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Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

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  • [INFO] Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

    Comm-Link Transmission:
    https://robertsspaceindustries.com/c...en-12-Released

    Patch Notes Source:
    https://robertsspaceindustries.com/c...tizen-Alpha-12

    Star Citizen Patch 1.2

    Star Citizen Patch 1.2 and the Social Module have been released to live! This patch provides access to our first multiplayer planet side environment, ArcCorp’s Area18 landing zone, with all the scenic vistas our team has been hard at work on. This will also include our first iteration of our augmented reality system, emotes and chat system.

    Contents:

    Hangar
    Additions
    Balance/Tweaks
    Fixes
    Arena Commander
    Fixes
    Social Module
    Additions
    Hangar Module

    Additions:

    Gameplay

    The main elevator is now active for all pilot hangars and will allow access to our multiplayer ArcCorp module.
    For Selfland, Revel & York, and Aeroview Hangars, you can find the elevator through the double-doors directly behind your character when spawning into the central bay. Once inside, the elevator to ArcCorp is located on your right.
    For VFG Industrial Hangar, you can find the double-doors underneath the platform where your character spawns, across from any ship you currently have in the central bay. Once you’ve passed through the double doors, the elevator to ArcCorp is located on your right.
    During this testing phase of the social module and ArcCorp, characters will now appear in one of six random gear loadouts when they spawn into the Hangar. You can only swap between the six loadouts in the Hangar, via the “F6” key.
    The available loadouts are Marine Light, Medium, Heavy and Outlaw Light, Medium, Heavy.
    Whatever loadout a character is wearing when they travel to ArcCorp will be retained for the rest of that play session.

    User Interface
    The screenshot keybind has been moved to “Print Screen”. “F12” is now the toggle for the chat interface.
    Balance/Tweaks:

    Gameplay

    Transition animations for moving between standing, crouch and idle have received some minor improvement for a smoother and more realistic experience.
    Jump animations have received some minor improvements for a smoother experience.
    Fixes:

    Ships

    Fixed a collision issue with the Origin M50 Interceptor that allowed players to see into the ships cockpit from the outside and potentially become stuck.
    Fixed an issue with the Vanduul Glaive, where the hands of the pilot would not always connect properly with the ship handles and interior components when entering or exiting the ship.
    Fixed an issue with the beds in the Cutlass Black, where your character would teleport outside of the ship when trying to lay down in the starboard bed.

    Environment
    A number of collision issues that were allowing characters to clip out of the Revel & York hangar have been resolved.
    A number of collision issues that were allowing characters to clip out of the VFG Industrial Hangar have been resolved.

    User Interface
    Fixed an issue where graphics in the game options menu would occasionally overlap with each other.
    Arena Commander Module:

    Fixes:

    Gameplay

    Fixed an issue in Arena Commander where hosts were not always being removed from the Lobby when they left the match.
    Fixed an issue in Arena Commander where the host of a game would sometimes not be able to cancel their search due to matchmaking crashing.
    Fixed an issue in Arena Commander where players could be put into a broken lobby if the matchmaking service crashed while they were in a game.
    The HUD colors on the Avenger, Gladiator, Hornet (all variants) and Cutlass (all variants) have been updated to be consistent.
    Fixed an issue where the countermeasure interface on the Mustang HUD (all variants) would overlap with other UI elements.
    Fixed an issue where the Vanduul Glaive designated “Tank” at the end of Tutorial Chapter 6 would sometimes become immortal.
    Social Module

    Additions:

    Gameplay

    Our first multiplayer planet side environment, the ArcCorp Area 18 Landing Zone, is now available for testing.
    During this testing phase where players will have a shared ‘spawn’ location, player collision is disabled on ArcCorp.
    The first areas available to explore in ArcCorp include:
    ArcCorp Customs area.
    Medical Bay.
    JobWell, sponsored by the Trade and Development Division of ArcCorp.
    G~Loc Bar.
    Astro-Armada.
    Dumper’s Depot.
    Cubby Blast.
    Some areas of ArcCorp are not yet available during this initial launch. Some of those intentionally off-limits include:
    The Casaba Outlet.
    The Medical Bay Emergency Room.
    The ArcCorp landing pad.
    The elevator to the second floor of Astro-Armada.
    The firing range at Cubby Blast.
    You can return to your Hangar when you’re done exploring ArcCorp, via the transport elevator in ArcCorp customs that you originally arrived in. You can also leave via the “Return to Hanger” button in the game menu.
    Our first set of fully animated emotes are now available for players to use in ArcCorp and the Hangar.
    Emotes can be used in the chat UI by typing “/” followed by the emote. Some emotes also have multiple variations, which you can use by adding a number at the end of the emote command.
    Example: /cheer4
    The full list of available emotes and their variations can be viewed in the chat interface, via the “?” button.
    Augmented Reality is now available for players to test in ArcCorp. You can access this new functionality via the “F2” key.
    In this initial release, Augmented Reality will allow you to see character name plates as well as information on shop items in ArcCorp.
    Our chat interface has launched and is now available for players to use in both ArcCorp and the Hangar. You can bring up the chat interface via “F12”.
    Players can now chat in our first channel (designated Local at the moment).
    The chat channels are phased by instance. Each individual Hangar, ArcCorp Instance and Arena Commander Instance have their own chat channel.
    The Left Alt key + “G” allows you to orbit your camera, so you can view your character from multiple angles which is shared between the multiplayer ArcCorp and single player Hangar.
    Known Issues:

