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Found 40 results

  1. Started a Thread for Hangers 2.0 and we already have Ship threads - but we are now getting more and more work done on the characters themselves so I also wanted to start a thread for Characters 2.0. Please post images of RSI characters, personal weapons, armor, etc... including any special outfits you may get down the road (like environmental coats, EVA suits, etc...). We will be getting images, videos, Dev posts, etc... about the WIP that CIG is now starting to reveal on Characters (FPS). We can use this thread to collate all new WIP items about Characters (FPS) like these sister (archive) threads: We currently don't have many images to go with - but post what you have found from Jump Point or other RSI sources. We just got an image from Sandi on the Female Character - so wanted to post that: Female Character: Male Character: Character Weapons: And the Fan created Vanduul Knife from Operation Pitchfork (will be created in Star Citizen):
  2. If you haven't seen it yet, (I believe) this is the first FPS mission that has been put into the game. I recorded it as CIG wanted feedback on the mission, the AI, and Kareah, but I thought I'd share it here in case you haven't seen it yet. AI behavior leaves a lot to be desired, but it's a step in the right direction.
  3. When the game goes live, I foresee myself eventually settling down on a planet that I fall in love with during my exploration, in an attempt to establish the Rally Point Bar. It will feature a companion fiction, and will hopefully turn into something quite spectacular as I improve my cinematography. While thinking of various settings for my stories to take place in, I thought of a new type of ship to fulfill an as-yet empty niche; other than building outposts with a Pioneer, there is no way to quickly deploy ground fortifications. Rather than build a static defensive structure, mobile forces would need to pack up and move while maintaining their ability to defend themselves for attack. The Anvil Aerospace "Rampart" will fulfill the role of "mobile ground fortification" in a number of unique ways. I am no artist, so I can't provide a visual representation but I will do my best to describe it. The Rampart has two flight modes- SCM and HOV. SCM speed is used to transport the Rampart, and in this mode has limited defenses. Once it gets near the ground, it can deploy into HOV mode which deploys AI-controlled turrets along its flanks and belly. Provided the ground under it can support it, the Rampart can anchor itself with landing gear. With its engines disabled, the Rampart can shunt power into the weapons and shields to better support troops on the ground. When it's anchored to the ground, it acts like a small and feature-light outpost. Up to 16 soldiers can sleep in its barracks, though the ship only has eight manned seats- one for each turret, plus the pilot and co-pilot. This would be sufficient to serve as a homebase for small player groups, and allow for larger orgs to maintain squad cohesion. I see it as a merger between a Terrapin and a Hammerhead- A rugged and durable zone of exclusion. Hostile infantry won't be able to penetrate its starship-grade shield with small arms, and the small turret size will allow it to slaughter light vehicles that encroach too close. It is countered by anything that would counter other structures- siege scenarios where the shields are pounded from afar. The Rampart will not be able to fend off air attacks easily, meaning fighter escort and clever placement is essential. Just some brain candy that I thought I'd share. I think we all have things we would love to see in-game, even if the chances are less than zero. Tl;dr is that the Rampart would be a cost-effective way for groups of players to get a first home base, or larger orgs to have well-defended ground squad housing. In HOV mode, it can travel with ground forces at slower speeds to provide fire support.
  4. Great watch and explains/answers a lot of questions. Is Star Citizen 3.0 Server Capped - "Why I get playable frames... and others don't" - #nobullshit
  5. Star Citizen Alpha 2.6 Emails have been sent out to 'public' first wave ptu participators. You are as of now able to copy your account and start patching. Video by me: Video by Hasgaha: Also, if you're on the PTU and want to try out spectrum org functions, join our 'fake' ptu org (or just create your own): https://ptu.cloudimperiumgames.com/orgs/IMPERIUM/ Visit spectrum here: https://ptu.cloudimperiumgames.com/spectrum Patch notes Full 2.6.0 patch notes 2.6.0i (current build) 2.6.0i - 488815 is now open to Wave 1 Testers & RSI Subscribers! Patch Notes PTU Site https://ptu.cloudimperiumgames.com/comm-link//15644-Star-Citizen-Alpha-260i Spectrum https://ptu.cloudimperiumgames.com/spectrum/community/SC/forum/1/thread/star-citizen-alpha-2-6-0i Feedback We will be collecting feedback from dedicated feedback posts on the PTU Website. Please be sure to use the correct section of the PTU Issue-Council. Star Citizen https://ptu.cloudimperiumgames.com/community/issue-council/star-citizen Star Marine https://ptu.cloudimperiumgames.com/community/issue-council/star-marine For the duration of this PTU we will be using Spectrum and not Discord for our communications https://ptu.cloudimperiumgames.com/spectrum/ Screenshot album from me:
  6. Anyone want to make a real go at season 3? I'll prob be around gold with the skill rank changes. Season starts december 1 afaik.
