{"data":{"id":13834,"title":"Arena Commander Weekly Report - April 21-25","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13834-Arena-Commander-Weekly-Report-April-21-25","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13834","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13834","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":1585,"name":"SCDFM_1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bcpe477l1fxamr\/source\/SCDFM_1.jpg","alt":"","size":380336,"mime_type":"image\/jpeg","last_modified":"2014-04-25T19:33:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1585","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1585\/similar"},{"id":1586,"name":"SCDFM_3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mjj5zqfuvel7kr\/source\/SCDFM_3.jpg","alt":"","size":319736,"mime_type":"image\/jpeg","last_modified":"2014-04-25T19:33:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1586","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1586\/similar"}],"images_count":3,"translations":{"en_EN":"Travis Day, Dogfight Producer\nGreetings Citizens!\n\nAh what a week it has been! This is one of my favorite points in any project as you approach a release and start to see all the pieces coming together and aligning to the cohesive vision. Our team here in Santa Monica has been diligently pushing through all of their tasks to meet our lofty goals for the release of DFM.\n\nWe\u2019ve seen a great deal of forward progress this week and below are some of the specifics of what various groups have been up to within our studio. There is a lot that goes on each week so apologies for not capturing every detail but here is a good high level overview of the new features.\n\nDesign\nThe design group has been hard at work this week making sure that all our ships are dogfighting ready. This includes analyzing\/balancing the mass of ships and their parts, thruster distribution and output, and their responsiveness to player input. We are approaching have the ships flying the way we want them to (pending further testing and feedback \uf04a) and behaving in the way you would expect them to given their physical attributes.\n\nWith the work that engineering has put into the signature and missile system, Design has been balancing the cross sections, heat output, and EM emissions of each ship, item, and part. This has led to some great moments in the play tests where you receive and incoming missile alert and rather than dropping chaff\/flares (depending on the missile type) you can instead \u2013 with a heaping dose of skill and luck \u2013 duck into a crater on an asteroid and see the missile fly by above you having lost its firm lock.\n\nDesign is also constantly adjusting and adding inputs for the various control methods based on the feedback gathered during internal playtests and as new features come online.\n\nEngineering\nMissile fixes galore! The signature system for detecting enemy ships based on their heat, radar cross-section, and electromagnetic emissions has been overhauled to be more flexible and dynamic. This in turn has allowed us to update the behavior of both the player radar (underway in the UK) and update the way missiles behave based off which type of signature they are able to target.\n\nThe engineers have also implemented and tuned a hit impulse system so that incoming fire from enemy ships will now cause both linear momentum and angular momentum to your own ship. This is based on the kinetic energy and the effect varies based on where it actually hits on the ship relative to the center of mass for your ship.\n\nOur chat system is also underway! One of the things that became rapidly apparent during our cross-studio playtesting was that we needed the ability to taunt one another if we weren\u2019t in the same room. Luckily we\u2019re close to having a functioning chat system as we close out this week so we won\u2019t have this problem much longer!\n\nMeanwhile our Graphics Engineer has been updating many of the post-processing and shader effects being used in the game. The holorenderer shader used on the 3D objects in the HUD has been refactored and upgraded to allow better artist control and add some additional effects to sell the holographic\/projected nature of these objects. He\u2019s also implemented an effect for g-force induced red out to rival his awesome black out effect.\n\nArt\nThe Aurora and 300i have been fully updated to properly take advantage of PBR, blow apart beautifully, and LOD out in way that maximizes performance while minimizing the visual impact. Of course our Lead Vehicle Modeler, Chris Smith, with his undying sense of perfectionism couldn\u2019t let the 300i pass without uprezzing and slightly remodeling the interior. He\u2019s just finished up this work and all I can say is that if you thought the 300i looked amazing in the commercial just wait until you see it in the DFM.