Star Citizen Adds Persistence

A new alpha patch arrived Saturday in Star Citizen, updating the space-based everything to all people game to version 3.18. As noted, this update is called "Lasting Memories," as it adds Persistent Entity Streaming (PES) promising "real, universal persistence." Word is: "With this new tech, all physical objects moved or placed by players will be dynamically tracked on the server they were moved on and remain in their new locations." So the good news is this is further progress towards the game's ambitions. The bad news is familiar, and also relates to persistence. The crowdfunded game is now on year 11 of what was originally planned as a two-year development cycle and it's not in beta yet. Here's the Lasting Legacies Trailer and here's more:
Cloud Imperium Games (CIG) today announced the release of the Star Citizen – Alpha 3.18: Lasting Legacies update. Available now, Lasting Legacies marks a giant technical leap forward on Star Citizen’s journey to deliver real, universal persistence with the addition of Persistent Entity Streaming (PES). With this new tech, all physical objects moved or placed by players will be dynamically tracked on the server they were moved on and remain in their new locations. Players can now leave their mark for other players to find or encounter the aftermath of other players’ actions when they log in, creating one of the most immersive and “lived-in” experiences ever seen in games. PES represents the largest significant technical update in the game’s history and is a critical addition in laying the foundation for full in-game persistence and Server Meshing that will unlock a new level of immersion in the ‘verse.
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Re: Star Citizen Adds Persistence
Mar 14, 2023, 06:36
42.
Re: Star Citizen Adds Persistence Mar 14, 2023, 06:36
Mar 14, 2023, 06:36
 
RogueSix wrote on Mar 14, 2023, 04:29:
VaranDragon wrote on Mar 14, 2023, 03:39:
Verno wrote on Mar 13, 2023, 15:36:
I think most people would be fine with just getting Squadron 42.


I mean SQ42 should have been like 100 times easier to make than this clusterfuck of a scummy\scammy multiplayer alpha, and yet....where is it? How many years has it been in development now?

Year no. 12 and counting .

And the reports they are sending out are pretty amusing. Here is some snippets from the latest one (March 2nd).

AI (Content)

Following on from their recent work of enabling characters to drink in usables, the AI Content team began setting characters up to use the mobiGlas at a variety of seats and tables.
“This is actually simpler than drinking and allowed us to get some great results in a short space of time.” AI Content
They also completed a large amount of animation polish, including a medic inspecting a patient, exiting beds from different directions and heights, and sitting on the floor feeling sick.

^ Hopefully with physically accurate puking!

AI (Features)

Last month, the AI Features team finished work on a non-Humanoid creature AI. This involved increasing the range of animations that the creature can use, including a slow walk that allows the creature to stalk its prey, and look-poses that allow the creature to turn its head to face the target.

^ Yay, the all important DEATH STARE of the space squirrel has been officially confirmed here!

AI (Tech)

AI Tech began February by completing the NPC Transit feature, which manages elevators and trains. Now, NPCs will understand if a transit carriage is present at their location and whether they can move directly inside, if they need to wait, or if they should press a button to call it. They will also understand when they’ve arrived at their destination and will move outside. While in the carriage, NPCs will look for a usable and idle there until they reach their destination.
[...]
The team then allocated time to improving NPC trolley usage, ensuring that NPCs can use elevators and move trolleys with them if the behavior requests it. To achieve this, they had to write new and update existing behaviors and fix bugs related to path-following while pushing a trolley.
[...]
The team also finished the base skeleton for ‘boids’ (bird-oid objects), which will enable groups of small creatures like birds, fish, and rats. This required them to implement new components, including a system that allows designers to write rules and constraints related to spawning and movement, which were exposed to DataForge for easy access.

^ Very important stuff all around. Who did not pledge for a Squadron 42 with birds, fishies and rats?

Animation

Throughout February, the SQ42 Animation team worked on various features, including their first creature enemy, Vanduul searching actions and threatens, ammo looting, and AI healing. They also worked on pro-style takedowns based on the recent unskilled versions; some design changes were made and responses to failed attacks were blocked out.
Background AI was developed for sick characters, medical wards, and emergency exits from object use.
[...]
Various mo-cap data was captured, including a crowd watching a fight, numerous walk styles, use of hygiene cubicles, movement and stacking boxes, security weapon racks, and improved threat reactions for civilians.
The Facial Animation team worked on lines for enemies in Aciedo and captured facial forms and locomotion performances for injured and sick characters.

^ Well, the Vanduul are only the most important enemy race akin to the Kilrathi in Wing Commander and 12 years later the Animation team has gotten around to working on the first one of these critters. If that is not impressive then I really do not know what is!

Narrative

A bulk of Narrative’s month was spent preparing for an upcoming mo-cap shoot. This included meeting with various stakeholders to review the content and ensure that the script reflects the latest changes, outline any potential lines they’d like to capture, and go through the casting process.
The team is also planning to use this shoot to start capturing scripts for some of the background characters (codenamed Redshirts) who will be used to populate larger spaces. These characters will utilize dynamic conversation tech along with an array of wildlines to act in a variety of careers. Narrative are aiming to capture a few of these line sets in every shoot to slowly build up numbers as opposed to scheduling them all into a single shoot. They’ll also capture additional combat sets for some of the campaign’s enemies.
Narrative continued meeting with the Design teams to walk through the latest level iterations. This is to assess if any additional content is required to support gameplay, provide guidance, or embellish the tone and flavor of the moment.
Otherwise, the team kicked off outlining the various collectibles that will be scattered throughout the game. Now that the types of collectibles have been decided, Narrative can start outlining each one so the Props team can start creating assets.

^ Yep, sure, 12 years in and let's do some more mo-cap because the much advertised sessions in 2015 with Gary Oldman, Mark Hamill, Andy Serkis and crew were not enough. The mo-capped stuff will probably also be converted to usable game assets in no time given CIG's track record.
It also sounds great that in 2023 they ALREADY want to ASSESS if any additional content may be required. I really appreciate this forward-thinking approach. Awesome.

Rofl.... Rotfl

At this point Gary Oldman, Mark Hammill (and maybe even Andy Serskis) will be dead and buried by the time they "release" this "game"...
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