Around the Verse

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[Video] Crossout Update 0.9.0.: Firestarters

New parts and crafts are already waiting for all those players with level 10 of Lunatics reputation. The update also includes changes in gamemodes and some pinpoint corrections. Let’s get to it!

Discuss it here!

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Crossout 0.9.0 Firestarters

Survivors! Pyromaniacs and those who want more insanity! Firestarters came to the Wastelands!

New faction ‘Firestarters’

Joining the ‘Firestarters’ faction becomes possible after reaching level 10 with the ‘Lunatics’ faction.

 

When Khan began to unite the numerous gangs, he faced the problem of ideological unity among the half-crazed raiders. He had to find something that everyone would fear more than death. Instead of inventing something new, he turned to witches, sorcerers and other psychics already existing in the mass consciousness (and newly appeared in wastelands after the disaster).

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[News] Wild Fire

We offer all survivors to look at the 3D model of the unique armored car ‘Wild Fire’!

Once upon a time, Red Hot had a name that was not so terrible, he performed in a fire show and was the most enthusiastic artist in his group. But the all-consuming passion for fire and carelessness cost him his career, and his partner's life. After this incident, he vowed never to handle fire again.

But after the disaster everything started spinning like poi at a show. The ability to deftly and effectively manage the fire element gained Red Hot respect among Lunatics. And soon he was promoted to a Firestarter. He changed his name and image to Red Hot, put on frightening war paint and sat behind the wheel of an insane craft, which he found on the set of some B-movie. Now he loves to saw and burn all those who are disliked by Pyrolators, and he tries not try to remember the broken oath and the old friend.

The basis of the armored car is the Cerberus cabin. Equipped with a built-in drill, it literally bites into the enemy, leaving little chance for survival.  The main weapons of the cabin are two single-shot shotguns ‘Junkbow’, that can immobilize slower enemies with a single projectile. And two maneuverable augers not only turn ‘Wild Fire’ into a dangerous all-terrain vehicle, but also can deal serious damage.

The pack also includes unique paint: ‘Fire Salamander’ of legendary rarity, a sticker ‘Capricorn’, as well as a unique hero portrait ‘Red Hot’. 

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Loremaker's Guide to the Galaxy

Loremaker's Guide to the Galaxy

Posted:2 years ago

transmission

Loremaker's Guide to the Galaxy

Posted:2 years ago

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Anti-Cheat Update Delayed, ReShade Blocked

PC players,

As announced, the new anti-cheat solution that was to be applied today has been delayed.

However, BattlEye, a part of our anti-cheat solution, has blocked ReShade. For you to run the game, you must uninstall ReShade. If the game files are already damaged, you must also reinstall the game.

ReShade not only behaves like a cheat program but can also be used for cheating, and must therefore be blocked. Please be advised that this is a permanent block.

Thank you.

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This Week in Star Citizen

Greetings Citizens,

Right before the weekend, we updated the Live servers to Alpha 3.0.1. You can read the full patch notes here. Thank you to everyone who logged in this weekend to help provide feedback on the Issue Council and Spectrum.

With that, let’s see what’s going on this week:

Monday: This week on Calling All Devs, we discuss the the golf ball bug, the Redeemer and the future of mission giver Tessa Bannister. You can watch the episode here.

Tuesday: The Lore Team explores the Kellog System in an all new Loremaker’s Guide to the Galaxy. All Lore content is released on Tuesdays with something different every week, so make sure to check out the 2018 Lore Release Schedule here.

Thursday: Around the Verse dives deep into weapon balance this week. Get all the latest info on ship weapons and how the team designs them.

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Calling All Devs

© 2018 Cloud Imperium Games Corp. & Roberts Space Industries Corp. & Cloud Imperium Games UK, Ltd. and Roberts Space Industries International, Ltd.
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Anti-Cheat Update - 06.02.18

Hello everyone,

 

As already mentioned in our dev blog, we will be deploying an anti-cheat update tomorrow. The update will go live at Feb 5 6PM PST / Feb 6 3AM CET / 11AM KST and there will be no downtime for the servers. 

 

The new anti-cheat feature will block different helper programs that alter the graphics or aid in gameplay in some way. What these programs have in common is that they all hook into our game and transform game files. Programs that are not used to gain an unfair advantage can also be blocked if they behave like cheats. 

