We’re excited to announce that we’ve opened up 2.1.0 on the Public Test Universe (PTU) to all players!
We’ve feverishly been working to get Star Citizen Alpha 2.1.0 ready, but we’ve discovered a couple of issues that prevent it from being a fully enjoyable and stable gaming experience (particularly, temporary significant drops in framerates). The last thing we want is to jeopardize all of the fun everyone’s been having with 2.0.0, and certainly not over the entire holiday period!
With that in mind, we’ll be keeping 2.0.0 on the Live service and opening up 2.1.0 on PTU for all players!
We know some of you really want to check out the flight-ready Freelancer as well as the hangar-ready Sabre, so take a look at the updated 2.1.0 Patch Notes available on the forums:
https://forums.robertsspaceindustries.com/discussion/306826/2-1-0-published-to-ptu
Important things to keep in mind about PTU, which is a true test environment where we can stage our builds before deploying to Live in order to stabilize the service and catch critical bugs:
- Playing on PTU is completely optional!
- PTU capacity is somewhat restricted compared to Live. If you find that you cannot join a match, we advise waiting for another time.
- PTU is not about “early access” to content; it’s intended for actual testing of features, content, and updates. Opening PTU up is opening up the option to be a tester to help us accomplish near-term development goals.
- You might encounter some game breaking bugs or experience latency issues not seen on the Live service. We encourage all players to help report bugs at https://robertsspaceindustries.com/community/issue-council.
- You’ll have 60GB+ of Star Citizen installed if you decide to play both on Live and on PTU: 30GB+ for the 2.0.0 client on Live, 30GB+ for the 2.1.0 client on PTU. Make sure you have enough space before you start the install!
- We frequently update PTU with large patches. PTU is not advised for those with bandwidth/download caps.
For those players who are not familiar with how to get onto PTU, all you have to do is:
- Start the Star Citizen Launcher and log in with your normal credentials.
- Once logged in, click the gear cog on the top right of the launcherto go to Options.
- Click Copy Account on the lower right.
- You’ll get an email notification with the copy process is complete. This process can take up to an hour if there is a large concurrent influx of players all copying their account concurrently.
This basically wraps up our year, and what a year it has been in building the BDSSE.
We hope you enjoy your time on PTU and Happy Holidays from all of us here at Cloud Imperium Games!
jdreyer wrote on Dec 27, 2015, 19:28:
What makes you think they have the money to fund a company of 260 people for the next two years?
Kalthorn wrote on Dec 26, 2015, 20:14:Scheherazade wrote on Dec 26, 2015, 17:31:
...
FYI, in software dev. The latest non-daily release is labelled "stable".
It's convention to call it " stable", likely stemming from how 'at the time that they release it' its the most stable of the recent dailies.
However, the title "stable" is not a description of the software's actual stability or instability - it just means 'not a daily'.
This isn't a CIG thing, its a naming convention throughout software dev.
-scheherazade
FYI, not true at all. Stable means stable. Stable builds receive more testing and remain in place through many daily builds. It's not merely some slightly older build.
If you are actually in software development and follow this practice then I fear for your customers and you would be doing a service to the public to name your employer.
loomy wrote on Dec 27, 2015, 09:08:
I tried the new alpha. it is incredibly good within context. and not only that, but the rate of change is obviously growing. I predict this game will be impressing regular people in 1 year, and "done" in 2 years. the haters apparently have no merit because they've never seen a AAA public alpha... because there has never been one. they are comparing star citizen to a figment of their imaginations.
and for those criticizing the CEO for being bad at his own game: this too is normal. I didn't blink an eye. he acted a klutz, like every executive I've ever seen. they do not have time to play games. but your imaginations ran wild again, like your mouths.
jdreyer wrote on Dec 25, 2015, 14:08:
Given I could never get 2.0 load, maybe I'll have better luck with 2.1.
Kxmode wrote on Dec 25, 2015, 17:21:
Are we there yet?
Scheherazade wrote on Dec 26, 2015, 17:31:
...
FYI, in software dev. The latest non-daily release is labelled "stable".
It's convention to call it " stable", likely stemming from how 'at the time that they release it' its the most stable of the recent dailies.
However, the title "stable" is not a description of the software's actual stability or instability - it just means 'not a daily'.
This isn't a CIG thing, its a naming convention throughout software dev.
-scheherazade
Kxmode wrote on Dec 26, 2015, 17:56:Razumen wrote on Dec 26, 2015, 10:29:
Like DNF ever had a publicly playable version of its original version...get a grip man.
Well of course not. DNF wasn't a crowdfunded game.
Razumen wrote on Dec 26, 2015, 10:29:
Like DNF ever had a publicly playable version of its original version...get a grip man.
Win 7, 8GB RAM, Core i5 @ 3.5 GHz, GTX670*Points at the GTX670*
Kosumo wrote on Dec 26, 2015, 15:42:
Scheherazade, you contradict yourself just like how RSI does.
You say you can play 2.1 without crashes, you say it is more stable than 2.0, you then go on to say PTU is a snapshot and non-PTU (2.0) is stable. Then go on to explain that that is not always true.
That's all fine, but why then would they release it to a wider player base? YOLO is a dumb reason for anything.
By them opening it to a wider player base, and baiting them in with the mention of the Freelance, they are undermining them self's.
They even say how the PTU server are more restricted, yet here they are enticing more players to give it a try, hince, making those who would use it for bug hunting potential having to wait/miss out.
This is poor management.
As to the Star Marine issue, why then did they make the effort (which they clearly did, at some expense)?
So you don't see a need for Star Marine, well at some point Chris Roberts did - and I say that point was so that they could work on that aspect of the FPS gameplay, he was selling it up like a tactical squad shooter like SWAT or something.
I have only watched a few (maybe 90 mins total) videos of the 2.0 since it came out - I've been away working a lot - but I've yet to see any footage of people ingaging in any kind of FPS play that is anything like what Chris Roberts was talking about a year ago, in fact, I've seen no FPS shoot outs. At best I've seen a person shot their gun!
How are they going to develop their FPS gameplay if no one is testing it?
As to Arena Commander, did they use that to help refine the space fighting because from all I ever seen (it was like turrents in space, lame as) and read, very few people where happy with it and thing that people complained/disliked about it to CIG where not addressed. It was nothing more than a place where people could accutly use their internet spaceships, therefore helping to sell internet spaceships. Nothing more.
Razumen wrote on Dec 26, 2015, 10:29:
Like DNF ever had a publicly playable version of its original version...get a grip man.
harlock wrote on Dec 26, 2015, 05:25:Dagnamit wrote on Dec 25, 2015, 23:47:jdreyer wrote on Dec 25, 2015, 20:05:harlock wrote on Dec 25, 2015, 17:24:
with each passing month it becomes increasingly likely this will forever remain an attempt at a proof-of-concept tech demo
Hard to argue against that assertion.
it's almost as if they're in the middle of making a video game.
yeh, just like 3d Realms when they were in the middle of making Duke Nukem Forever
just like that