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Star Citizen Patch 1.2 (Social Module) - PTU Release Notes


Arcanus

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Star Citizen Patch 1.2 – PTU (from RSI Forums, via Reddit, with some formatting & spelling edits for clarity)

The Social Module has been released to the PTU, and is now available for player testing. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time. 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.

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.

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 ship cockpit from the outside and potentially become stuck.
  • Fixed an issue with the Vanduul Glaive, where the pilot hands 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 available on the PTU 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 Hangar” button in the game menu.

  • Our first set of fully animated emotes are now available for players to use in ArcCorp and the Hangar.

  • 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.

  • 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) which is shared between the multiplayer ArcCorp and single player Hangar.

Known Issues:

Gameplay

  • Player collision will sometimes disable during game play within ArcCorp
  • Players will sometimes appear to T-pose while running upstairs
  • Player character animations will sometimes desync between clients

User Interface

  • The chat interface cannot be resized
  • Many of the buttons in the chat interface are intentionally grayed out while their functionality is receiving additional polish
  • Chat scroll will stop updating when chat is spammed excessively
  • Social Module elevator UI will incorrectly display “Connection Failed” instead of a “Server Full” message
  • Augmented Reality text will sometimes not display other players’ names
  • Client crash will occur when F12 is spammed excessively to open and close the chat window
  • There is only one chat channel across all game modes and instances
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that is for the PTU so if they only allow so many at a time that should not be an issue.

Probably it's just because of the "1 channel for all" thing.
Imagine like at least 100k people spamming 1 channel. The lag would be huge enough to kill us all.

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According to Tony Zurovec (who did a brief Q&A on RSI chat last night), the issue with only having a single (global) chat channel, is due to be fixed in an iterative update (hopefully sometime tomorrow, but no promises) where it will be switched to one chat channel per single ArcCorp Instance (approximately 50 players +/-), with further channels and chat options (and even more emotes) continuing to be added in later iterations. 

It's also worth noting that the current player instance cap (approximately 50 players) is not necessarily the final cap, as there are further network optimizations coming that will allow more players.  These optimizations will be added in once the code branch that the Social Module is on gets merged with the code branch that Star Marine (the FPS Module) is on.

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  • Rellim unfeatured this topic

How does the server(s) pair people together? By ping/region +friends, or random NA server (+friends?)?
I guess the PTU is in NA, but has there been any information regarding future pooling?

I've had a 'break' from SC recently, so please excuse my more than likely stupid questions in an attempt to catch up. :)

Edited by Exte
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Well, seems like the PTU already fucked my launcher.
Changed to PTU, saw it wanted to download the full game again, closed it, copied my public data to the test folder, tried to start the launcher, now nothing happens when I try to start it. There's this cmd similar window but then nothing.
Tried to delete the test data, restarted my computer, reinstalled the launcher, everything.

Edit: Seems to be working now. But the launcher has a HUGE start delay.

Edit: Still can't use the files. No, I won't download 30GB for a PTU. Screw this bullshit, I wait for the actual release.

Edited by Wyvyrias
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Star Citizen Patch 1.2.0a Patch

As Bearded-CIG mentioned previously, invites to the PTU are going to be going out in waves. This is to allow us to monitor and gather information about how various aspects of the game aspects are behaving at different population levels. Invites will be sent via email and include steps for how to get into the PTU. As always, it's a good idea to be wary of any emails that you think may not be legitimate. If you aren't sure about the legitimacy of an email and don't want to click on a link to protect your computer security, right click the link, select "copy link location" and paste it into a search engine like google. Most popular search engines will give a warning if a site is malicious.

Customer Service does not have control over who it getting invites. Please don't contact them for invites and make more work for them. If you'd like an invite and haven't gotten one, be patient and keep an eye out for emails as we expand the pool of testers. Thank you so much for your cooperation!

This hotfix patch has been focused on known and emerging issues from our PTU on ArcCorp. Our current patch notes are hosted on the PTU website and can be found here. Access to the PTU patch notes on the website requires a PTU account (which uses the password that was sent by RSI via email after copying your account over).

Hangar Module:

Ships:

  • Fixed an issue where the pilot seat in the Constellation (all variants) could not be interacted with by characters.

