{"data":{"id":14054,"title":"Monthly Report: July 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14054-Monthly-Report-July-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14054","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14054","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens,\nJuly was a big month for Star Citizen! The long battle with rubber-banding tested our resolve at times, but we finally achieved victory! We\u2019re ecstatic with the results of all our work: Arena Commander\u2019s multiplayer is playing like we originally intended.\n\nWe\u2019re eager to move on to integrating other portions of the larger game\u2026 including those that have been in simultaneous development across our studios and outsource partners! August will see several big events, including Chris\u2019 presentation at Gamescom and presentations at PAX East and Dragon*Con. Expect to see some cool parts of the Star Citizen universe in the coming weeks!\n\nTravis Day, Dogfight Producer\nGreetings Citizens,\n\nAt this point, I think it\u2019s safe to say that you already know a lot of what Cloud Imperium Games Santa Monica has been focusing on! Our engineers have been working the rubber banding problem since the release of 12.4, and we\u2019re so happy that the fix is finally out. Eliminating rubber banding (and in the process so many other issues) involved taking several aspects of Arena Commander (including our very complex physics system) apart, examining all the pieces and then hoping they fit back together correctly. But the early word is they do, and 12.5 is the best multiplayer experience yet!\n\nIf you\u2019re interested in some very specific details about this process, please check out the \u201cpatch update\u201d posts released during each week of 12.5\u2019s development. To make a long story short, though, every single member of the Santa Monica team went above and beyond to get this thing out, whether that meant playtesting in their spare time or working until the wee hours rewriting physics code.\n\nArena Commander isn\u2019t the only thing expanding this month, though: the office itself is growing. We\u2019re in the process of moving the Community team (and several others) into additional office space next door, which will give us room to grow the team here. One thing that\u2019s allowing us to do is move the ship production pipeline to Santa Monica. Kami traveled to Austin last week to work on that transition, which will allow Chris more visibility on where a particular ship is at any time.\n\nWe\u2019ve also been preparing for our Gamescom 2014 demo, which will happen in just over two weeks. Sandi and her team have done a great job of planning the event, where you\u2019ll get a chance to meet some of the team behind Arena Commander. We\u2019re eager to hang out with the backers who are making this all possible and swap some dogfighting war stories. Look for us in Cologne and feel free to say hi if you spot us around the show.\n\nLooking forward, we\u2019re hoping to expand the Arena Commander multiplayer base as soon as possible. Expect news on that shortly. In the meantime, please keep helping us test the game! Your Twitch streams, CS tickets, forum comments and other interactions with the team are what has let us get to this point, and I hope you can feel how your input has allowed us to improve the AC experience. Keep your fighters flying and your feedback coming in!\n\nEric Peterson, Studio Director\nThe CIG Austin office has been hard at work on Star Citizen, from getting patch 12.5 out, to preparing for the upcoming Gamescom event. Here is an inside look at what our studio has been up to as we continue onwards toward delivering the BDSSE.\n\nMocap and Cinematics\nCharacters\n\nWe have been working on our pipeline for characters and rigging and have been investigating incorporating some interesting clothing technology from Redacted Studios in (somewhere on planet earth). We got our head scanning rig in and will soon be ready to expand our characters, we have also been investigating head customization methodologies for players. We\u2019ve been supporting the Redacted Commercial, the Redacted II Commercial, and the bigger badder Redacted III Commercial.\n\nAnimations\n\nHave spent the month doing a 4 week female animation set mocap session focusing on basic locomotion and FPS\/weapon set moves. We have also been supporting the various commercials with motion capture, solving, and editing. In addition our very own Sandi Gardiner stopped in and put on the suit for some motion capture sessions, what a trooper!\n\nCinematics\n\nWe are refining the budget and schedule for the S42 mocap and performance capture shoots and beginning the pre-production process. Where will we capture? Look for an announcement sometime in the future about that.\n\nEngineering\nRelease 12.4 support and profiling. Assisted with debugging and improvement of ship movement and matchmaking for release 12.5. Performed CryEngine 3.6.3 integration and submitting it for testing. Physics bug fixes. Basic live server metrics. Implemented and testing automated large universe cluster deployment. Implemented caching patch servers and pre-warming, being deployed with IT. Tool improvements and fixes, including Trackview fixes for commercial work and auto-import of Crytek SDK Perforce server. PU planning, star system layout tool, and PU prototyping. Future improved ship and character movement planning and discussion.. Oh, and released 12.5 \u2013 finally.