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[News] Game event "Pyromania’ extended!

Survivors!

We are glad to inform you that the game event ‘Pyromania’ has been extended. Now you have the opportunity to try out new parts of the Firestarters until the 7th of February inclusive. It also means that Odegon and her elite troops will arrive in the Wasteland very soon — stay tuned!

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Reverse the Verse LIVE

© 2018 Cloud Imperium Games Corp. & Roberts Space Industries Corp. & Cloud Imperium Games UK, Ltd. and Roberts Space Industries International, Ltd.
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Anti-Cheat Update

Players,We would like to update you regarding our anti-cheat measures. 

As stated in our Rules of Conduct, "Play Fair and Respect Other Players" is a principle around which our game is built. To get the full Battle Royale experience, all 100 players must play fair. This is why we have been following the above principle of fair play and respect for others since the first pre-alpha test in July 2016. 

As you drop out of the airplane and the intense journey to become the last survivor begins, the last thing a player wants to see is a cheater. We deeply sympathize with the inconvenience that our players are experiencing due to cheat programs and we are doing our best to fight those who create, distribute and use cheats. Our top goal is to create an environment that facilitates smooth and unhindered enjoyment of all the aspects of PUBG.

To this end, we have established a dedicated team to focus on combating cheat programs and since our launch on early access we have been committed to detecting and preventing such programs. As part of that effort, we have developed a new anti-cheat solution internally. We will be introducing an early version of the solution on our live servers next week (this is the solution that is currently being tested on our test servers). This solution will complement the systems that have been developed and implemented already. Its main focus for now is blocking unauthorized programs but it will be further developed to broaden the scope of its abilities. 

This feature will also block different helper programs that alter the graphics or aid in gameplay in some way. What these programs have in common is that they all hook into our game and transform game files. Programs that are not used to gain an unfair advantage can also be blocked if they behave like cheats. 

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[Video] The Garage: Episode 31

Hello survivors! Welcome to the 31st episode of the Garage, the Wasteland’s premier destination for know-hows about everything!

Watch in this episode:

Faction - new info about the Firestarters and their parts; Weaponry - Update 0.9.0 - main changes; And the traditional answers to your questions!

Subscribe to the channel and hit that bell icon never to miss another one of our videos ever again. See it first, straight from the devs themselves.

Buckle up, fellas, it’s go time!

Discuss it here!

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[Weekend Special] + 25% when buying in-game coins!

Survivors! 

Very little time is left before the advent of the Firestarters in the Wasteland! It's time to improve your armored cars as much as possible and prepare for the heated battles in the Wasteland!

This weekend, when buying in-game coins in the official Gaijin store you will get an additional 25% bonus! 

Attention! This special applies only to PC - version of Crossout and only to packs of game coins purchased in the Gaijin store!

On February 2, 3, 4 and 5, the bonus to purchased coins will be at 25%.

The event will be available from 12:00 GMT on February 2 to 6:00 GMT on February 5

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Monthly Studio Report: January 2018

ENGINEERING After the hectic run in to the holidays, this month allowed the team time to do some much needed housekeeping and organization. They spent a lot of effort working on performance optimizations to help improve the player’s experience. There isn’t one magic bullet to resolve this, rather lots of small improvements that will add up to a bigger improvement. Some of that is moving more code over from the old update functions, which run on the main thread, to the batched update model allowing them to use all the threads. Another improvement they made was reducing the work the animation system does by finding all the areas where a character’s skeleton is updated unnecessarily.

The team made progress on object container streaming, which allows large areas of the game like a planet or space station to load in the background as the player approaches it. This will help performance, decrease load times, and reduce the amount of memory required to run the game. One of the major challenges is making all the existing entity components able to initialize in a background thread safely. The process involves taking a lot of legacy code and converting it over, and there’s a lot of legacy components. It also means finally removing all Lua from the game and converting it into C++.

The Engineering Team has also been doing a pass on the usables, and especially how they get set up by the designers/artists/animators. After implementing a large number of them, they’ve targeted several areas where the implementation can be improved and easier to debug when things go wrong. It will also make them more modular. They can even take some of the functionality outside of the usable tech to use in other areas of the game.

