Hello Citizens and Civilians, and welcome to the very first episode of Guard Frequency, the universe’s premier Star Citizen podcast recorded on Saturday 14th December 2013 and released for streaming and download on Tuesday 17th December 2013 at GuardFrequency.com
Don’t you judge me. I swear there’s more to this than a guy with a clipboard and a digital camera who asks insulting questions about how exactly that tree branch landed just the way it did.
Think about all the ways insurance affects your daily life. Medical, Auto, Life, Home, Business, Malpractice, Flood. The cold-calling telemarketer inside me trembles at the prospect of translating all those possibilities into a 30th-century interstellar civilization. “Don’t you want to protect yourself from the uncertainties of life? What about the children?”
With each new build of the hangar module, I’ve been keeping my own dumps of the game folders, running diffs against the varying versions, and making internal notes just out of nerdy curiosity for what’s actually being changed under the hood. I figured I’d start sharing some of these results, as others might find this interesting too. I plan to make this a recurring thing with each new patch until it becomes impractical.
This won’t cover each and every single byte difference between builds – just major points of interest that I find in doing diff-comparisons; in particular things which might not have been directly mentioned in the patch notes. There’s also a LOT to manually go through between builds, so it’s likely that I’ll miss some things.
This will generally be a bit of a disorganized mess as it’s more or less a brain dump as I go, but I’ll try to keep things as neat as I can. Bear in mind as well that 99% of this document will be my own conjecture – I may (and likely will) be wrong about my interpretation of a lot of things.
- CURRENT BUILD: 12-12-2013 – Build 15
- PREVIOUS BUILD: 10-22-2013 – Build 12
(As per \CitizenClient\Client_Release.id)
LOTS of exciting stuff this time under the hood – we’re seeing original code for AI-driven ships (not just leftover Cryengine code) which likely relates to the DFM, initial working models for HUD and UI objects, an initial implementation of facial animations libraries for the player character (LiveDriver-related!) , updates to the weapon mount for the upcoming firing range, and so much more!
Read on for my findings so far.