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PostPosted: Wed May 28, 2014 4:17 pm 
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So WingMan's Hangar today (filmed yesterday) was still citing Thursday as the release date, so I think it's safe to make a thread dedicated to discussion, advice, and bragging about the dogfighting module now that it's gonna be in our hands...

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PostPosted: Wed May 28, 2014 4:21 pm 
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Patcher is loaded and waiting for download, gaming groups have been informed of my absence this weekend. I don't have a joystick for myself, but I'll deal.

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PostPosted: Wed May 28, 2014 4:49 pm 
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I've managed to limit myself to only one snarky forum comment on ship balance. I am intested in seeing if my joystick works in AC...as it didn't do much in the hangar.


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PostPosted: Wed May 28, 2014 4:59 pm 
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We've seen devs playing with joysticks. I'm sure they'll work -- the question is more likely of what range of joysticks have profiles preset, since the Forum Feedback answer in today's WMH suggested to me that keymapping came online after the 0.8 release branch and wasn't deemed high enough priority to risk trying to merge pre-launch.

Worst case is probably that basic movement axes work fine, and you've got a primary fire and maybe a secondary weapon fire on-stick for an unsupported joystick, and get to use the keyboard to supplement from there.

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PostPosted: Wed May 28, 2014 5:10 pm 
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I wonder if there will be a map of what keys are needed / pre set.


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PostPosted: Wed May 28, 2014 10:34 pm 
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Well, looks like I spoke too soon.

Chris Roberts wrote:
Greetings Citizens,

The team has been working around the clock for the past two weeks to polish gameplay and eliminate the bugs that would allow us to release Arena Commander V0.8. Today at 4:00 PM PST, I sat down with Star Citizen’s production leads for a ‘go/no-go’ meeting. We went around the virtual table, like a ground control team preparing to launch a rocket, and the decision was that we are not able to release Arena Commander tomorrow as there are too many blocking and critical issues outstanding.

Below you will find a list of the current bugs being tracked by the team. Game developers classify bugs based on their severity: blockers, critical, major, moderate and minor. The most serious of these, blockers, are bugs that completely prevent the game from working and from being in a releasable state. Unfortunately, as of tonight, there are still two blockers and half a dozen critical issues (which we would like to fix before launch.) Our biggest issue today is a newly developed DirectX crash which breaks the single player Vanduul Swarm mode every backer will be given access to.

It would be foolish to release an unstable build, even if pre-alpha for the sake of meeting an internal deadline. This is the power of the crowdfunding that made Star Citizen possible: a publisher would make us ship tomorrow regardless of the current build quality… but as you are all focused on quality rather than a financial return for shareholders we are able to take a few more days to deliver something that is stable.

I know that’s not the news you wanted to hear tonight. No-one would like to see the community get their hands on Arena Commander more than I would.

This is what can happen with an open development process, especially when we are sharing code and content long before one normally would in traditional development. But I don’t think you would want it any other way! The Star Citizen team feeds off of your incredible enthusiasm and your energy for the project… and we want more than anything to see what happens when you get into space.

In order to keep our backers as informed as possible, I’m asking the production team to provide DAILY updates for the community until Arena Commander V0.8 ships. This will be the raw stuff: lists of bugs and other information to tell you the current health of the build. You will see the same information I do, and you will be able to follow as we resolve each “blocker” preventing the build’s release.

I want you to know that we’re very close… just not close enough to launch tomorrow. Stay tuned!

— Chris Roberts

Arena Commander V.8 Bug List – May 28, 2014

Blockers
  • Vanduul Swarm – Display drivers can crash when Vanduul spawn or blow up
  • Lag in feedback and update of essential game events resulting in increasingly divergent multiplayer sync

Critical
  • Battle Royale (Crash) – While Flying (Shader)
  • Camera – After respawn character is stuck looking up
  • Vanduul Swarm (Crash) – Shortly after missile lock
  • All Maps – Occasionally, when first spawning into the maps lasers and ballistic fire is invisible but can be heard when firing – they eventually appear
  • Crash on exit after returning from DFM match
  • Character is unable to exit DFM Aurora bed if helmet is on
  • Gforce animations are not playing on the pilot in any of the ships
  • Character and parts of cockpit interior vanish while accelerating


I find it difficult to complain about being offered daily updates until they smash 8 outstanding bugs, though. That's definitely the transparency we were promised.

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PostPosted: Thu May 29, 2014 6:15 am 
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Transparency is wonderful, eventually you think 44 million dollars would allow you to meet a self imposed deadline.