  7. PC Gamer gives a brief overview of their experience with Star Citizen during the free flight period. Starts at 00:14:36 (If my direct link didn't work).
  8. Impulze

    Comp CSGO

    Hello SCB, I am new here an was wondering if anyone played Comp CSGO. I was ranked SMFC before taking a break and now ranked LE. Looking to get back in Comp play until SC is released. I have played in a couple of seasons of ESEA-O and Cevo-O, and I have played in LANs vs Pro and semi pro teams (most well known was Winterfox). So if you are interested please message me I would like to get a 5man and run some 10mans with people from this org.
  9. I have found using the keyboard for EVAing a bit difficult because it is hard to strafe in a lot of directions. I want to eva strafe like I dogfighting in fighter. With https://www.reddit.com/user/DJChosen help from reddit, I was able to get my pedals to control two eva strafe axis. You can't directly keybind a joystick to EVA movement even using xml files. How to do this: You go to http://www.x360ce.com/ and download it for 64-bit games. http://www.x360ce.com/Files/x360ce_x64.zip. Extract the file, It will go through and create a controller for each joystick (windows game controller). New Device Detected should pop up and just hit next. I have mfg crosswinds that come up as Controller 1. I have bound strafe up/down and left/right to the left thumb stick see image. I have strafe left/right bound to twist on my pedals/ My toe breaks are one axis using MFG's software. My right toe brake strafes up, and my left toe brake strafes down. Next, you go to the 2nd row/ advanced button, device section, and device sub type. Set Device to Gamepad. Next go to game settings in the 1st row. Make sure you have 64-bit v 9.1 and 64-bit v 1.3 as XInput Files and the details of the image are the same. Then copy the .dll files to the right game directory. C:\Program Files\Cloud Imperium Games\StarCitizen\Public\Bin64 You will then need to use an xml keybind. This makes the gamepad left thumb stick the right strafe axis and clears out some of the commands that are normally bound to the left thumb stick. https://dl.dropboxusercontent.com/u/59132661/SC/EVA Pedals/EVA_Pedal_Rebind_2.5.xml Image below is most of the xml commands Put the xml file in this directory C:\Program Files\Cloud Imperium Games\StarCitizen\Public\USER\Controls\Mappings In Star Citizen open the console (~) and type pp_rebindkeys eva_pedal_rebind_2.5.xml Negatives: In the end, you can't use a gamepad with this setup. I am sure there is a way to do it and be able to use your gamepad probably. I you find out how to do that then put it below. heads up to FPS guys @Sir_Belial, @Core Military and dogfighters (have pedals) @Nazerath, @Doopsums, @XLB, @Space-Moose, @Hlao, @Vaderhexagon Content Creators @TheNOOBIFIER1337
  10. There’s no better way to showcase our improved Vision Stabilization system than to head into Port Olisar and cause some chaos. With plenty of aiming, shooting, and handling of weapons, this 60 frames per second video highlights just one of the many great features we’re currently working on. https://robertsspaceindustries.com/comm-link/transmission/15511-Sneak-Peek
  11. just wanted to share this, while i was surfing the internet i came across this movie "hardcore henry" (i watched the cam version) it's theam is a fps shooter and surpriseingly i found it to be a very enjoyable movie,,, if you happen to like fps shooter games (also action, lots of that too) as the reviews are mixed i've found from skiming over them here is the trailer
  12. Schatten

    War of Rights

    War of Rights is a crowd funded FPS in the American Civil War and looks pretty gorgious. You can check it out here: https://warofrights.com/ FAQ Q: What is War of Rights? A: War of Rights is a large-scale online authentic civil war first person experience featuring massive battles, a chain of command system, regiments and an extraordinary historical attention to detail. Q: The civil war had a massive front line. What can we expect to experience in War of Rights? A: At this current moment in development, we are creating four maps: Harper’s Ferry, South Mountain, Antietam and Shepherdstown. They are to represent our first campaign, the Maryland campaign of 1862. We are planning to add additional campaigns at a later stage. Q: When will War of Rights be available to play? A: The first version of our smaller scaled engagements titled Skirmishes. This version will only available as a reward for Kickstarter backers. Q: What game engine will War of Rights be running on? A: War of Rights runs on Crytek’s powerful CRYENGINE. Q: Which gaming systems will be able to run War of Rights? A: We are exclusively developing War of Rights for the Windows PC platform at this point. Q: Will there be AI soldiers in War of Rights A: At this stage in development, we have no plans of adding AI soldiers to War of Rights. Q: What are the hardware requirements to be able to run War of Rights? A: We are too early in the development process to estimate hardware requirements at this stage. Q: I heard War of Rights would feature massive online battles. How many players will be able to play on a single server? A: We cannot give an exact number at this point, but the end goal is “several hundred”. Q: How can I support War of Rights the most? A: Spread the word! We have a relatively small community at this point – we would love to expand that. You can join the community at our forum here: http://warofrightsforum.com/. As stated above, War of Rights is currently without any other form of funding than the goodwill of the community. If you would like to support us with money, you can back the game here: KICKSTARTER. Q: Where can I keep up to date on the development news of War of Rights? A: You can follow us at indieDB here: http://www.indiedb.com/games/war-of-rights. You can also like us on facebook here: https://www.facebook.com/WarOfRights?ref=bookmarks. And subscribe to us on youtube at https://www.youtube.com/channel/UCA1QYzsuDBilAxa6IDougDA.