\n\nDesign\nThe CIG Austin design team is hard at work on bringing the persistent universe to life. We\u2019re starting small, getting all of the basic functionality in place and expanding as we go. We\u2019ve put together a more detailed roadmap for the next twelve months of development, and we\u2019re polishing off all of the design and tasking needs for that development. Of course, all of it centers around the economy and how it connects the universe.\n\nMeanwhile, we\u2019re hard at work supporting other areas of the universe: standardizing ship development, pushing ahead with balance for ships and parts, helping to get ships into the hangar, working out the technology and design of our clothing sets, and \u2013 as always \u2013 helping the test and balancing of the dogfighting module, as well as animation support for some ship setups. Been a busy month, but we love seeing where this is going, and we hope that you will enjoy it.\n\nShips\nThe CIG ATX ship team has been VERY busy preparing for Gamescom. Although I can\u2019t disclose the actually ships you\u2019ll see there, I can tell you they are awesome! Having said that we, on the ship team, are looking well past Gamescom. The month of August and September look to be very exciting with several ships in the pipeline. And we hope you enjoy the M50 \u2013 as Chris Smith just did an amazing job of getting that ready.\n\nArt\nWell, on ships we worked on the m50, mustang, constellation and it\u2019s variants, xian scout, Vanduul ship exploration as well as various components to allow some customization in the near future.\n\nOn the characters side of the equation \u2013 Redacted commercial characters are being completed, other module characters are in the works and lots of work on the Xian Character as well as Character customizations.\n\nOn the persistent universe, or planetside of things, we worked on the Gold horizon space station for Redacted as well as Hangar revamps. In addition, the gold shirt auction has been a big success, thank you all for your continued support.\n\nFreelance\nThis month CGBot has been focused on the stars \u2013 the Constellations, to be precise! They\u2019re preparing the ship and the variants ready to go in hangars. Virtuos has been getting acquainted with our editor and preparing to start working on ships, while also continuing with props for the REDACTED demo, and Rmory is creating some awesome weapon concepts and game assets for the REDACTED as well.\n\nOn the contractor front, the focus has been mostly on getting concepts for the REDACTED demo \u2013 David Brochard and Rob McKinnon have been working on some cool armor art. In the meantime new contractor Hugues Giboire has been working up a 3D Xi\u2019an character. Our other active contractors have been working on ships \u2013 Jim Martin has submitted some new concepts for the Caterpillar, Jan Urschel is working on the Xi\u2019an Transport Derelict, Ryan Church continues to develop the Panther, and George Hull has delivered some awesome new revisions to the Collector concept!\u201d\n\nProduction\nIn addition Citizens, we also had a PU summit in Montreal with our partners at BHVR and are very happy with what is going on up there, not to mention the weather in July is WAY better than in Austin. So, as you can see, we have been working hard on making our dream game, and will continue to march forward on making the BDSSE. The team here appreciates all the support, and patience, as we know that sometimes things go a little bit off kilter on delivery, but love being able to share all of the secrets of game development, even when some things take a bit more time. So thank you all for your continued passion, and love for this game, it keeps us all full of pride and satisfaction knowing that we are all in this together.\n\nErin Roberts, Studio Director\nHi again, really busy month down at the farm. So much has been achieved throughout this month at Foundry 42, from helping get 12.5 out, to some great work by the team on our next big feature release (13) and Gamescom. Not forgetting S42 which we have made really great progress on.\n\nLoads of focus has been on GamesCom and getting as much polish into our main branch as possible to show the game at its best. (We have been running two sets of the code for the past 6-8 weeks, Release 12 branch which is what we released 12.5 from on Wednesday night, which is predominantly about getting dog fighting stable and balanced, and main where the new features are being implemented which we make new branches from when we get near to release.) This allows us to get on with new feature implementation for the game, while not destabilizing our release builds with new code and data. So basically what you have seen in 12.5 is only the work that has happened in that branch, there is much, much more that has been going on all this time that you will see soon when we hit Gamescom and release version 13.