User Interface

  • Fixed an issue where the scroll bars within the game menus would occasionally stop accepting input from the mouse scroll wheel.
  • Fixed an issue where the expandable menus in the Keybindings and Advanced Keybindings menu would sometimes appear blank.
  • Fixed an issue where some control options were missing from the main game menu.

Arena Commander Module:

Gameplay

  • Fixed an issue in the Tutorial, Chapter 4, where the interior/exterior of the Gladius would sometimes appear as damaged after taking off.
  • The chat UI can no longer be opened via F12 while a Hint is on-screen, preventing players from being stuck on the Hint.

Ships

  • Fixed an issue with the rockets on the Mustang Delta, where they would sometimes misfire, explode in the pod, or not detonate properly on hitting the target.

Social Module:

Gameplay

  • Characters can no longer enter prone via a console controller.

Character

  • Characters will no longer run out of sprint stamina in ArcCorp. This is temporary, not a permanent change.

Environment

  • Fixed an issue with some bottles in the G-Loc bar were clipping with other objects incorrectly.
  • Fixed a number of collision and clipping issues in and around the M50 displayed in Astro-Armada.
  • Fixed an issue of collision on either side of the Astro-Armada elevator that was allowing players to fall through the level.
  • Fixed an issue where the wall at the back of Dumpers Depot would disappear on low graphic settings.
  • Fixed an issue where the Casaba Outlet sign would say “Casada” and would be missing the word “Outlet” on low graphic settings.

User Interface

  • Fixed an issue where spamming F12 (open and close the chat UI) or F2 (Augmented Reality) would crash the game client.
  • Fixed an issue where the chat interface would stop updating and not scroll down when chat was receiving excessive inputs.

 

1.2 B patch

Before logging into the new PTU build::
1. Restart the launcher
2. Finish patching
3. Hit the cog in the upper right
4. Click the 'Verify' button to check the files that were downloaded
 

Star Citizen Patch 1.2.0b Patch

 

Arena Commander Module:

-Vanduul Glaive can now extend its blade
-Vanduul Scythe can now extend its blade
(HUD interaction can be turned on by pressing the Home button and then clicking on the blade platform to extend the weapon)
-Vixen and Warlord should no longer play weapon fire audio when they aren't firing their weapons
-Contact list is now disable in Arena Commander so that it doesn't conflict with target focus
 

Social Module:

-AFK clients will now be kicked from the server after an extended period of inactivity
-Ability to go prone by holding ctrl+b button on a controller has been removed due to collision being prone to error (yes that's a pun)
-Fixed an issue where disconnecting from ArcCorp would prevent a client from being able to enter any kind of instance
-Fixed an issue where failing to connect to ArcCorp would prevent a client from being able to enter any kind of instance
-Adjusted collision on some of the boxes so that characters aren't floating in the air when standing on them
-Fixed an issue where clients would see other characters T-pose when moving up or down stairs

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@Arcanus you can change the OP now :)

 
Posted: 6:11PM
 
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Posted: -
 
Howdy everyone!

We'll be bringing the service down at 7pm CDT/12am GMT tonight for the Star Citizen Alpha 1.2 Social Module Publish to Live!

You can expect a larger, more detailed post about the Social Module from Tony Zurovec later this evening, as well as a full list of Patch Notes. I'll update this thread as we publish those later, but until then, here is a preview of some of the major features and updates.

Social Module: Area 18 on ArcCorp of the Stanton System

- Our first multiplayer planet side environment includes 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.

- You'll find that the main elevator in every Hangar now takes you up to Area 18.
- For Selfland, Revel & York, and Aeroview hangers, 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 Hanger, 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.

- 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.

- The first areas available to explore in ArcCorp include: ArcCorp Customs, 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 available on the PTU 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.

User Interface:

- F2 opens Augmented Reality.
- F6 changes your character loadout (while in Hangar).
- F12 brings up the Chat interface.

Fixes:

- Several GIM fixes for matchmaking, lobby, game server and Social Module session handling.
- 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.
- 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.
- 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.
- 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.

So much more to come!

Thanks everyone and see you in the 'Verse!
- Will Leverett
 
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