  13. This is a video I threw together with some footage captured Between myself and space-moose. I am not pro at video editing. Managed to get a few people to FPS with us. The POV switches back and forth. Enjoy.
  14. Assets taken off ArtStation for Star Citizen's "Gold Horizon" FPS level. The Artist is listed as located in Denver and a freelance artist so I am not sure if he was working for Illfonic at the time he did this work. Robotic Arm (4 pics) - https://www.artstation.com/artwork/zQarw Portable Light (2 pics) https://www.artstation.com/artwork/AQAoX AC Fan (3 pics) https://www.artstation.com/artwork/BwAq9 Unrelated 5-month old Video showing off Gold Horizon lighting and the portable light asset. https://www.artstation.com/artwork/vbQaE
  15. This is what happens when you touch my shit in Star Citizen. Just DON'T DO IT!
  16. Trusted Protection. Dependable Professionals. Corporate Webpage RSI Organization Page History PALADIN is a leading interstellar security and transportation company with project experience in over 30 star systems. We have a galaxy wide client-base comprised of both government and corporate sectors. We are also a major security provider to the United Earth Empire government. From PALADIN headquarters in [REDACTED] we are able to reach clients throughout the galaxy, from the many UEE systems to the fringe systems in more dangerous, unsecure space. Our clients benefit from the extensive capabilities of our personnel, built up through careers in the UEE Navy and Marines. PALADIN was established as a UEE government security provider by UEE Navy veteran Jason “Paladin” Targus in 2944. This was the year PALADIN was awarded a primary contract with the UEE Navy to support military security operations in hostile systems by providing experienced pilots along with capable ships to protect government supply convoys and by providing assistance in protecting commercial shipping routes. The definition and requirements of security are ever changing. In recent years, we have grown a successful security service in support of the mining industry, focused on providing protection for gas and mineral extraction companies in the more dangerous fringe systems. PALADIN now provides a wide breadth of services to the government and commercial sectors, to include: protective services, cargo transport, exploration of uncharted systems, refueling operations, recovery operations, advisory support, and training. Across these areas we employ over [REDACTED] people at any one time and run a fleet of over [REDACTED] ships. Our Services In these times of galactic uncertainty and hostage alien threat, organizations are seeking a reliable partner to help mitigate risk, ensure business continuity and achieve organizational objectives. Governments, multi-planetary corporations and non-governmental organizations can rely on Paladin Government Services for our security services and robust mission support. From supply chain management and Personnel and asset recovery, Paladin Government Services delivers full-scale, contingency support services. Additionally, our integrated security solutions encompass the spectrum of safeguarding personnel, critical infrastructure and valuable assets. Security PALADIN is a trusted industry leader renowned for its Convoy Protective Services in high-threat environments across the galaxy. Our highly skilled Fleet Antipiracy Security Teams (FAST) are the industry standard in Close Protection and other Special Services. With decades of military experience, our security specialists undergo a rigorous pre-employment vetting process. With one of the best safety records in the industry, PALADIN’s employee’s are continually commended for their commitment to performance. Transport PALADIN provides Secure Transport and Delivery Services of commercial goods, valuables and other assets for government agencies, businesses, and individual clients. All of our transport operations are conducted using our specialized heavily armed and armored transports or in conjunction with armed escorts. Recovery In the event of a deep space incident it is imperative that every company has robust Emergency Response and Crisis Management procedures and policies in place. PALADIN’s personnel and asset Search, Rescue and Recovery (SRR) division provides that very important capability for the private sector, as well as in support of UEE military operations. TeamSpeak3: We have a dedicated TeamSpeak server for our members. ------------------------------------------------------------------- Come Join Us Paladin Government Services is a private military company currently seeking motivated and mature players, who enjoy working together as a team, and want to collaboratively work towards building a fun and successful Star Citizen organization and community. We need your help to make it happen! There will be numerous opportunities to specialize in a variety of areas, all contributing to the success and mutual benefit of all. There is room for casual and hardcore gamers alike; roleplay is okay as well but not mandatory. Want to experience multi-crew flight but don’t have the right ship? Never fear we have anything from the