\n\nI look forward to meeting a bunch of you while in Germany in a few weeks and showing some really cool stuff at Gamescom so I can really thank you all for your support and patience, while we endeavour to make this incredible Universe together.\n\nDesign\nBlimey! Has it been a month already.\n\nLeader Boards, Lobby systems, Key Bindings have all had design focus and are being worked on for release in 13 or soon after. Also we\u2019ve got two new awesome game modes for DFM which we plan on showing at Gamescom and releasing with 13.\n\nS42 has made a bunch of progress this month. We have broken down the campaign further with the writers and the tasks are all out there for the \u201cVertical Slice\u201d. We have prototypes for landing and take-off being worked on right now. Also, lots of work is going into the FPS side of the game, with AI behaviour, combat, stealth, perception, pick-ups, objective systems, checkpoints and the conversations system, all being designed and implemented for the game. We have a number of missions early white boxed so we can play through from start to end to make sure the pacing is right.\n\nThe ship white-boxing on the Panther Class Escort carrier is continuing really well, and the Idris is getting closer to \u201cHangar\u201d release. (caveat: it won\u2019t fit in the hangar so there will be another cool way to get into it from the hangar).\n\nAgain, thanks for the fantastic support. It is a pleasure to be working on such an awesome project with you all.\n\nProgramming\nThis month we\u2019ve been splitting our engineering time up into three parallel teams to make sure we deliver everything we want to show you guys in 12.5, Gamescom and give you all the best experience going forwards with S42.\n\nWe\u2019ve been helping out on the 12.5 build. Apart from the rubber banding we\u2019ve been trying to track down and fix a really nasty low repro bug which would cause the player\u2019s head to shake constantly when they respawn after dying. Every time we thought we had a fix the player would start standing up in the cockpit instead. Every time we thought we\u2019d fixed the standing up bug with head shake would return. And so on. We think we\u2019ve now got a good handle and fix on both issues now for the latest patch.\n\nWe\u2019re really excited by what we are going to show you at GamesCom. There\u2019s been a lot of work on polishing up the HUD to make it more friendly, the radar to make it less cluttered, cameras, lots of audio improvements, new game modes and loads more.\n\nAnd finally we\u2019re supporting our designers here getting the Squadron 42 vertical slice up and running, including prototyping a new landing mechanic, and long term goals like creating a tool to make setting up the vehicles easier and less error prone, (which will allow us to get ships and vehicles into DFM much faster) a new vehicle state system, AI and, as always, lots of bug fixing!\n\nEnvironment Art\nThe environment team has been hard at work this month on creating something special, we are producing a new location like nothing you\u2019ve seen before in Star Citizen. We have taken the architecture, lighting and colour palette in a different direction, this will complement the existing environments \u2013 so we will have Dying Star (Red), Broken Moon (Blue), and the new map (Green). All these elements will also find their way into the PU, so it helps flesh out the Universe you will all be living in when the PU comes online.\n\nWe are really excited for you guys to see it, all will be revealed at GamesCon and Release 13.\n\nVehicle Art\nThe Ship and Vehicle Team here at Foundry 42 , has been hard at work this month continuing work on the Gladius, the Gladiator and the Retaliator, as well as our current cap ship productions like the Javelin and the Panther.\n\nThe Gladius is currently been setup for its shading, audio and animations, before it goes into the technical setup stage, where it can be made ready for the Hangar. We\u2019re really close on this one.\n\nThe Gladiator is currently in its grey box stage, and the Retaliator is getting closer and closer to its final grey box stage.\n\nThe ongoing design work on the Javelin is working nicely alongside the art production for this ship, currently we are working on the Bridge and the Crew mess for this ship, so we can tie these rooms into the storyline for SQ42.\n\nThe massive Panther is coming along nicely as well, all the hallways are nearing completion, and we are currently focussing on the Crew Barracks and escape pods to be grey boxed.\n\nLots of work has also been going on with animation, where new pilot animations for the ship cockpits are going into our main branch for Gamescom, and a bunch of testing on Vanduul movement and also our character and facial systems.\n\nAudio\nThis month has been all about getting the audio to follow clearer goals and design direction. We\u2019ve further revised a selection of weapon sounds as a test bed for a new approach to weapon sounds. The weapons that we\u2019ve done so far now include percussive\/explosive elements and mechanical layers. The new approach to these sounds gives a more believable and satisfying result. We\u2019re also excited to introduce the new ship fly-by sounds as of release 13. If a Vanduul ship tears past you, this moment will now have an exciting and carefully designed fly by sound. Plenty of other improvements have been happening across the board for the sound of Star Citizen so look forward to those over the coming months.