Star Citizen [Space-Sim von Chris Roberts]

Starchitect (das Base und City Build Feature ähnlich wie damals bei Star Wars Galaxies) Gebäude Video von einem Leaker (der angeblich auch keine NDA unterschrieben hat :ugly: )



ganz am Ende das Video ist zwar nicht Thema vom Video, aber der Ausblick aus dem hohen Gebäude ist klasse :D

Heftig die Landschaft auch am Ende. Hätte nicht gedacht dass mich das Spiel immer noch überraschen kann.
 
Heftig die Landschaft auch am Ende. Hätte nicht gedacht dass mich das Spiel immer noch überraschen kann.
Genesis/Planet Tech V5 ftw :D

Und das sind auch erst die Anfänge von Genesis. Freue mich schon, wenn die alten Planeten die Tech dann auch in den nächsten Monaten bekommen.

Nyx hat jetzt auch neue dynamische Regenwolken, unter denen es regnet (Gewitter auch, aber Blitz-Effekte fehlen noch)


Musik ist auch wieder klasse



Eindrücke

Nyx1 (also der Planet) hat wohl so viele verschiedene Biome (Grasland, Wüste, Schnee, Sumpf, Wald, Lakes, Ozean usw), dass man den als Erde im Nyx System bezeichnen kann. Sehr schön, vor allem da wir ja noch Terra bekommen werden. :D
 
Zuletzt bearbeitet:
4.10.2 ist live

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Unter anderem:

Physics Networking Overhaul

The netcode that governs how loose physics objects behave across the network has been rewritten. Previously the client treated the server's view of an object as either entirely correct or entirely wrong, which meant a single bad state could cascade into persistent desync, rubber banding, and objects sliding or bouncing for no visible reason.



The new system calculates a trust score for incoming server state rather than applying it unconditionally. Trust is reduced when the client has just done something the server cannot know about yet, such as bumping into a crate, or when the server's state is stale. Corrections are now applied as velocity nudges rather than teleports, and a teleport is only used as a last resort, after a sweep check confirms the destination is clear. All tolerances now scale with your current latency and the size of the object rather than using fixed values.



Throws are resolved differently as a result. Your client now reports the moment you actually released an object, and the throw is run from that release rather than from where the server last believed the object to be, so what you threw should travel the way you threw it.



Tractor beams have been reworked along the same lines. Previously the server remembered where an item was picked up from and pulled it back toward that spot once the beam let go, which is what produced the slide and bounce you would see when setting something down. Releasing a beam now hands control over cleanly instead.



This is paired with a collision fix. At certain angles the contact normal, the direction the physics engine believes a surface is pushing back, could come out wrong and inject extra force into an object, making it wobble, hop or spin before coming to rest.



This change applies to freely simulated rigid bodies: cargo boxes, grenades, throwables and other loose objects. Ships, vehicles, characters and items attached to them are untouched and continue to use the previous system.



As this is an experimental update we have safeguards in place that will let us revert this change on LIVE if something goes catastrophically wrong and causes major issues.

:banderas:


Additional Gameplay Updates​

Experimental VR Updates​



und natürlich wieder neue Gameplay, Missionen, Bugfixes, Schiffe (neue Connie, siehe Bild) etc.
 
Squadron 42 Event Eindrücke:

  • The event: There were two groups. Mine had around 65 people. Surprisingly, I barely recognized any influencers apart from BoredGamer. I spotted Morph and Sulyce in the second group, but I'm not particularly familiar with the streamer scene.
  • Playtime: We had roughly five hours of uninterrupted gameplay, apart from a short visit from Mark Hamill. Everyone had their own PC and could play at their own pace.
  • Graphics: The game looked absolutely fantastic. The facial details and character models were particularly impressive.
  • Overall experience: Very cinematic and occasionally somewhat on rails. Chris Roberts gave a fairly long speech at the beginning, emphasizing that he wanted to recreate the Wing Commander experience. In my opinion, he has succeeded.
  • Game design: Personally, I really enjoy this style of game, but I realize it's not particularly common in today's market. Some players will probably struggle with how little freedom the game offers compared to an open-world experience. I respect CIG for taking that risk and sticking to Chris Roberts' vision. If you embrace that style, I think there's something excellent here.
  • The world: Incredibly alive. There are people everywhere, working, talking, and going about their business. This level of detail and activity is one reason why I don't mind the lack of an open world. I can hardly imagine achieving this density in a truly open-world game.
  • FPS combat: Massively improved. The AI worked very well, with enemies reviving each other and attempting to flank the player. Hits have noticeable physical effects on enemies, which was especially impressive during fights against the Vanduul.
  • Space combat: Also felt very good. Maelstrom is integrated, and ship destruction looks incredibly convincing and satisfying.
  • Bugs and polish: There were definitely some bugs, but nothing that made me question the overall state of development. It genuinely felt believable that the game is in its final polishing phase.
  • Story: Five hours simply weren't enough to judge the story. Even after five hours, the game was still introducing entirely new mechanics. I actually had to stop playing just as the push/pull mechanics were being introduced.
  • My expectations: I went into the event fairly skeptical and came away feeling much more positive about the game.
  • Final verdict: I'm not completely blown away, but that might partly be because I only experienced five hours of what is clearly a much larger game. Nevertheless, I was thoroughly entertained throughout, and that's a very good sign. If Squadron 42 released in the state I played it today, I would already be quite satisfied.
  • Sound: Impressive. It feelt bombastic and very much alive
:banderas:
 
Mark Hamill kam kurz vorbei? Geil :D


Wing Commander Fans können sich also wie versprochen freuen. (ha, told ya)
Da er allerdings meint es würde keine OW geben, denke ich mal dass er nach 5 Stunden noch im Tutorial steckt (soweit mir bekannt ist die OW, also das Open Sonnensystem, bestätigt, ist halt nur nicht von anfang an begehbar.):coolface:

Das mit dem Sound ist ja natürlich klar, sieht man ja in SC schon.
 
Mark Hamill kam kurz vorbei? Geil :D


Wing Commander Fans können sich also wie versprochen freuen. (ha, told ya)
Mark Hamill und Chris Roberts verstehen sich auch sehr gut (sonst hätte Hamill wohl auch nicht so oft in den Projekten von Roberts mitgemacht ^^). Der hat da richtig Bock drauf und das was wir von SQ42 gesehen haben, sieht ja auch richtig geil aus und gibt es kein zweites Mal.

Von Henry Cavill gibt es auch neues Material, der wollte damals auch um jeden Preis beim Projekt mitspielen und hatte seinen Agenten damit beauftragt Roberts zu nerven, bis er da mitspielen darf :coolface:
 

Henry Cavill ist here :coolface:


Not a moustache in sight :awesome:
 
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