Freelancer to the Idris frigate for you to try out! Who We Are We are adult gamers with careers and families who understand that real life always come first. We don't require you to put in a set amount of hours per week, we don’t have mandatory log-on times, and we don't force you to participate in group activities, we just provide the environment to make it better and are here to cater to your needs. Our ultimate goal is to provide a fun, relaxing, and drama-free environment for all of our members. To join is very simple- we don't require anything from you except the desire to have fun. What We Offer ★ Respect - to all members. ★ Strength - we value quality over quantity, we never spam for recruits. ★ Structure - we have an organized corporate structure and rank system with opportunities for promotion and bonuses. ★ Productivity - earning serious credits in the Verse! ★ Teamwork - numerous multi-crew ships to play on and multiple guild allies. Our Goal Simply to create a fun and rewarding gaming experience for our members. Paladin Government Services is built upon a foundation of fun, trust and respect, while embracing creative and innovative ideas from our members. Members are encouraged to try playing in any amount of roles they wish within our three main Divisions (Security, Transport, Recovery), as well as developing teamwork in between them. Our Services SECURITY ★ Convoy Escort ★ Ground Security (FPS) ★ Mining Security ★ Antipiracy TRANSPORT ★ Passenger Transit ★ Cargo Transport RECOVERY ★ Survey & Route Planning (Exploration) ★ Emergency Refueling ★ Search, Rescue & Recovery (SRR) Disclaimer We do not endorse nor participate in piracy or criminal activity. Join today! Apply Now ------------------------------------------------------------------- UEE Business News Wire: PALADIN Awarded Contract for Security Post Kareah
  17. After testing the 2.0 release it seems I get about 45-50 fps, Pretty terrible since im used to 60, I run twin 780ti's in SLI overclocked. Were there any optimization with the 2.0 release, seems pretty shotty to me, Has everyone else had this setback in fps?
  18. 2.0 introduces us to the first version of FPS in SC. However, the "FPS station", and its guns, are hidden -- it doesn't show up in QD Nav like every other station (the lore is that it hasn't opened yet). And just wandering around the nearest moon will take a long time to find it. Instead, follow these steps to find it every time: 1. Take off from Olisar, open QD Nav, and find Yela (to the left of Crusader) 2. Warp to Yela (one of Crusader's three moons) 3. Arrive at Yela 4. Reopen QD Nav and find Cellin (another Crusader moon) 5. Warp to Cellin 6. Arrive at Cellin and look to your left. In front of the huge crater will be Kareah (unlabeled and untargetable) Approach and enter Landing Mode to see the landing pads The assault rifles are on weapon racks under the stairs and in a security shed. Enjoy!
  19. New to the site. My in game name is hunterdelta.
  20. Greetings, SC Base members! I am Codex, CEO of Skyglass Institute, and we are glad to announce that we shall be hosting the 23rd Galactic Combat Championship here in our home city of Prime, Terra. The Galactic Combat Championship is a competition to find the best gunslingers in known space. It is a glorious, brutal and entertaining affair, where only the most skilled marksmen succeed. This year, there are two active tournaments: - Squad Squad is our 5 v 5 tournament. Any 5 strong squad can join so long as they have a sponsor Organization. Each Organization can only have one squad representing them in the Squad tournament, so it's up to you to send your best. Each squad can have 5 substitutes for absentees. - Independent The Independent Cup is our 1 v 1 tournament. It is open to anyone to enter! if you think you are the best Blaster Ace this side of Elysium, then test yourself against others here. No restrictions on entry members, The rules are simple: o One Squad per Organization, the representing squad shall be decided via the organization. o Each tournament is single-elimination / knockout competition. o Each match shall be completed in the FPS module. If you are interested in entering the Squad tournament, have your sponsor organization's CEO/Founder post the names of your squad team members below and state that your team is representing them in the GCC. If you are interested in entering the Independent tournament, please post on our RSI Forums post your RSI tag. https://forums.robertsspaceindustries.com/discussion/288552/the-galactic-combat-championship#latest Once the FPS module has been released, a competition date will be organized. We plan for the event to potentially be streamed on Twitch, so even if you are not competing, feel free to turn up and give your organization's team or favorite individual your support. I look forward to viewing the competition. Good luck to you all. Codex, SGI
  21. *Heavy breathing* https://robertsspaceindustries.com/comm-link/transmission/14973-Star-Marine-Status-Update I almost died when I read "This week's Star Marine Status Update is LIVE"...because I missed the "Status". Now I'm sad and happy at once. Anyway, it's so close...