\n\nAs well as the various improvements we\u2019ve been making, team audio has been hard at work on gamescom related tasks which we are incredibly excited to show everyone!!\n\nMathieu Beaulieu, Producer\nThe month of July brings beautiful warm weather to Montreal and lots of planning!\n\nThis month Behaviour hosted a Persistent Universe Summit where Chris Roberts, Tony Zurovec and other folks from CIG sat down with [Redacted] and the Montreal team to better and more efficiently plan the approach to world building for the PU.\n\nSummer wouldn\u2019t be complete without bugs! Programming has been working on a lot of Release 12.5 bug fixes related to the Visor, Arena Commander UI, as well as with the Asteroid Hangar.\n\nThe concept phase for the Origin 890 Jump is complete!\n\nSubscriber flair for July is ready to go, and August and September flair objects are underway.\n\nLevel design, art, audio and programming teams have also been hard at work reworking the original three hangars. They are now in the debugging\/polish phase and the hangars are looking more and more slick.\n\nA galactic tune-up is also underway! The design team has been injecting Science into the current star systems. They have also been hard at work planning the first internal release of planetside.\n\nThe UI team continues to advance with various mobiGlas mock-ups, as well as a redesign of the current pause screen, flair object UI, and the occasional bug squishing. They have also been reading all your posts in the Star Citizen UI\/UX thread (even though they can\u2019t answer every post (yet)). Keep the great ideas coming!\n\nAustin Goddard, Producer\nJuly has come and gone but not without progress on all fronts from the CGBot team.\n\nWe are continuing to chip away at all the tasks needed to bring you the Constellation fleet. One of our main focuses when it comes to Constellation is getting one of the ships dogfight ready. The task hasn\u2019t been simple but thanks to our friends at CIG ATX, we are well on our way to wrapping things up in the coming days.\n\nAlong with Constellation we are also working on Idris. Detailing out each room individually is a long process but we believe it will be well worth the effort when you get to explore every inch of this ship. Development will continue to take place on Idris through August.\n\nAs was mentioned in the last update we finished up two characters at the beginning of this month. We look forward to future character work and the name alone of our next character has CGBot excited. It is our hope that with these characters and ships you will enjoy navigating the galaxy.\n\n[Redacted]\nGreetings Star Citizens! July was a really solid month for the FPS Team here at [REDACTED]. Between the epic nerf gun fights that have been randomly breaking out in the office, we\u2019ve been knocking out features and content like there\u2019s no tomorrow and the FPS module is really starting to come together.\n\nThe engineers and designers have been implementing all the weapons and gadgets. We\u2019ve got all the things you would normally expect like pistols, rifles, grenades, etc\u2026 but there are also some other unique goodies going in as well. Energy based weaponry, countermeasures like EMPs and some others that I don\u2019t want to spoil for you right now! Oh and we now have flashlights\u2026 Get hype! You can now see in the dark!\n\nMore work went in to getting the pistol ready for EVA and it\u2019s very close to being done. The new model is currently being rigged and the VFX guys have been tuning and tweaking the effects.\n\nThere was a lot of work done on the Visor HUD for FPS. A large part of the work has been integrating with the HUD system that is currently being used for ships. We\u2019ve also been working on a mission objective system that hooks in to the Visor HUD.\n\nThe animators have been chugging along getting all of the new items and weapons rigged up and ready to go, along with character animations to accompany them. Lots of new motion capture has been going on in Austin this past month as well, some of it being for the FPS module. We\u2019ve got animations for hit reactions coming in, death sequences and some really cool Zero G stuff which you should be hearing more about in the future.\n\nOn the audio side, sound effects are being created and polished for all of the weapons and items. Most of them are a nice mix of mechanical along with a sci-fi energy feel. We know that good sounds make for fun weapons, so we are really trying to push them to sound crisp and powerful.\n\nThe Art Team has been creating assets for the space station environment. Some new shaders and tools just came down the pipe, which has allowed them to push the visuals even further and acheive some really nice looking materials that weren\u2019t possible before. Yes, that\u2019s right. The game is going to look even better than it does currently!\n\nLastly, we\u2019ve been helping out with some of the networking and matchmaking issues on Arena Commander. One of our engineers is a matchmaking superstar of sorts. I like to call him the Millionaire Matchmaker\u2026 hi [REDACTED], thanks for all the hard work!