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Cake day: June 21st, 2023

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  • Just a few things I haven’t seen mentioned yet. They’ve been focusing on bug fixes this year, it’s not bug free, but compared to years ago hauling is in a far better state.

    • Server Meshing - I can’t remember the last time I saw a 30k (server crash). They’ve been replaced by a “Server Error” message that appears for a brief moment. The game will appear to be in a “paused” state for everyone for about a minute, but then it will start working again. Even then, I haven’t seen a server error in a while because we now have server meshing (to the point where you won’t even tell that you’re being passed from one server to another). You can actually stand on one edge of the border between servers, see players on the other side (even shoot them). Basically, every time you load into the game, you’re entering a “shard” with up to 600 players where each main area around different planetary systems is run by at least one server.
    • Crash Recovery - Even if your game crashes while you’re in the middle of hauling. Just load the game back up within a few minutes and the game will put you right back on your ship with all of your cargo intact. Well, hopefully intact. Your character stays in-game, and if you were under attack or your ship had cruise control while you were heading in the direction of the ground, you might be dead in those cases.
    • Cargo Missions (and reputation) you can now take on cargo hauling missions. No need to risk your own aUEC (unless you want to, as it’s still an option).
    • Skipping the grind - Fly out to any outpost and find a big abandoned ship (that’s not Soft/Hard deathed). Shoot open the ramp, go to the pilot seat, unlock the ship and fly away with it. Just be sure to store it at your home hangar location at the end of the day and you can keep on using it from one game session to the next (note: I haven’t tested this out in a while, but it should still work).
    • Inventory is localized and only accessible at inventory kiosks, or at your freight elevator in your hangar. For cargo hauling you’ll be using those freight elevators a lot.













  • I’m pretty sure that CIG restoring our ability to have a 3rd weapon (in our hands) has to do with the recent Engineering Tech-Preview.

    It was super frustrating to have a fire on your ship, look at the fire hydrant and be told that you had to swap it with one of the weapons on your back.

    Then you would be scrambling to find a nearby storage compartment to stash your weapon (because who wants to take a chance when dropping it means it might fall through the floor).

    There were a lot of players frustrated with having to do that.




  • QuadratureSurferMtoStar CitizenGame launcher shader mechanism?
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    26 days ago

    It depends on how big of a jump from one version to the next.

    Edit: TL/DR shader folders are based on the Star Citizen game version, not the Nvidia driver versions as far as I’ve seen.

    You can find the shader folders under "%localappdata%\Star Citizen"

    Alternatively the full path:
    "C:\Users<username>\AppData\Local\Star Citizen"

    On any major version changes, there is a completely different folder for shaders (ex: 4.3.2 -> 4.4.0)

    On minor version changes/updates the shaders folder is rarely shared with the previous version (ex: 4.3.1 -> 4.3.2). Although I haven’t noticed this happen in a long time.

    I’ve noticed that usually very minor version changes/hotfixes that come out within a few days of a previous update will share the same shader folder with a previous version (ex: 4.3.2-live.10452200 -> 4.3.2-live.10591185).

    The worst issue I’ve seen happen because of this was when they first introduced caves. I was standing inside of a cave, and a friend could not see the cave even when he tripped and fell right inside of it. He needed to exit and clear his shader folder before he was able to see the caves.
















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