\n\nThe latest pass of visual effects for the Hornet have been integrated into the game and hooked up (remember those huge XML\u2019s Forrest showed off?) to all the parts, items, impacts, weapons fire, ammo types, and each of their various damage states. This pass has really improved the feel and visual feedback as to what is going happening in and on your ship. During the PAX East demo we were in the process of refactoring the hierarchy of the ship models so we didn\u2019t get to show off as much of this as we wanted to. The 300i and the Aurora are now getting the same treatment as I write this and we should have an update on those next week!\n\nLast but not least is the ongoing work on the HUD. Many new items have been added to the HUD warning system to bring different important events like missile locks, collision warnings, and other status messages to the player\u2019s attention. We\u2019ve been adjusting some of the HUD elements for better readability, adding elements that need to be better visually communicated, and generally improving upon the visual language being established as we go. Some of these things include adjusting the reticles to better communicate the status of your interaction with the target object\/ship. We\u2019ve been adjusting some of the 3D objects for the radar and the HUD to improve their look and readability to the player. Our master HUD artist, Zane, has also concepted out some ideas for the HUD of the Freelancer and Avenger for folks to review.\n\nConclusion\nWell that about wraps it up for this past week of development here in Santa Monica. Again, this isn\u2019t every task that was completed but rather a high level look at some of the more interesting new features and updates to existing features. There was one last discovery made this week worth mentioning however\u2026 We\u2019ve noticed from our cross-studio playtesting on the backend that Santa Monica has, without question, the best dogfighters in the company.\n\nAs always, if you have any questions, please feel free to reach out to us on our \u2018Ask a Developer\u2019 threads!\n\nCheers,\nCIG Santa Monica\n\nEric Peterson, Studio Director\nHello Citizens, we had quite the week here in Austin on the big Dogfighting push.\n\nArt:\nCreated some new weapons the Behring M6A laser, and the Omnisky Ultra 1 laser cannon. We continued to setup the aurora so that the geniuses in the Santa Monica office can make it fly correctly, and we continued the modeling on the UEE marine helmet.\n\nGraphics:\nWorked on some refraction particle shader issues, worked on the flickering artwork bugs, and continued tweaking the shield including working on the effect for Capture the core.\n\nDesign:\nAssisted on the testing and debugging of both server and playability of the Dogfight Module.\n\nProgramming:\nzSupervisor up and running, Profile rigid body asteroids, tested the load system, setting up SC Build system on new dev cluster hardware, helped REDACTED test matchmaking solution, updated account login step.\n\nAudio:\nImplemented dogfighting ship damage transitions, weapons SFX, Thruster SFX and Engine SFX.\n\nProduction:\nWorked with other production teams within CIG to set up proper roll out plan for Dogfighting Module V1.\n\nQA\nTesting daily builds of the DFM, debugging logging bugs, checking fixes, and ensuring fidelity of global builds.\n\nHeading into the big push for the rollout is always fun and exciting, seeing the ships come from barely flyable to super fun and engaging each studio in friendly battles makes us very proud and excited for what we have coming up.\n\nSee you all in the verse.\n\nEric\n\nErin Roberts, Studio Director\nHi from Foundry 42.\n\nIn general pretty much everything in the UK is in content lock down, with everyone focusing on stability, performance and polish. Outside of code, the majority of Foundry 42 is focused back on to the massive capital ships we need for S42 and the PU, as well as fleshing out the first S42 missions for the game. We\u2019ve been having daily playtests over the cloud servers, and feeding back on bugs and polish issues.\n\nDesign:\nThis week we have been concentrating on the capture the core game mode, with the first full playtest of this mode over the last 3 days. It\u2019s feeling pretty fun already, and we have a bunch of feedback from the rest of the team that we are implementing next week to improve it further. We also have added the Vanduul Scythe into the Swarm mode, and their AI is really starting to come together, after a few issues at the end of last week where they wouldn\u2019t move due to thruster issues.