I will give them credit though, I fully expected this announcement to come at about 9:30 tonight. I still would rather they put things out so people could start patching if they are "so close"

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PostPosted: Thu May 29, 2014 3:57 pm 
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No amount of money guarantees meeting a deadline. TESO cost 300 million to make and was still delayed till this year. People seem to have this idea that because game companies have a lot of money by their personal standards that games will therefore be on schedule and bug free. Given the complexities of making thousands of computers all play a game in sync, I find either of those ideas to be naive. MMOs should simply be assumed to be late and have at least some bugs as a matter of course.

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PostPosted: Thu May 29, 2014 7:48 pm 
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My point was their impotence is no longer surprising, and I think it would have had been better to have some something, no matter how terrible, rather than nothing. They could be just as up front about their lack of progress and said "here it is, play the single player modules at your own risk. Fixes are on the way." At the very least all of those smexy PBR textures could be on our system for when they get them running.

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PostPosted: Fri May 30, 2014 9:15 am 
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Normal part of the software dev lifecycle.

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PostPosted: Fri May 30, 2014 11:05 pm 
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So their update for today indicates they think they've taken care of all the show stopper bugs. They'll Q/A it over the weekend and review the status on Monday.

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PostPosted: Sat May 31, 2014 7:05 pm 
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Good that they're making a ful-court press on the worst bugs.

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PostPosted: Mon Jun 02, 2014 6:14 pm 
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Ben says it might be a good night to stay up. I'll keep the patcher on for him, but that's as far as I'm willing to go. Gonna hook my wii-u back up and play some Kart 8

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PostPosted: Mon Jun 02, 2014 8:03 pm 
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Key word there was "might."

The next "go/no-go" meeting is tomorrow morning. QA's working overnight to validate the current build that incorporates fixes for bugs found over the weekend.

My guess is they're working hard to get an AC release out in time to beat E3 press overload. Which would also put them in a good spot to have any new EVE: Valkyrie press demos get compared to AC as well as Elite: Dangerous' beta.

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PostPosted: Tue Jun 03, 2014 2:29 pm 
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Chat and the forums are hilarious.

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PostPosted: Tue Jun 03, 2014 4:00 pm 
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It is, on both sides. However 75% could be alleviated by a simple. "Hey guys were still sorting things out well get back to you in 2 hours/tomorrow/whenever

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PostPosted: Tue Jun 03, 2014 4:07 pm 
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Rorinthas wrote:
It is, on both sides. However 75% could be alleviated by a simple. "Hey guys were still sorting things out well get back to you in 2 hours/tomorrow/whenever

Because that didn't create ANY fallout when they did that last night... ;)

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PostPosted: Tue Jun 03, 2014 5:40 pm 
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Warning for pilots:

Ben Lesnick wrote:
Greetings Citizens,

One warning before we get started: the updated launched for Arena Commander will completely replace your Hangar Module's USER folder. This is where CryEngine saves screenshots by default... so if you have previous screenshots (or other saved data) that you want to preserve, please go ahead and move them now BEFORE patching to Arena Commander.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Jun 03, 2014 6:07 pm 
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hence 75%

Lets pretend you need to have your laptop fixed under warranty. I call you and say I'll be there between 9 and 12. Which of the following better shows that I have concerns for your needs as a customer.

A. I show up at 11:55 like nothing is wrong. I made the appointment right?

B. I call you at 10:30 saying "Hey I 'm sorry I just got out of a call in Findlay, that took me longer than I thought. My Gps says I'm 85 minutes away. Is that still going to work out for you Mr. Kaffis?

The result is the same, I'm getting it done when I can based on the reality of the situation. Stuff happens, we can all understand that. However how I communicate the reality of the situation often makes the difference in whether or not the customers I serve are happy.

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PostPosted: Tue Jun 03, 2014 6:27 pm 
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Fair enough. That Ben posted that warning makes me guess they got a Go at the meeting, though.

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PostPosted: Tue Jun 03, 2014 6:29 pm 
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Yes, probably. Just like I showed up at your house at 11:55 either way, barring a jackknifed tractor trailer in Sydney or something. :lol:

doesn't matter to me at this point. It will probably be late Saturday before I get to do any serious flying. I've got Here I Stand part two this weekend, and I have to figure out how to stop England from invading me, the Barbary Pirates from robbing me, and the Protestants from stealing my clout as Holy Roman Emperor. I'm hoping to convince France to go to War with England for me.

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PostPosted: Tue Jun 03, 2014 6:45 pm 
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Rorinthas wrote:
Yes, probably. Just like I showed up at your house at 11:55 either way, barring a jackknifed tractor trailer in Sydney or something. :lol:

doesn't matter to me at this point. It will probably be late Saturday before I get to do any serious flying. I've got Here I Stand part two this weekend, and I have to figure out how to stop England from invading me, the Barbary Pirates from robbing me, and the Protestants from stealing my clout as Holy Roman Emperor. I'm hoping to convince France to go to War with England for me.

