was developed very nice – shiny starships and awesome space suits, but the gameplay is very raw and super limited. There is no gameplay, honestly – several small locations and thats it. Which is a little bit too shady for the game, which is being in the development for the past 3 years and has a 150 mil budget. I see how other big names being developed and people first deliver gameplay and then add shiny stuff…

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    Paul Warren

    chris roberts is full of shit,I thought star marine was already in the game chris?remember? you get annoyed when people ask. and yet again not one shred of actual gameplay.

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    Taylor Davis

    I like so much of this. But I can't get behind the mop buckets. There is no way that people will be using mop buckets hundreds of years from now. It would surprise me if cleaning wasn't completely automated by then. Having mop buckets is kind of like having horse and buggy moon rovers. It's a small detail. But small details make a huge difference in creating a realistic vision.

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    I am wondering what kind of issues there will be when this goes global as far as being able to talk to people from all over the world, or will there be different servers?

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    fallun light

    the only game where they spend the money to Mocap mopping the floor animations. God, this world is going to be so alive, I can feel the passion coming from these guys and gals.

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    Diego Rens

    Every time someone says a missile is persistent between respawns, I'm just imagining this missile tracking me forEVER. Even after I die and respawn, it's still coming back to stalk my buns.

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    Diego Rens

    That mop-guy might want to hold his mop more upright, based on the cramped space station locations =o. Would be dope if people can pick the mop-guy profession and earn cold hard janitor cash

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    Star Citizen Jorunn

    It's great to hear exactly what's going on with the current build, I think that is the kind of thing the community loves to hear as much as seeing the amazing behind the scenes tech. I love everything CIG is doing and am practicing patient breathing exercises while we wait lol And whipping up bar citizens everywhere I can =)

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    That is a beautiful bottle of TESTihol on the table! For the curious, its pear schnapps made in Slovenia with 42% alc/vol!

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    i hope they will make of Star Citizen a game with Character development * passion * human discovery depth and not just a place where you play to win (absolutely not!) not a place where it is a skill based game where the best computer wins, best hacking wins etc.

    make thr game safe and make it worth playing … because it will change the player. this is what Entertainment needs to achieve, not finance or earning … that is a consequence not an obj.

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    TO the SECOND HALF VIDEO PART: animation team.. please can u also introduce ppl hitting their legs when thry are sitting down, can u introduce ppl snoring, or other exceptions on a very rare basis could you create this special scripts interacting with those who will experience SC? it would be interesting to see these " glitches " that wld make it nicer because beauty is in reality … and details.

    if a person cones from outside or it s late ppl yawn or if one yawn everybody or somebody yawns… things like that.. ppl sitting together at a chair table ppl might hit each other and excuse each other or get angry at each other… it would be cool to experience thisnlevel of details.

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    Roughrider Gatlinghammer

    My fear is that Chris will NEVER be happy with the games state and will continue to spend the cash that's rolling in until it dries up (this is not conjecture, as he's been known to do this in the past, being the perfectionist trying to reach the center of the singularity that he is) finally forcing him/RSI to release whats in the cooker. I don't think his brother or wife is able to rein in his narcissism related to the project in this respect. At that point, the saturation of backers/subs/ship buyers wallets will be dried up and the potential capital/money pool will evaporate, thus giving us a game that cannot sustain itself financially as well as socially. This would be quite the bum deal – as I was really looking forward to the persistent universe portion of the game – and unless he ties it off, my opinion is that we will get the shell of a game that could have been. I think this is the EXACT metric that RSI is trying to play around, nailing the timing just right. Here's the deal though, it's only going to take one small wrench to throw the timing on the whole RSI production machine, forcing the bird from the bush so to speak.

    Putting every single team member into full throttle production burnout mode three to six weeks before every citizencon/gamescon producing linear scripted video presentations to try and dip the bucket into the emptying well every 3-5 months really has me worried about RSI's overarching capitol investment motivation and longevity at this point. If the money just keeps coming, I suspect Chris will keep developing ad naseum, until of course one/some of RSI's divisions can't meet payroll for the first time, does a round of layoffs trying to save itself, and production that needs to be finished just stalls and runs out of gas – forcing an unfinished buggy mess… (and all of the fallout that comes with it)

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    Gabriel Sandstedt

    Will the animation have smooth transitions or will it look jumpy beteween animation sets in the final game?

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    Finally, we are hard at work on S42. All of our levels are in final art and we are gearing up to unveil what we have been doing with the Vertical Slice, which will be the first true look into what we are doing across S42.

    facking hell it must be closer than we thopught

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    Not Sure

    I love how honest he was about content crashing and being buggy rather than pretending we don't all see it. Keep up the good work guys I look forward to seeing the final product.

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    Leaperite Productions

    Definitely want to see more behind the scenes on the animations and also the visual effects department. Vanessa Landeros had a good look using motionbuilder as well! 😀

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    I see TEST on around the VERSE, I see TEST on around the VERSE, say with me, I see TEST on around the VERSE. It doesn't get boring does it.

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    Hey guys from CIG, put some soundproofing modules in your room (the first we see in the video) there is too much Reverb 🙂
    Best regards !

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