\n\nCode:\nA bunch of work has been going on in this area. Loads of bugs and issues have been fixed all week, but main points are:\n\nWe\u2019re going through a bunch of feedback on the HUD and it is now much less cluttered with everything not on by default. We are re-working elements of the radar so it is more readable when you are dealing with a lot of targets. Targeting is going through a lot of refining in terms of how you target \/ identify and lock different ships, and then how you pin them to your HUD. Also a lot of polish has gone into the feedback system, so the player has clear feedback on his score, who is friends \/ foes are etc.\n\nThe music system for the DF Module was also finished off this week, and we are looking at putting in one or two refinements next week for it.\n\nAsteroids \u2013 A lot of work going on in this area as we are working on making them all destructible, but as you can imagine that has a huge knock on, not only with performance, but network traffic as once you create a bunch of debris, smaller asteroids from the larger ones you blow up it means we have to update, render and keep track of more objects. On the UK side we\u2019ve been looking at reducing the physics overhead on all these objects, so when you have thousands in a scene they don\u2019t kill the CPU. Over the pond a bunch of optimizations have been going in to make the amount of actual information being passed from the client to the server (to do with asteroids) as small as possible to make sure of minimal latency.\n\nGraphics \u2013 On the VFX side a bunch of work has gone in to work out a clean solution to a nasty sorting issue we have. This will be completed next week, and should put an end to some of the flickering you will have seen in the latest footage.\n\nStats \u2013 Not as exciting as other areas, but just as important so you can see how you are doing. A number of issues were fixed to make sure that points are scored correctly \/ kills registered etc.\n\nStability \u2013 A number of re-spawn issues were fixed this week to make sure that when we push the module out it will be in a stable enough state so the community can feedback to us (hopefully) on the important stuff like play balancing, ship and weapons stats etc. rather than just getting frustrated if the game is crashing all the time.\n\nArt:\nArt is actually pretty much locked down now with the exception of some extra VFX work to make the game look even better, and some re-organisation of one of our structures (a huge Station ring) for capture the core in the game. The Art department and most of the design guys have been focusing on Capital ship white boxing and now actual art work for a few weeks now.\n\nAnimation:\nJust some clean up on ejection which is now finished from the UK side.","de_DE":"Travis Day, Dogfight Producer, Dogfight Producer\nGr\u00fc\u00dfe B\u00fcrger!\n\nAh, was f\u00fcr eine Woche war das schon! Dies ist einer meiner Lieblingspunkte in jedem Projekt, wenn Sie sich einer Ver\u00f6ffentlichung n\u00e4hern und anfangen zu sehen, wie alle Teile zusammenkommen und sich an der zusammenh\u00e4ngenden Vision orientieren. Unser Team hier in Santa Monica hat alle seine Aufgaben konsequent umgesetzt, um unsere hochgesteckten Ziele f\u00fcr die Ver\u00f6ffentlichung von DFM zu erreichen.\n\nWir haben in dieser Woche viel Fortschritt gesehen und im Folgenden sind einige der Besonderheiten dessen, was verschiedene Gruppen in unserem Studio gemacht haben. Es gibt eine Menge, das jede Woche passiert, also entschuldige dich daf\u00fcr, dass du nicht jedes Detail erfasst hast, aber hier ist ein guter \u00dcberblick \u00fcber die neuen Funktionen auf hoher Ebene.\n\nDesign\nDie Designgruppe hat diese Woche hart gearbeitet und sichergestellt, dass alle unsere Schiffe bereit f\u00fcr den Luftkampf sind. Dazu geh\u00f6rt die Analyse\/Balancierung der Masse von Schiffen und deren Teilen, die Verteilung und Ausgabe von Triebwerken und deren Reaktionsf\u00e4higkeit auf Spielerinformationen. Wir n\u00e4hern uns, dass die Schiffe so fliegen, wie wir es uns w\u00fcnschen (bis zu weiteren Tests und R\u00fcckmeldungen) und sich so verhalten, wie Sie es erwarten w\u00fcrden, dass sie ihre physischen Eigenschaften erhalten.