    Gameplay

    Character collision will sometimes disable within ArcCorp, particularly in and around customs.
    Character animations will sometimes desync between clients.
    Ships

    Characters will appear hanging outside of the bottom of the Gladiator if they enter the ship and sit down in the pilots seat, or if they die and respawn.
    When respawning in the Gladiator, the player will spawn inside the body of the ship.
    Character

    The “Heavy Outlaw” load out currently has a hole between the neck and chest armor.
    User Interface

    The chat interface cannot be resized at this time.
    Social Module elevator UI will incorrectly display “Connection Failed” instead of a “Server Full” message.
    Augmented Reality text will sometimes not display other characters names.
    Technical

    Clients can sometimes get stuck on a loading screen if they are connected to a instance that no longer exists.
    That's not blood, its soul juice.

  • #2
    Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

    Exciting! Updating now! Thanks for the tag OG.

    Current ARMA Development Project: No Current Project

    "An infantryman needs a leader to be the standard against which he can judge all soldiers."

    Friend of |TG| Chief

    Comment


    • #3
      Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

      Originally posted by Dimitrius View Post
      Exciting! Updating now! Thanks for the tag OG.
      Be forewarned, the update is a bit flaky. I've got a really solid uplink and I varied between 1~15 down on and off for an hour.
      That's not blood, its soul juice.

      Comment


      • #4
        Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

        Folks, don't forget to try the 'Augmented Reality' (F2) when in first person mode! I'll be in the bar.
        Last edited by ogmogul; 08-29-2015, 04:14 AM.
        That's not blood, its soul juice.

        Comment


        • #5
          Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

          When using the [Left Alt] + [G] combination to pan around your character in third person mode the camera response can get a bit wonky when trying to re-center the camera or just move in general. If you run into this simply return to first person mode [Insert] and then go back to third-person.
          That's not blood, its soul juice.

          Comment


          • #6
            Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

            Wow, this sort of came out of the blue without much fanfare. Or maybe this is what BeSiege was talking about?

            Updating now.
            "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



            Comment


            • #7
              Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

              when we get the chance, we should have a get together at the bar and make it a type of pod cast.



              Interested in listening to guitar playing and a good conversation, look for me on TS.

              "Hope is for the weak. I hope for nothing. I work for things. That is the only way for events to unfold." -Cleverbot

              Comment


              • #8
                Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                I'm going to dling this today/tonight and try to on for Sunday with you guys. This sounds awesome.
                sigpic


                Comment


                • #9
                  Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                  I'll try and run the update tonight. I've got a busy work weekend so I probably won't be able to play it until tomorrow or Monday night.

                  Nice, finally a explorable area. :D
                  |TG-18th| Acreo Aeneas
                  TG World of Tanks Clan Executive Officer
                  Former 9th & 13th

                  Pronounciation: Eh-Cree-Oh Ah-Nay-Ess
                  Still can't say it? Call me Acorn then. -.-





                  SSDs I Own: Kingston HyperX 3K (240 GB), Samsung 840 Pro (256 GB), Samsung 840 EVO (250 GB), Samsung 840 x 2 (120 GB), Plextor M5S (120 GB), OCZ Vertex (30 GB)

                  TG Primer and Rules

                  Comment


                  • #10
                    Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                    Well I have been trying since last night and I cannot join the new area. It times out after selecting A01 as my destination in the elevator. I get a code 9 every single time.

                    Not impressed. But I'm sure they will fix it.

                    Current ARMA Development Project: No Current Project

                    "An infantryman needs a leader to be the standard against which he can judge all soldiers."

                    Friend of |TG| Chief

                    Comment


                    • #11
                      Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                      Gonna DL tonight. Want to check out the new stuff

                      [unit][squadl][command2]

                      KnyghtMare ~You could always tell the person holding the gun to your head you would like to play on a different server...

                      Comment


                      • #12
                        Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                        Yeah, I'm sure most of you figured this out already, but it's another big DL, budget for several hours / overnight.
                        "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



                        Comment


                        • #13
                          Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                          Sweet! dl now, cya guys tomorrow.

                          Comment


                          • #14
                            Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                            New Social Element is RockStar . . . . not much to see or too many places to go but the graphics are insane and the effects are just as good.

                            Note the reflections in the water on the deck
                            Note the shadows across just about everywhere
                            Note the lights in the bar (how they cast and color the couches) . . . . when you see it you'll know.
                            random flybys
                            fans move
                            . . . . . ugh . . .just all of it.

                            Good teaser for what is to come . . . hopefully soon.

                            Solo

                            Comment


                            • #15
                              Re: Star Citizen Patch 1.2 (Social Module) Release Notes *LIVE*

                              Sweet!
                              sigpic


                              Dont be shy, add me on Steam by clicking the icon below.



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