  22. Hey all, figured I'd make a post informing you all that, along with an expose on how passenger transport will work, as well as the Genesis Starliner's unveiling, Chris Roberts has made contact with a Letter from the Chairman about Star Marine. I'll edit this topic with a brief takeaway from the Letter once I read this. Otherwise, here's a place to talk about it. Information! Yay! Edit: Okay, so here's the takeaway. CR's TL;DR: "The tl;dr is that we feel the current build doesn’t feel like it lives up to the standards we’ve want to achieve with Star Citizen." TL;DR: SQ42 looks fantastic. Star Marine is a priority and is being worked on, but is delayed due to technical (implementing a General Instance Manager, re-doing Matchmaking, and re-tooling the game launcher for better QA, etc.) and gameplay (updated lighting and animations, the later proving very challenging) issues. It's well on its way, but is still a bit off. Looking into releasing a Star Marine-less FPS module to tide us over/test things? Unclear. Rest of Star Citizen progressing wonderfully (FPS's only 15% of staff). Re-dedication to the Pledge and a promise for weekly high-level updates to keep us informed on Star Marine progress. Full Summary: So CR opened with how the SQ42 shoot was an amazing experience, lots of praise to the team, comments on the technical complexity, and how the experience is shaping up to be - and here I'm paraphrasing - hella awesome. Choice quote: "Instead of watching a film play out in front of you it will feel like you are inside a living world, living a story that you only normally see on the big screen but it’s YOUR story, not one of some protagonist you need to associate with!" So sounds cool. The shoot will end up being longer than 52 days, apparently fairly long. It will be fairly polished. And then, CR builds up to the Star Marine fiasco, basically saying that he's sorry, they thought it was prepped in April, but technical blockers and a lack of polish kept it from rolling out. The networking backend is the major blocker here, but also a mixture of other technical and gameplay issues. Legacy code wasn't working out, so they had to custom develop a bunch. First of three major tech issues was the making of a General Instance Manager (GIM), which will allow them to manage instances both in FPS, PU, hangers, and pretty much anywhere there's more than one player. Allows direct control over the state of a server's environment and will allow better, well, instance management. Second major tech issue was Matchmaking. Not much to say here besides what sounds like a full overhaul. Say goodbye to irritating issues. Good news: fully integrated and undergoing testing. Third major tech issue was the " 'Phoenix' dynamic environments system." Very technical breakdown, but the benefits are that when virtual machines (VM) are re-built with new code (now in 8 minutes), any weird stuff disappears (sounds like issues fixed by re-booting). As well, they're 100% sure that the Production and PU environments are identical, a Godsend for the QA team - everything found and fixed in the Production environments will translate to issues found and fixed in the PU, no room for weird stuff. Finally, it allows for massive speed (8 minutes! Apparently good - I know nothing), decreasing development's iteration wait times. Then there were gameplay issues. Visuals had to be updated. One of the big points was making sure that what you see on-screen corresponds to what other players see, so getting the look/feel right took a lot of R&D time and Crytek expertise. Also, Gold Horizon is still being developed, with additional lighting (so you can better tell where you are, as well as feel) and FX passes, new weapon development, etc. Okay, shifting gears to what it means for the rest of Star Citizen. Good news, everyone! Minimal impact. FPS takes 15% of overall staff, and while implementation has slowed stuff a bit, most of SC is untouched, including SQ42, PU development, conceptualizations, level designers, mocap capture, etc. There is some impact, as FPS implementation will form SC's muscles and sinews, so it remains priority. So what now? They're investigating a Star Marine-less build that shows what they've been doing the past couple of months. Won't happen overnight, but will happen as they need feedback and to show that they're still trustworthy to backers. Star Marine release date remains in the aether - they know what they have to do and it's all well underway, but there's no telling when it'll be wrapped up. CR then re-iterated the original Pledge and promised weekly high-level updates on FPS's development. My opinion: Satisfied.
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