\n\nMit der Arbeit, die die Technik in das Signatur- und Raketensystem gesteckt hat, hat Design die Querschnitte, die W\u00e4rmeleistung und die EM-Emissionen jedes Schiffes, jedes Gegenstandes und jedes Teils ausgeglichen. Dies hat zu einigen gro\u00dfen Momenten in den Spieltests gef\u00fchrt, in denen du Raketenalarm erh\u00e4ltst und ankommst, und anstatt Spreu\/Flares (je nach Raketentyp) fallen zu lassen, kannst du dich stattdessen - mit einer geh\u00e4uften Dosis Geschick und Gl\u00fcck - in einen Krater auf einem Asteroiden ducken und sehen, wie die Rakete \u00fcber dir vorbeifliegt, nachdem du ihre feste Verriegelung verloren hast.\n\nDas Design passt auch st\u00e4ndig die Eingaben f\u00fcr die verschiedenen Kontrollmethoden an und f\u00fcgt sie hinzu, basierend auf dem Feedback, das w\u00e4hrend der internen Spieltests und bei der Einf\u00fchrung neuer Funktionen gesammelt wurde.\n\nIngenieurwesen\nDie Rakete repariert eine Menge! Das Signatursystem zur Erkennung feindlicher Schiffe anhand von Hitze, Radarquerschnitt und elektromagnetischer Strahlung wurde \u00fcberarbeitet, um flexibler und dynamischer zu sein. Dies wiederum hat es uns erm\u00f6glicht, das Verhalten sowohl des Spielerradars (das in Gro\u00dfbritannien im Einsatz ist) als auch das Verhalten von Raketen zu aktualisieren, basierend auf der Art der Signatur, die sie anvisieren k\u00f6nnen.\n\nDie Ingenieure haben auch ein Trefferimpulssystem implementiert und abgestimmt, so dass das von feindlichen Schiffen ausgel\u00f6ste Feuer nun sowohl lineares Moment als auch Drehimpuls auf das eigene Schiff aus\u00fcbt. Dies basiert auf der kinetischen Energie und die Wirkung variiert je nachdem, wo sie tats\u00e4chlich auf das Schiff trifft, bezogen auf den Massenschwerpunkt f\u00fcr Ihr Schiff.\n\nUnser Chat-System ist auch in Arbeit! Eines der Dinge, die sich bei unserem Cross-Studio Playtesting schnell herausstellten, war, dass wir die F\u00e4higkeit brauchten, uns gegenseitig zu verspotten, wenn wir nicht im selben Raum waren. Gl\u00fccklicherweise sind wir kurz davor, ein funktionierendes Chat-System zu haben, da wir diese Woche schlie\u00dfen, so dass wir dieses Problem nicht mehr lange haben werden!\n\nInzwischen hat unser Grafikingenieur viele der im Spiel verwendeten Postprocessing- und Shader-Effekte aktualisiert. Der Holorenderer-Shader, der f\u00fcr die 3D-Objekte im HUD verwendet wird, wurde \u00fcberarbeitet und verbessert, um eine bessere K\u00fcnstlerkontrolle zu erm\u00f6glichen und einige zus\u00e4tzliche Effekte hinzuzuf\u00fcgen, um die holografische und projizierte Natur dieser Objekte zu verkaufen. Er hat auch einen Effekt f\u00fcr g-force induziertes Rot implementiert, um mit seinem gro\u00dfartigen Black-Out-Effekt zu konkurrieren.\n\nKunst\nDie Aurora und 300i wurden vollst\u00e4ndig aktualisiert, um die Vorteile von PBR richtig zu nutzen, wundersch\u00f6n auseinanderzublasen und LOD auf eine Art und Weise auszugeben, die die Leistung maximiert und gleichzeitig die visuelle Wirkung minimiert. Nat\u00fcrlich konnte unser Lead Vehicle Modeler Chris Smith mit seinem unersch\u00fctterlichen Sinn f\u00fcr Perfektionismus den 300i nicht vorbeigehen lassen, ohne den Innenraum aufzustauen und leicht umzugestalten. Er hat gerade diese Arbeit beendet und alles, was ich sagen kann, ist, dass, wenn man denkt, dass der 300i im Werbespot fantastisch aussieht, man einfach wartet, bis man es im DFM sieht.\n\nDie neuesten visuellen Effekte f\u00fcr die Hornet wurden in das Spiel integriert und mit allen Teilen, Gegenst\u00e4nden, St\u00f6\u00dfen, Waffenfeuer, Munitionstypen und jedem ihrer verschiedenen Schadenszust\u00e4nde verbunden (erinnern Sie sich daran, dass der Forrest von XML? gezeigt hat). Dieser Pass hat das Gef\u00fchl und das visuelle Feedback dar\u00fcber, was in und auf deinem Schiff vor sich geht, wirklich verbessert. W\u00e4hrend der PAX East Demo waren wir dabei, die Hierarchie der Schiffsmodelle zu \u00fcberarbeiten, so dass wir nicht so viel davon zeigen konnten, wie wir wollten. Der 300i und der Aurora erhalten jetzt die gleiche Behandlung wie ich dies schreibe und wir sollten ein Update \u00fcber die n\u00e4chsten Wochen haben!\n\nLast but not least ist die laufende Arbeit am HUD. Viele neue Elemente wurden dem HUD-Warnsystem hinzugef\u00fcgt, um den Spieler auf verschiedene wichtige Ereignisse wie Raketensperren, Kollisionswarnungen und andere Statusmeldungen hinzuweisen. Wir haben einige der HUD-Elemente f\u00fcr eine bessere Lesbarkeit angepasst, Elemente hinzugef\u00fcgt, die visuell besser kommuniziert werden m\u00fcssen, und generell die Bildsprache verbessert, die sich w\u00e4hrend der Arbeit etabliert. Einige dieser Dinge beinhalten das Anpassen der Fadenkreuze, um den Status Ihrer Interaktion mit dem Zielobjekt\/Schiff besser zu kommunizieren. Wir haben einige der 3D-Objekte f\u00fcr das Radar und das HUD angepasst, um ihr Aussehen und ihre Lesbarkeit f\u00fcr den Spieler zu verbessern. Unser Meister-HUD-K\u00fcnstler Zane hat auch einige Ideen f\u00fcr das HUD des Freelancers und Avenger ausgearbeitet, die die Leute \u00fcberpr\u00fcfen k\u00f6nnen.