\n\nThat about wraps it up for this month fellow Star Citizens. See you in a month! [REDACTED] out!\n\nP.S. \u2013 I really need to get a Nerf gun. My current policy of passive resistance is failing in the ever escalating arms race.\u2003\n\nBenoit Beaus\u00e9jour, Founder\nNo time to enjoy sunny Montreal summer for the platform team!\n\nNew ship pages & viewer\nThe new ship pages have been taking most of our cycles as we have established the data framework and views we need to present proper ship specifications to allow players to browse the ship catalog. This include a custom management console to handle managing specifications data for each ship variant and chassis as well as API endpoints to drive the Holo Viewer and Tech Overview for all current ships.\n\nThere was a huge data management task as we coordinated the capture of over 300 NEW ship screenshots for all available ships from different view angles as well as the acquisition and export of the ship technical data. A few sample are included in this report.\n\nThis major refactoring has been in the works for some time but has really come together in the last few weeks as we integrated the new WebGL Holo Viewer into the data model. The new viewer allows you to browse hardpoints, propulsion and POI directly on the ship and see the contents of the ship loadout in 3d space. In addition, we built a full 3D POI Editor that allows us to add POI markers to specific areas of each ship and\/or correct the data that we imported. It\u2019s very convenient for showing POIs on concept ships that have not reached the CryEngine yet. Work is left to fully integrate this process into the ship pipeline ; but we are hopeful that this will be properly integrated soon!\n\nWe also wanted to be able to properly report the state of each ship online. Is this ship in the hangar? Can I fly it? Is this ship currently in concept? This new framework will allow us to modify the game module pages to include the state of each ship in relation with each module.\n\nThis set of tools and data models is our first piece of the Galactapedia as all of the ship data is entirely separated from the store and will also be used to drive pieces of that module when we are closer to bring it online. We expect to take on the same work for Planets and Systems in the near future.\n\nTo properly present the new ship pages, we have also refactored the entire store to properly reflect the vision of the manufacturer and of the ships. Hopefully this new mode to browse will feel more in-fiction and properly reflect the depth of the Star Citizen universe.\n\nYou should see the results of this work online very soon! We\u2019re excited!\n\nOrganizations Drop Two\nConcept work on the features for Organizations Drop Two have continued. We plan to introduce a tool specifically for players with the \u201cOperations\u201d role to allow them to manage Jobs & Divisions within their Organizations. This tool mainly brings the feature of structure to your group and will be a very good way to organize it into sub units. This feature coupled with the features of \u201cJobs\u201d, which will act like a tag system, will make filtering and managing members easier. We have some very cool visualization ideas on this front and we hope to be able to show you some of them soon!\n\nWe also made some headway on conceptualizing some recruiting tools for Organizations to help leaders in finding members. We hope to include these in the drop.\n\nAll in all a great month!\n\nMatthew Jack, Founder\nJuly was an important month for Moon Collider, as we significantly increased the size of our team, which will allow us to better meet the AI needs for Star Citizen in the future and support the other teams as they work on more AI-heavy features. We\u2019ve been really pleased with your response to the Vanduul Swarm gameplay so far, and our new team members will really help us to continue delivering the top notch AI that you are all expecting to see when you play Star Citizen.\n\nWe\u2019ve been a team of three-and-a-half for a while and we\u2019ve now made the jump to six, with a core of four full-time developers and two supporting part-time. So who are the new faces?\n\nAdam and Diana have both left the warm shores of Perth, Australia, and decided to brave the Edinburgh climate in order to be part of the Kythera team. Both of them have worked previously at Crytek as a programmer and project manager, respectively. Adam will be working full time with us programming and lending his animation expertise to help make our Kythera AI system blend seamlessly with CryEngine\u2019s animated characters, while Diana will provide support part time taking over administrative duties so the rest of the team can spend more time getting awesome new features into the game and out to all of you to play.\n\nJurie is a veteran developer, having worked previously at Rockstar Games. He has been the extra \u201chalf\u201d in recent months, doing contract work for us on our debugging toolset. Any system is only as good as it\u2019s tools; that\u2019s especially true for AI and with Jurie\u2019s help we\u2019re really pushing what\u2019s possible (more on that below!) He will continue to work part-time from France, improving Kythera\u2019s debugging and visualization features so that it\u2019s easier for us and all of the Star Citizen teams to understand what\u2019s going on in the virtual heads of AI. This will help us continue to be confident that the AI is robust, and more importantly, fun to play with and against!