GRAPHICS This month, the Graphics Team worked through fixes for issues that came to light during the release of 3.0 and the Squadron 42 Vertical Slice. Many of these fixes related to the render-to-texture system, which is heavily used for the UI. These fixes should improve the resolution and anti-aliasing. The other major push was to improve render profiling and video memory tools to assist the Art and Graphics team to help optimize the game. Their main focus has been ensuring they can report a variety of statistics that are specific to each development team, for example, the number of polygons used for characters or the total texture memory used by the prop team. This helps the large and dispersed Art Teams understand how they’re affecting performance and therefore aid in improving it. They also did some optimization work, and made a big improvement to the ‘depth-pass’ algorithm. Now, each frame applies a heuristic to every mesh to determine which will make the best ‘occluders’ that can be rendered first to obscure any other meshes to reduce ‘overdraw’ (the process of re-rendering the same pixel multiple times).

In parallel to the UI fixes and optimization, the team has been doing R&D work on several new shaders, which they’re about to start full production on in February. These new shaders will help unify and simplify the art-workflow across various teams, allow more dynamic shaders that can correctly react to different environmental conditions (dirt, sand, mud), and apply wear/tear consistently between asset types with convincing visuals. These shaders will also enable several new features for the art team that should result in more interesting visuals on large man-made structures and more physically based blending of many materials on natural/organic assets.

UI January allowed the UI Team time to step back and assess what was achieved at the end of last year. MFD/Visor displays are a feature that needs additional work to bring them to the quality level the game strives for. The UI Visual Team has been set up to work closely with the Graphics Team in order to polish this feature for 3.1.

The team is also heavily focused on the PMA/VMA apps. With the release of the two apps in 3.0, they have been able to gather both internal and external feedback in order to ensure they are heading in the correct direction. A sprint team has been set up with the initial focus on bugfxing the VMA to ensure its functionality before additional features are implemented.

SHIPS The Ship team pushed forward on a number of ships that are slated to be in the 3.1 patch including the Reclaimer and Razor as well as ones slated for future releases like the Hammerhead, vicious Vanduul Blade fighter and Origin’s luxurious 600i. Artists worked to lock down the interior and exterior layouts and begin to work out the various materials needed to bring the ships to life. It’s not only new ships on the docket, some of the classics are in the process of being updated to the current ship spec, one of which, the Aegis Avenger, was prominently featured in last year’s Vertical Slice preview. VFX The Anvil Terrapin is the first ship of the year to get the VFX treatment, as they prepare it for flight ready status. They’re working on effects for thrusters, damage and a deathmask that’s using some new debris assets.

On the weapons front, the Gemini R97 ballistic shotgun had its VFX first Pass, including muzzle, tracer and impact effects. There’s also been a heavy focus on planning and schedules for the year ahead, and making sure the VFX tasks are aligned with everyone else’s.

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Around the Verse

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[Video] Crossout Show 20 - Combat Evacuator

Riders of the Apocalypse! We welcome you under the dome of Youtube, to our new weekly Show, made so that you - the Waste’s best mechanics and riders can win the Prize! New episodes every Friday! Anyone willing to submit a video, must send a letter to This email address is being protected from spambots. You need JavaScript enabled to view it. containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize should your video win!

Start your engines, people, it’s go time!

In this episode:

Discuss it here!

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[News] Crossout calendar - February

Hello, faithful listeners!

Can you remember when in the last days of 2047 we obtained several copies of the Niko Pinelli calendar, one of the largest suppliers of tyres in the wasteland? Then we showed you only the first one for January. It was the good calendar. Our radio mechanic, Ancient Mike, looked at it for four hours admired the quality of the print and the composition. Before the disaster he worked in the printing house so he understands something about this. We decided that we didn’t want to spend all this beauty at once but we will gladden our listeners with new pages every month. The February copy is already hanging on the doors of our studio, come and admire it!

You can download the festive calendar for February on the game’s official website in the “Wallpapers” section.

Discuss it here!

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Subscriber's Town Hall

© 2018 Cloud Imperium Games Corp. & Roberts Space Industries Corp. & Cloud Imperium Games UK, Ltd. and Roberts Space Industries International, Ltd.
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Bugsmashers!

Bugsmashers! - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42 {/for} {if ($length - $digit) % 3 == 1 && $digit != $length-1}

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Latest Article Comments

tynmanz Monthly Studio Report: May 2017
11 June 2017
I don't think they should continue to put features into it. They can add them later.

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