\n\nFazit\nNun, das schlie\u00dft es f\u00fcr diese letzte Woche der Entwicklung hier in Santa Monica ab. Auch hier handelt es sich nicht um jede abgeschlossene Aufgabe, sondern um einen hochrangigen Blick auf einige der interessanteren neuen Funktionen und Aktualisierungen bestehender Funktionen. Es gab eine letzte Entdeckung, die diese Woche erw\u00e4hnenswert ist.... Wir haben bei unseren Cross-Studio-Spieltests am Backend festgestellt, dass Santa Monica ohne Frage die besten Luftk\u00e4mpfer der Firma hat.\n\nWie immer, wenn Sie Fragen haben, z\u00f6gern Sie nicht, uns \u00fcber unsere'Ask a Developer'-Threads zu kontaktieren!\n\nProst,\nCIG Santa Monica\n\nEric Peterson, Studio-Direktor\nHallo B\u00fcrger, wir hatten hier in Austin eine ganze Woche lang den gro\u00dfen Dogfighting-Push.\n\nArt:\nEr entwickelte einige neue Waffen, den Behring M6A Laser und die Omnisky Ultra 1 Laserkanone. Wir setzten den Aufbau der Aurora fort, damit die Genies im B\u00fcro in Santa Monica sie richtig fliegen lassen k\u00f6nnen, und wir setzten das Modellieren nach dem UEE Marinehelm fort.\n\nGrafiken:\nArbeitete an einigen Problemen mit dem Brechungspartikel-Shader, arbeitete an den flackernden Artwork-Bugs und optimierte den Schild weiter, einschlie\u00dflich der Arbeit an dem Effekt f\u00fcr Capture the core.\n\nDesign:\nUnterst\u00fctzung beim Testen und Debuggen des Servers und der Spielbarkeit des Dogfight Moduls.\n\nProgrammierung:\nzSupervisor l\u00e4uft, Profil Starrk\u00f6rper-Asteroiden, testete das Lastsystem, richtete SC Build System auf neuer Entwickler-Cluster-Hardware ein, half REDACTED bei der Matchmaking-L\u00f6sung, aktualisierte Kontoanmeldung.\n\nAudio:\nImplementiert Dogfighting Schiffsschaden \u00dcberg\u00e4nge, Waffen SFX, Thruster SFX und Engine SFX.\n\nProduktion:\nArbeitete mit anderen Produktionsteams innerhalb der CIG zusammen, um einen geeigneten Rollout-Plan f\u00fcr das Dogfighting Module V1 aufzustellen.\n\nQA\nTesten von t\u00e4glichen Builds des DFM, Debuggen von Logging-Bugs, \u00dcberpr\u00fcfen von Fixes und Sicherstellen der Treue von globalen Builds.\n\nDer Weg in den gro\u00dfen Vorsto\u00df f\u00fcr den Rollout ist immer lustig und aufregend, da die Schiffe von kaum fliegbar bis super lustig kommen und jedes Studio in freundliche K\u00e4mpfe verwickelt ist, macht uns sehr stolz und aufgeregt auf das, was wir vor uns haben.\n\nIch sehe euch alle in dem Vers.\n\nEric\n\nErin Roberts, Studioleiterin\nHallo von der Gie\u00dferei 42.\n\nIm Allgemeinen ist so ziemlich alles in Gro\u00dfbritannien in der Inhaltssperre, wobei sich jeder auf Stabilit\u00e4t, Leistung und Politur konzentriert. Au\u00dferhalb des Codes konzentriert sich die Mehrheit der Foundry 42 wieder auf die riesigen Gro\u00dfschiffe, die wir f\u00fcr S42 und die PU ben\u00f6tigen, und konkretisiert die ersten S42-Missionen f\u00fcr das Spiel. Wir haben t\u00e4gliche Playtests \u00fcber die Cloud-Server durchgef\u00fchrt und auf Bugs und Polish-Probleme reagiert.\n\nDesign:\nDiese Woche haben wir uns auf die Erfassung des Kernspielmodus konzentriert, mit dem ersten vollst\u00e4ndigen Spieletest dieses Modus in den letzten 3 Tagen. Es macht schon jetzt ziemlich viel Spa\u00df, und wir haben ein paar R\u00fcckmeldungen vom Rest des Teams, die wir n\u00e4chste Woche umsetzen, um es weiter zu verbessern. Wir haben auch die Vanduul Scythe in den Schwarm-Modus gebracht, und ihre KI beginnt wirklich zusammenzukommen, nach ein paar Problemen Ende letzter Woche, bei denen sie sich aufgrund von Problemen mit dem Thruster nicht bewegen w\u00fcrden.\n\nCode:\nIn diesem Bereich wurde viel gearbeitet. Viele Fehler und Probleme wurden die ganze Woche \u00fcber behoben, aber die Hauptpunkte sind es:\n\nWir durchlaufen eine Reihe von Feedback zum HUD und es ist jetzt viel weniger \u00fcberladen mit allem, was nicht standardm\u00e4\u00dfig eingeschaltet ist. Wir \u00fcberarbeiten Elemente des Radars, damit es besser lesbar ist, wenn man es mit vielen Zielen zu tun hat. Targeting durchl\u00e4uft eine Menge Verfeinerungen in Bezug darauf, wie Sie verschiedene Schiffe zielen \/ identifizieren und sperren, und wie Sie sie dann an Ihr HUD anschlie\u00dfen. Auch viel Feinschliff ist in das Feedback-System eingeflossen, so dass der Spieler ein klares Feedback zu seiner Punktzahl hat, wer Freunde \/ Feinde sind etc.\n\nDas Musiksystem f\u00fcr das DF-Modul wurde ebenfalls diese Woche fertiggestellt, und wir pr\u00fcfen, ob wir n\u00e4chste Woche ein oder zwei Verbesserungen vornehmen k\u00f6nnen.