\n\nEnough with the roll call, though. What have we been doing this month?\n\nWe\u2019ve been continuing our work to get the dogfighting AI running on the server, and that\u2019s shaping up nicely. There is still more work to do to make it more robust, but we\u2019re happy with what we\u2019ve achieved so far.\n\nOn the FPS side we\u2019ve been making more improvements to the AI, with a particular focus on their perception abilities, such as incorporating line-of-sight information to determine whether they can see the player and gathering basic information about all of the characters that are nearby. Their combat abilities are still very basic at the moment, but with the groundwork we\u2019re adding we can start developing more sophisticated behaviours.\n\nWe made some significant improvements to our toolset this month, with the main feature being an ability to record detailed data about what AI is doing while running the game, and then replay it later with visual debugging information inside the game world. This is an extremely useful feature for designers to be able to go back and examine exactly what the AI did in different situations during a playthrough, so that they can find opportunities to refine their behavior to make them more fun to play against. It\u2019s also very handy for tracking down bugs!\n\nA big feature that we\u2019re starting to devote serious time to is the persistent universe, and designing how the AI needs to work, particularly planetside. There are a lot of big challenges here and we\u2019re all very ambitious with what we\u2019re hoping to achieve, so we\u2019ll be spending a reasonable amount of time on design work in this area so that we get it right.\n\nFinally, the whole team took some time off from Star Citizen earlier in the month to attend the Game\/AI Conference in Vienna. This was a great opportunity to talk with other AI developers and learn about the AI technology being developed for other games. We\u2019re passionate about keeping Kythera at the cutting edge of game AI and this conference is one of the most important annual gatherings for game AI developers, so it was really great that we could all attend. It was also an opportunity for our newly expanded team to all be in the same place at the same time, which allowed us to take this excellent team photo at the Prater amusement park in Vienna. And yes, yes we think that clown is pretty scary too.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nJuli war ein gro\u00dfer Monat f\u00fcr Star Citizen! Der lange Kampf mit dem Gummiband testete manchmal unsere Entschlossenheit, aber wir haben endlich den Sieg errungen! Wir sind begeistert von den Ergebnissen unserer gesamten Arbeit: Der Multiplayer des Arena Commander spielt so, wie wir es urspr\u00fcnglich wollten.\n\nWir sind bestrebt, andere Teile des gr\u00f6\u00dferen Spiels zu integrieren.... einschlie\u00dflich derjenigen, die gleichzeitig in unseren Studios und Outsourcing-Partnern entwickelt wurden! Im August werden mehrere gro\u00dfe Events stattfinden, darunter Chris' Pr\u00e4sentation auf der Gamescom und Pr\u00e4sentationen auf der PAX East und Dragon*Con. Erwarten Sie, in den kommenden Wochen einige coole Teile des Star Citizen Universums zu sehen!\n\nTravis Day, Dogfight Producer, Dogfight Producer\nGr\u00fc\u00dfe B\u00fcrger,\n\nAn dieser Stelle kann man wohl sagen, dass Sie bereits viel von dem wissen, worauf sich Cloud Imperium Games Santa Monica konzentriert hat! Unsere Ingenieure haben das Gummibandproblem seit dem Release 12.4 bearbeitet, und wir sind so gl\u00fccklich, dass die L\u00f6sung endlich da ist. Die Beseitigung des Gummibandes (und damit auch vieler anderer Probleme) beinhaltete, dass mehrere Aspekte des Arena Commander (einschlie\u00dflich unseres sehr komplexen Physiksystems) auseinander genommen, alle Teile untersucht und dann hoffentlich wieder richtig zusammengef\u00fcgt wurden. Aber das erste Wort ist, dass sie es tun, und 12.5 ist das bisher beste Multiplayer-Erlebnis!\n\nWenn du an einigen sehr spezifischen Details \u00fcber diesen Prozess interessiert bist, schau dir bitte die \"Patch-Update\"-Posts an, die w\u00e4hrend jeder Woche der Entwicklung von 12.5 ver\u00f6ffentlicht werden. Um es kurz zu machen, jedes einzelne Mitglied des Santa Monica-Teams ging dar\u00fcber hinaus, um dieses Ding herauszubekommen, sei es durch Spieltests in seiner Freizeit oder durch Arbeiten bis in die fr\u00fchen Morgenstunden, um Physik-Code neu zu schreiben.\n\nArena Commander ist nicht das Einzige, was sich diesen Monat erweitert: Das B\u00fcro selbst w\u00e4chst. Wir sind dabei, das Community-Team (und einige andere) in zus\u00e4tzliche B\u00fcror\u00e4ume nebenan zu verlegen, was uns Raum geben wird, das Team hier zu erweitern. Eine Sache, die uns erlaubt, ist die Verlegung der Schiffsproduktionspipeline nach Santa Monica. Kami reiste letzte Woche nach Austin, um an diesem \u00dcbergang zu arbeiten, der Chris mehr Transparenz dar\u00fcber geben wird, wo sich ein bestimmtes Schiff zu jeder Zeit befindet.