Nice.

Yeah, I'm booked up tonight, tomorrow night, Friday night, all day Sunday and probably a significant part of Saturday if not the whole thing. So I might get to sit down and get a good block of quality time in on Monday or Tuesday. :P

Fortunately, part of that is because I'm working evenings to cover for our normal guy who's out. So I should be able to grab half an hour here or an hour there in the mornings.

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PostPosted: Wed Jun 04, 2014 5:58 am 
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And patching now!

We are very happy to finally share with you the first public build of Arena Commander!

The build we are releasing today is what we’re calling Version 0.8. You can download it by either updating your existing Hangar through the launcher or by accessing the Star Citizen Download page. V0.8 will give every qualified backer access to the Vanduul Swarm and Freeflight modes and includes the ability to fly the Aurora, 300i and Hornet. If you haven’t pledged for one of these ships, we’ll give you a loaner that is the closest in class to what you fly; we want everyone with Alpha access (or an Arena Commander pass) to get their first taste of spaceflight!

WARNING: the updated version of the Star Citizen launcher will replace the USER folder when it patches. If you have any saved screenshots or other content, please move them before downloading Arena Commander.

Arena Commander V0.8 also includes multiplayer functionality for the Battle Royale and Team modes. These modes will be available for a small number of players today. As we hunt down lag and synch issues and spin up servers, we will open these modes up to more and more players in the coming weeks.

Remember: V0.8 is just the beginning. It’s the start of a hard push for the development team as we head towards V0.9 and finally V1.0, at which point Arena Commander will be ‘feature complete’ with the modes, maps and options promised at PAX. By the time V1.0 drops, we aim for the entire community to have access to the multiplayer game modes!

As we move forward to Version 0.9, we will focus on adding the following improvements:
Improved client and multiplayer server stability
General performance optimizations and fixes for hardware specific issues discovered during community testing
Audio improvements with additional SFX, music, mix, and improvements to the dynamic music system
Improvements to the HUD to better differentiate the manufacturers, improve ITTS, and add mouse control functionality
Additional character animations to add immersion to the cockpit and resolve outstanding animation issues
Further flight model upgrades to better handle unique thruster power combinations and refine the control of each ship
Additional ship, weapon, item, and thruster tuning to improve the balance of Arena Commander based on community testing
New multiplayer game mode for public testing along with AI improvements and updates to Vanduul Swarm.
Hangar bug fixing along with enhanced visuals and animations.
Cockpit polish with improved damage effects and more dynamic lighting that responds to gameplay events and ship status.
Some additional weapons and items for use with Arena Commander.
Update player breathing sound effects and responses to incoming impulses and g-forces

Extras

I’m also excited to announce that we’ve created some special extras to go with Arena Commander. Click here to check out the Arena Commander manual, which teaches you how to play the game and gets you further into the Star Citizen ‘verse. There’s also a cool new trailer available below! And stay tuned: the manual and other content will be updated as the game evolves.



Testing Arena Commander

It’s been a longer wait than many of you would have liked, and the team and I share your impatience as we all wanted to have this in your hands a lot sooner. I can assure you though, it has not been from lack of effort or focus. A significant portion of our world-wide teams have been working around the clock to finish off the first set of features and get the build stabilized enough that we feel comfortable in releasing it to a wider testing pool.

I have heard the sentiment from portions of the community that indicate a desire to have the build in their hands sooner in order to help with testing efforts. The team and I appreciate the eagerness to help out, but I want to take a few minutes to explain why we have been following our present course.

Normally in game development you have staged testing. When you have a build that already has far more issues and instability than can be easily fixed, it’s inefficient to open it up for quality assurance testing as you consume a lot of extra management and team bandwidth sifting through the issues, many of which will already be known and be duplicates of previously reported issues, or issues the team just can’t get to because there are higher priority problems that have to be addressed first. Once the build becomes more stable and has most of the intended features in place, you then open it up to full QA to really hammer on it and find issues that aren’t immediately obvious or provide gameplay feedback now that the game isn’t crashing every five minutes.

Remember: you ARE our full QA department! Thus far, we’ve been testing Arena Commander with a team of seven dedicated QA testers (plus anyone else in the company with time to dogfight.) We’re releasing today because we feel the game is at a point where it’s stable enough to go out to a wider audience. That’s not because it’s done, but because it’s ready for testing on a bigger scale. There are still plenty of known issues we’re working and there are likely many you will discover that we haven’t seen yet. What you play today will crash, it will have slowdowns, installation issues and other problems.