\n\nAsteroiden - Eine Menge Arbeit in diesem Bereich, da wir daran arbeiten, sie alle zerst\u00f6rbar zu machen, aber wie Sie sich vorstellen k\u00f6nnen, hat das einen gro\u00dfen Einfluss, nicht nur auf die Leistung, sondern auch auf den Netzwerkverkehr, da, sobald Sie einen Haufen Schutt erzeugen, kleinere Asteroiden von den gr\u00f6\u00dferen, die Sie in die Luft jagen, es bedeutet, dass wir mehr Objekte aktualisieren, rendern und verfolgen m\u00fcssen. Auf der britischen Seite haben wir uns mit der Reduzierung des physikalischen Aufwands f\u00fcr all diese Objekte besch\u00e4ftigt, so dass, wenn man Tausende in einer Szene hat, sie die CPU nicht t\u00f6ten. \u00dcber den Teich sind eine Reihe von Optimierungen vorgenommen worden, um die Menge der tats\u00e4chlichen Informationen, die vom Client an den Server weitergegeben werden (im Zusammenhang mit Asteroiden), so gering wie m\u00f6glich zu halten, um eine minimale Latenz zu gew\u00e4hrleisten.\n\nGrafik - Auf der VFX-Seite ist ein Haufen Arbeit in die Arbeit gegangen, um eine saubere L\u00f6sung f\u00fcr ein b\u00f6ses Sortierproblem zu finden. Dies wird n\u00e4chste Woche abgeschlossen sein und sollte ein Ende des Flackerns bedeuten, das Sie in den letzten Aufnahmen gesehen haben.\n\nStatistiken - Nicht so aufregend wie andere Bereiche, aber genauso wichtig, damit Sie sehen k\u00f6nnen, wie es Ihnen geht. Es wurden eine Reihe von Problemen behoben, um sicherzustellen, dass die Punkte korrekt bewertet werden \/ Kills registriert werden etc.\n\nStabilit\u00e4t - Eine Reihe von Problemen wurden diese Woche behoben, um sicherzustellen, dass das Modul, wenn wir es herausschieben, in einem stabilen Zustand ist, so dass die Community (hoffentlich) auf die wichtigen Dinge wie Spielausgleich, Schiffs- und Waffenstatistiken usw. zur\u00fcckkommen kann, anstatt nur frustriert zu werden, wenn das Spiel die ganze Zeit zusammenbricht.\n\nArt:\nArt ist jetzt eigentlich so ziemlich abgeschlossen, mit Ausnahme einiger zus\u00e4tzlicher VFX-Arbeiten, um das Spiel noch besser aussehen zu lassen, und einer Neuorganisation einer unserer Strukturen (ein riesiger Stationsring), um den Kern des Spiels zu erfassen. Die Kunstabteilung und die meisten Designern konzentrieren sich seit einigen Wochen auf das White Boxing von Capital ship und jetzt auf die eigentliche Kunstarbeit.\n\nAnimation:\nNur einige Aufr\u00e4umarbeiten beim Auswurf, der nun von der britischen Seite abgeschlossen ist.","zh_CN":"Travis Day, Dogfight Producer\nGreetings Citizens!\n\nAh what a week it has been! This is one of my favorite points in any project as you approach a release and start to see all the pieces coming together and aligning to the cohesive vision. Our team here in Santa Monica has been diligently pushing through all of their tasks to meet our lofty goals for the release of DFM.\n\nWe\u2019ve seen a great deal of forward progress this week and below are some of the specifics of what various groups have been up to within our studio. There is a lot that goes on each week so apologies for not capturing every detail but here is a good high level overview of the new features.\n\nDesign\nThe design group has been hard at work this week making sure that all our ships are dogfighting ready. This includes analyzing\/balancing the mass of ships and their parts, thruster distribution and output, and their responsiveness to player input. We are approaching have the ships flying the way we want them to (pending further testing and feedback \uf04a) and behaving in the way you would expect them to given their physical attributes.\n\nWith the work that engineering has put into the signature and missile system, Design has been balancing the cross sections, heat output, and EM emissions of each ship, item, and part. This has led to some great moments in the play tests where you receive and incoming missile alert and rather than dropping chaff\/flares (depending on the missile type) you can instead \u2013 with a heaping dose of skill and luck \u2013 duck into a crater on an asteroid and see the missile fly by above you having lost its firm lock.\n\nDesign is also constantly adjusting and adding inputs for the various control methods based on the feedback gathered during internal playtests and as new features come online.\n\nEngineering\nMissile fixes galore! The signature system for detecting enemy ships based on their heat, radar cross-section, and electromagnetic emissions has been overhauled to be more flexible and dynamic. This in turn has allowed us to update the behavior of both the player radar (underway in the UK) and update the way missiles behave based off which type of signature they are able to target.