\n\nWir haben uns auch auf unsere Demo zur Gamescom 2014 vorbereitet, die in etwas mehr als zwei Wochen stattfinden wird. Sandi und ihr Team haben bei der Planung der Veranstaltung hervorragende Arbeit geleistet, wo Sie die M\u00f6glichkeit haben, einen Teil des Teams hinter Arena Commander zu treffen. Wir sind begierig darauf, mit den Geldgebern zusammenzuh\u00e4ngen, die das alles m\u00f6glich machen und einige Kriegsgeschichten austauschen. Suchen Sie uns in K\u00f6ln und z\u00f6gern Sie nicht, uns zu begr\u00fc\u00dfen, wenn Sie uns in der N\u00e4he der Show sehen.\n\nMit Blick auf die Zukunft hoffen wir, die Mehrspielerbasis von Arena Commander so schnell wie m\u00f6glich zu erweitern. Erwarten Sie in K\u00fcrze Neuigkeiten dazu. Bitte helfen Sie uns in der Zwischenzeit weiterhin, das Spiel zu testen! Ihre Twitch-Streams, CS-Tickets, Foren-Kommentare und andere Interaktionen mit dem Team haben uns zu diesem Punkt gef\u00fchrt, und ich hoffe, Sie k\u00f6nnen sp\u00fcren, wie Ihr Beitrag es uns erm\u00f6glicht hat, das AC-Erlebnis zu verbessern. Lassen Sie Ihre K\u00e4mpfer fliegen und Ihr Feedback kommt!\n\nEric Peterson, Studio-Direktor\nDas CIG Austin B\u00fcro hat hart an Star Citizen gearbeitet, vom Erscheinen des Patches 12.5 bis hin zur Vorbereitung auf das kommende Gamescom-Event. Hier ist ein Einblick in das, was unser Studio vor sich hat, w\u00e4hrend wir weiter daran arbeiten, den BDSSE zu liefern.\n\nMocap und Cinematics\nCharaktere\n\nWir haben an unserer Pipeline f\u00fcr Charaktere und Takelage gearbeitet und untersucht, wie wir einige interessante Bekleidungstechnologien von Redacted Studios in (irgendwo auf dem Planeten Erde) integrieren k\u00f6nnen. Wir haben unseren Kopfscanner in Betrieb genommen und werden bald bereit sein, unsere Charaktere zu erweitern, wir haben auch Methoden zur Kopfanpassung f\u00fcr Spieler untersucht. Wir haben den Redacted Commercial, den Redacted II Commercial und den gr\u00f6\u00dferen, schlechteren Redacted III Commercial unterst\u00fctzt.\n\nAnimationen\n\nHaben den Monat damit verbracht, eine 4-w\u00f6chige weibliche Animations-Set Mocap-Sitzung zu machen, die sich auf die grundlegende Fortbewegung und FPS\/Waffenset-Bewegungen konzentriert. Wir haben auch die verschiedenen Werbespots mit Motion Capture, Solving und Editing unterst\u00fctzt. Au\u00dferdem kam unser eigener Sandi Gardiner vorbei und zog den Anzug f\u00fcr einige Motion Capture Sessions an, was f\u00fcr ein Trooper!\n\nKinematiken\n\nWir verfeinern das Budget und den Zeitplan f\u00fcr die S42 Mocap- und Performance Capture-Aufnahmen und beginnen mit dem Vorproduktionsprozess. Wo werden wir gefangen nehmen? Suchen Sie nach einer Ank\u00fcndigung irgendwann in der Zukunft dar\u00fcber.\n\nIngenieurwesen\nRelease 12.4 Unterst\u00fctzung und Profilierung. Unterst\u00fctzung beim Debuggen und Verbessern der Schiffsbewegung und Matchmaking f\u00fcr Release 12.5. Integration von CryEngine 3.6.3 durchgef\u00fchrt und zur Pr\u00fcfung eingereicht. Physik-Bugfixes. Grundlegende Live-Server-Metriken. Implementierung und Test der automatisierten Bereitstellung von Gro\u00dfuniversum-Clustern. Implementiertes Caching von Patch-Servern und Pre-Warming, das zusammen mit der IT eingesetzt wird. Tool-Verbesserungen und -Korrekturen, einschlie\u00dflich Trackview-Korrekturen f\u00fcr kommerzielle Arbeiten und automatischer Import von Crytek SDK Perforce Server. PU-Planung, Star-System-Layout-Tool und PU-Prototyping. Zuk\u00fcnftig verbesserte Planung und Diskussion von Schiffs- und Charakterbewegungen.... Oh, und 12.5 ver\u00f6ffentlicht - endlich.\n\nDesign\nDas Designteam von CIG Austin arbeitet hart daran, das anhaltende Universum zum Leben zu erwecken. Wir fangen klein an, bringen alle Grundfunktionen an ihren Platz und erweitern sie im Laufe der Zeit. Wir haben eine detailliertere Roadmap f\u00fcr die n\u00e4chsten zw\u00f6lf Monate der Entwicklung erstellt und sind dabei, alle Design- und Aufgabenanforderungen f\u00fcr diese Entwicklung abzuschlie\u00dfen. Nat\u00fcrlich dreht sich alles um die Wirtschaft und wie sie das Universum verbindet.\n\nInzwischen arbeiten wir hart daran, andere Bereiche des Universums zu unterst\u00fctzen: die Standardisierung der Schiffsentwicklung, die Weiterentwicklung der Balance f\u00fcr Schiffe und Teile, die Unterst\u00fctzung beim Einbringen von Schiffen in den Hangar, die Ausarbeitung der Technologie und des Designs unserer Bekleidungssets und - wie immer - die Unterst\u00fctzung beim Testen und Balancieren des Luftkampfmoduls sowie die Unterst\u00fctzung bei der Animation einiger Schiffsaufbauten. Es war ein arbeitsreicher Monat, aber wir lieben es zu sehen, wohin das f\u00fchrt, und wir hoffen, dass Sie es genie\u00dfen werden.\n\nSchiffe\nDas CIG ATX Schiffsteam war SEHR damit besch\u00e4ftigt, sich auf die Gamescom vorzubereiten. Obwohl ich die tats\u00e4chlichen Schiffe, die du dort sehen wirst, nicht offen legen kann, kann ich dir sagen, dass sie fantastisch sind! Allerdings blicken wir als Schiffsteam weit \u00fcber die Gamescom hinaus. Die Monate August und September sehen sehr aufregend aus, da mehrere Schiffe in der Pipeline sind. Und wir hoffen, dass Ihnen die M50 gef\u00e4llt - denn Chris Smith hat gerade einen tollen Job gemacht, um sie fertigzustellen.