You can help make sure we get this right by reporting your bugs on the forums. We’ve added two new bug reporting forums, one for the single player modes and one for multiplayer (visible only to users with access to those modes.) I’m including the list of known bugs at the bottom of this post so you know what we’re already tracking internally. These are the issues we know about but don’t consider big enough to block the release. We’re working to fix them right now, and then we need to know what you’re running into! Don’t just report crashes and animation errors, though; let us know in the general Arena Commander area what you think of the flight model, how you’d improve balance and so on. You’re helping to build this game!

Please post everything to the forums; the Customer Support team isn’t able to assist with Arena Commander bugs with you at this time (remember, this is pre-alpha!) We’re working on expanding this process, too: the team at Turbulent is building an external bug tracking system; in future builds, you’ll be able to submit bugs that will go right to the team instead of via the forums!



The Future of Open Development

Your part in testing Arena Commander is the heart of what I think makes the approach to how we are building Star Citizen so strong for the long term health and fun of the game. We are deliberately sharing the game at a much earlier stage than any traditional AAA game and also much earlier than a lot of other crowd funded games. We want to get aspects of the game, even if they only represent one facet, into the hands of the people who made this game possible in the first place. These builds are early enough that the feedback from people who love this genre so much they’ve been willing to put their money up way in advance of getting the finished product can be actioned on, allowing us to build a better, more stable game in the long run.

So I encourage you all to have patience and if there is something that you like or don’t like, voice your opinion on the forums. I can’t promise we will act on every comment but like all things with Star Citizen we actively listen to the community’s feedback, both positive and negative, and then act on the issues that resonate with us. You just don’t get this opportunity in the traditional publisher model when a Beta release is really a pre-release marketing ploy!

We are deliberately making our development process much more open and transparent. This is why we started the monthly reports from the numerous studios working on the game. There are now more than 250 people working on all aspects of the game of which Arena Commander is only one facet. The level of ambition with Star Citizen is unprecedented in the independent world and has only been made possible by your commitment and excitement. Not everything will go smoothly or on time, as a project of this size and complexity will always present unforeseen issues, which is why we have been endeavoring to share information with you that anyone in the traditional publishing model would not. The dates that we shared are a good example of this.

As soon as we had an internal target that we were hopeful of making, we shared it with you, with the caveat “if everything goes according to plan.” In ordinary development, such dates would never be shared with the public. Publishers take these dates from their teams and build in large lead times. And even then, unforeseen issues can still arise that cause further delays. But we view you, the community, as part of the team. We know how keen you are to get your hands on Arena Commander and so we’ve decided to share our current projections with you.

My question to you is: should we continue to do this? I’m given pause not by internal cricisim from frustrated backers who really just want to get into space (which we completely understand!) but by sensationalistic headlines that imply we’re not working hard or that the game is some sort of scam. I can assure you that the whole team is committed to making the best game possible, so it is disheartening when our attempts at transparency are used against us to paint a negative picture of this amazing project.

Since we’re a community driven game, I’m going to leave it up to you whether you want the same level of visibility with regards to dates (knowing that they are estimates and are subject to change) or would rather just be given hard, long-term dates like a publisher. If you choose the former, we’ll just have to put the word “TENTATIVE” in caps for the benefit of everyone that doesn’t follow the project as closely as all you. You can vote to decide in the poll below!



Take Off!

I hope you all enjoy Arena Commander V0.8. I’m very proud of what the team has achieved with all of their hard work. Despite being pre-alpha and a build that’s earlier than anything I’ve ever shared with the public before, I think it looks spectacular and that it’s a great foundation to build on. There will be many updates over the coming months adding features and content — We’re going to be adding in all the ships you pledged for… and plenty you haven’t seen yet. There will be new game modes, environments and equipment. We’re going to work on performance, stability and improve the technology: the loading screens you see today won’t be present in the finished game!

For now, though, enjoy your first taste of space combat in Star Citizen’s developing world; I look forward to hearing your feedback.

Together we will follow our collective dream: to build the BDSSE!

— Chris Roberts


There was a tiny launcher patch, then restart the launcher, then 3 patches after a EULA update. The first of those 3 was quite small, the second one looks to be about 10 gigs. It's estimating an hour and a half.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed Jun 04, 2014 8:23 am 
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Download speed was all over the place, so it just now finished up patch 2 and is applying the 12 GB second patch.

I heard that the initial launch wasn't properly patching in the maps, so my guess is those comprise the final patch. No clue how big that one'll be. I need to leave for work in an hour and twenty minutes.

Oh, and in case the link got buried in the quoted text, be sure to check out the Arena Commander Manual, which includes an overview of HUD elements and functionality, the keymappings (since customizeable keymappings just missed the branch deadline a few weeks ago), ship loadout information, and an amusing fluff introduction, all written in-character as an in-universe manual.

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PostPosted: Wed Jun 04, 2014 8:34 am 
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Final patch was quick. Gonna go fly me a 300i!

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