\n\nThe engineers have also implemented and tuned a hit impulse system so that incoming fire from enemy ships will now cause both linear momentum and angular momentum to your own ship. This is based on the kinetic energy and the effect varies based on where it actually hits on the ship relative to the center of mass for your ship.\n\nOur chat system is also underway! One of the things that became rapidly apparent during our cross-studio playtesting was that we needed the ability to taunt one another if we weren\u2019t in the same room. Luckily we\u2019re close to having a functioning chat system as we close out this week so we won\u2019t have this problem much longer!\n\nMeanwhile our Graphics Engineer has been updating many of the post-processing and shader effects being used in the game. The holorenderer shader used on the 3D objects in the HUD has been refactored and upgraded to allow better artist control and add some additional effects to sell the holographic\/projected nature of these objects. He\u2019s also implemented an effect for g-force induced red out to rival his awesome black out effect.\n\nArt\nThe Aurora and 300i have been fully updated to properly take advantage of PBR, blow apart beautifully, and LOD out in way that maximizes performance while minimizing the visual impact. Of course our Lead Vehicle Modeler, Chris Smith, with his undying sense of perfectionism couldn\u2019t let the 300i pass without uprezzing and slightly remodeling the interior. He\u2019s just finished up this work and all I can say is that if you thought the 300i looked amazing in the commercial just wait until you see it in the DFM.\n\nThe latest pass of visual effects for the Hornet have been integrated into the game and hooked up (remember those huge XML\u2019s Forrest showed off?) to all the parts, items, impacts, weapons fire, ammo types, and each of their various damage states. This pass has really improved the feel and visual feedback as to what is going happening in and on your ship. During the PAX East demo we were in the process of refactoring the hierarchy of the ship models so we didn\u2019t get to show off as much of this as we wanted to. The 300i and the Aurora are now getting the same treatment as I write this and we should have an update on those next week!\n\nLast but not least is the ongoing work on the HUD. Many new items have been added to the HUD warning system to bring different important events like missile locks, collision warnings, and other status messages to the player\u2019s attention. We\u2019ve been adjusting some of the HUD elements for better readability, adding elements that need to be better visually communicated, and generally improving upon the visual language being established as we go. Some of these things include adjusting the reticles to better communicate the status of your interaction with the target object\/ship. We\u2019ve been adjusting some of the 3D objects for the radar and the HUD to improve their look and readability to the player. Our master HUD artist, Zane, has also concepted out some ideas for the HUD of the Freelancer and Avenger for folks to review.\n\nConclusion\nWell that about wraps it up for this past week of development here in Santa Monica. Again, this isn\u2019t every task that was completed but rather a high level look at some of the more interesting new features and updates to existing features. There was one last discovery made this week worth mentioning however\u2026 We\u2019ve noticed from our cross-studio playtesting on the backend that Santa Monica has, without question, the best dogfighters in the company.\n\nAs always, if you have any questions, please feel free to reach out to us on our \u2018Ask a Developer\u2019 threads!\n\nCheers,\nCIG Santa Monica\n\nEric Peterson, Studio Director\nHello Citizens, we had quite the week here in Austin on the big Dogfighting push.\n\nArt:\nCreated some new weapons the Behring M6A laser, and the Omnisky Ultra 1 laser cannon. We continued to setup the aurora so that the geniuses in the Santa Monica office can make it fly correctly, and we continued the modeling on the UEE marine helmet.\n\nGraphics:\nWorked on some refraction particle shader issues, worked on the flickering artwork bugs, and continued tweaking the shield including working on the effect for Capture the core.\n\nDesign:\nAssisted on the testing and debugging of both server and playability of the Dogfight Module.\n\nProgramming:\nzSupervisor up and running, Profile rigid body asteroids, tested the load system, setting up SC Build system on new dev cluster hardware, helped REDACTED test matchmaking solution, updated account login step.\n\nAudio:\nImplemented dogfighting ship damage transitions, weapons SFX, Thruster SFX and Engine SFX.\n\nProduction:\nWorked with other production teams within CIG to set up proper roll out plan for Dogfighting Module V1.\n\nQA\nTesting daily builds of the DFM, debugging logging bugs, checking fixes, and ensuring fidelity of global builds.\n\nHeading into the big push for the rollout is always fun and exciting, seeing the ships come from barely flyable to super fun and engaging each studio in friendly battles makes us very proud and excited for what we have coming up.\n\nSee you all in the verse.\n\nEric\n\nErin Roberts, Studio Director\nHi from Foundry 42.\n\nIn general pretty much everything in the UK is in content lock down, with everyone focusing on stability, performance and polish. Outside of code, the majority of Foundry 42 is focused back on to the massive capital ships we need for S42 and the PU, as well as fleshing out the first S42 missions for the game. We\u2019ve been having daily playtests over the cloud servers, and feeding back on bugs and polish issues.\n\nDesign:\nThis week we have been concentrating on the capture the core game mode, with the first full playtest of this mode over the last 3 days. It\u2019s feeling pretty fun already, and we have a bunch of feedback from the rest of the team that we are implementing next week to improve it further. We also have added the Vanduul Scythe into the Swarm mode, and their AI is really starting to come together, after a few issues at the end of last week where they wouldn\u2019t move due to thruster issues.\n\nCode:\nA bunch of work has been going on in this area. Loads of bugs and issues have been fixed all week, but main points are:\n\nWe\u2019re going through a bunch of feedback on the HUD and it is now much less cluttered with everything not on by default. We are re-working elements of the radar so it is more readable when you are dealing with a lot of targets. Targeting is going through a lot of refining in terms of how you target \/ identify and lock different ships, and then how you pin them to your HUD. Also a lot of polish has gone into the feedback system, so the player has clear feedback on his score, who is friends \/ foes are etc.\n\nThe music system for the DF Module was also finished off this week, and we are looking at putting in one or two refinements next week for it.\n\nAsteroids \u2013 A lot of work going on in this area as we are working on making them all destructible, but as you can imagine that has a huge knock on, not only with performance, but network traffic as once you create a bunch of debris, smaller asteroids from the larger ones you blow up it means we have to update, render and keep track of more objects. On the UK side we\u2019ve been looking at reducing the physics overhead on all these objects, so when you have thousands in a scene they don\u2019t kill the CPU. Over the pond a bunch of optimizations have been going in to make the amount of actual information being passed from the client to the server (to do with asteroids) as small as possible to make sure of minimal latency.\n\nGraphics \u2013 On the VFX side a bunch of work has gone in to work out a clean solution to a nasty sorting issue we have. This will be completed next week, and should put an end to some of the flickering you will have seen in the latest footage.\n\nStats \u2013 Not as exciting as other areas, but just as important so you can see how you are doing. A number of issues were fixed to make sure that points are scored correctly \/ kills registered etc.\n\nStability \u2013 A number of re-spawn issues were fixed this week to make sure that when we push the module out it will be in a stable enough state so the community can feedback to us (hopefully) on the important stuff like play balancing, ship and weapons stats etc. rather than just getting frustrated if the game is crashing all the time.\n\nArt:\nArt is actually pretty much locked down now with the exception of some extra VFX work to make the game look even better, and some re-organisation of one of our structures (a huge Station ring) for capture the core in the game. The Art department and most of the design guys have been focusing on Capital ship white boxing and now actual art work for a few weeks now.\n\nAnimation:\nJust some clean up on ejection which is now finished from the UK side."},"links_count":0,"comment_count":340,"created_at":"2014-04-25T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-09 08:13:30","valid_relations":["images","links"],"prev_id":13833,"next_id":13835}}