\n\nKunst\nNun, auf Schiffen haben wir an der m50, Mustang, Konstellation und ihren Varianten, Xian Scout, Vanduul Schiffserkundung sowie verschiedenen Komponenten gearbeitet, um in naher Zukunft eine gewisse Anpassung zu erm\u00f6glichen.\n\nAuf der Charakterseite der Gleichung - Redigierte Werbecharaktere werden erg\u00e4nzt, andere Modulcharaktere sind in Arbeit und viel Arbeit am Xian-Charakter sowie Charakteranpassungen.\n\nAuf dem persistenten Universum oder Planetenseite der Dinge arbeiteten wir an der Raumstation Gold Horizon f\u00fcr Redacted und Hangar-Revamps. Dar\u00fcber hinaus war die Goldhemd-Auktion ein gro\u00dfer Erfolg, vielen Dank an alle f\u00fcr Ihre weitere Unterst\u00fctzung.\n\nFreiberuflich t\u00e4tig\nDiesen Monat konzentrierte sich CGBot auf die Sterne - die Konstellationen, um genau zu sein! Sie bereiten das Schiff und die Varianten f\u00fcr den Einsatz in Hangars vor. Virtuos hat sich mit unserem Editor vertraut gemacht und sich darauf vorbereitet, mit der Arbeit an Schiffen zu beginnen, w\u00e4hrend er auch mit den Requisiten f\u00fcr die REDACTED-Demo weitermacht, und Rmory erstellt einige fantastische Waffenkonzepte und Spielressourcen f\u00fcr die REDACTED.\n\nAuf der Auftragnehmerseite lag der Schwerpunkt vor allem auf der Erstellung von Konzepten f\u00fcr die REDACTED-Demo - David Brochard und Rob McKinnon haben an einigen coolen R\u00fcstungskunstwerken gearbeitet. Inzwischen hat der neue Auftragnehmer Hugues Giboire einen 3D Xi'an Charakter entwickelt. Unsere anderen aktiven Auftragnehmer haben auf Schiffen gearbeitet - Jim Martin hat einige neue Konzepte f\u00fcr die Caterpillar eingereicht, Jan Urschel arbeitet am Xi'an Transport Derelict, Ryan Church entwickelt den Panther weiter und George Hull hat einige gro\u00dfartige neue \u00dcberarbeitungen des Collector-Konzepts geliefert\".\n\nProduktion\nDar\u00fcber hinaus hatten wir auch einen PU-Gipfel in Montreal mit unseren Partnern beim BHVR und sind sehr zufrieden mit dem, was dort oben vor sich geht, ganz zu schweigen vom Wetter im Juli, das besser ist als in Austin. Wie du sehen kannst, haben wir also hart an unserem Traumspiel gearbeitet und werden weiterhin auf dem Weg zur BDSSE vorankommen. Das Team hier sch\u00e4tzt die ganze Unterst\u00fctzung und Geduld, denn wir wissen, dass manchmal die Dinge bei der Auslieferung ein wenig daneben gehen, aber es liebt es, alle Geheimnisse der Spieleentwicklung teilen zu k\u00f6nnen, auch wenn einige Dinge etwas l\u00e4nger dauern. Also vielen Dank an euch alle f\u00fcr eure anhaltende Leidenschaft und Liebe zu diesem Spiel, es h\u00e4lt uns alle voller Stolz und Zufriedenheit, weil wir wissen, dass wir alle zusammen in diesem Bereich sind.\n\nErin Roberts, Studioleiterin\nHallo noch mal, sehr gesch\u00e4ftiger Monat unten auf der Farm. In diesem Monat wurde bei Foundry 42 so viel erreicht, von der Unterst\u00fctzung bei der Ver\u00f6ffentlichung von 12.5 bis hin zur gro\u00dfartigen Arbeit des Teams an unserem n\u00e4chsten gro\u00dfen Feature-Release (13) und der Gamescom. Nicht zu vergessen S42, bei dem wir wirklich gro\u00dfe Fortschritte gemacht haben.\n\nDer Schwerpunkt lag auf GamesCom und dem Erhalt so viel Feinschliff wie m\u00f6glich in unserer Hauptniederlassung, um das Spiel von seiner besten Seite zu zeigen. (Wir haben in den letzten 6-8 Wochen zwei S\u00e4tze des Codes ausgef\u00fchrt, Release 12 Branch, von dem wir 12.5 am Mittwochabend ver\u00f6ffentlicht haben, was haupts\u00e4chlich darauf abzielt, die Hundek\u00e4mpfe stabil und ausgeglichen zu machen, und vor allem, wo die neuen Funktionen implementiert werden, aus denen wir neue Zweige machen, wenn wir kurz vor der Ver\u00f6ffentlichung stehen. Dies erm\u00f6glicht es uns, mit der Implementierung neuer Funktionen f\u00fcr das Spiel fortzufahren, ohne unsere Release-Builds mit neuem Code und neuen Daten zu destabilisieren. Also im Grunde genommen ist das, was Sie in 12.5 gesehen haben, nur die Arbeit, die in diesem Zweig passiert ist, es gibt noch viel, viel mehr, was die ganze Zeit passiert ist, die Sie bald sehen werden, wenn wir die Gamescom und die Version 13 ver\u00f6ffentlichen.\n\nIch freue mich darauf, in ein paar Wochen in Deutschland einen Haufen von euch zu treffen und ein paar wirklich coole Sachen auf der Gamescom zu zeigen, damit ich euch allen wirklich f\u00fcr eure Unterst\u00fctzung und Geduld danken kann, w\u00e4hrend wir uns bem\u00fchen, dieses unglaubliche Universum zusammen zu schaffen.\n\nDesign\nVerdammt noch mal! Ist es schon einen Monat her?\n\nLeader Boards, Lobbysysteme, Key Bindings haben alle einen Designfokus und werden f\u00fcr die Ver\u00f6ffentlichung in 13 oder kurz danach bearbeitet. Au\u00dferdem haben wir zwei neue fantastische Spielmodi f\u00fcr DFM, die wir auf der Gamescom zeigen und mit 13 ver\u00f6ffentlichen wollen.\n\nS42 hat in diesem Monat eine Reihe von Fortschritten gemacht. Wir haben die Kampagne mit den Autoren weiter aufgeschl\u00fcsselt und die Aufgaben sind alle f\u00fcr den \"Vertical Slice\" da drau\u00dfen. Wir haben Prototypen f\u00fcr Landung und Start, an denen gerade gearbeitet wird. Auch auf der FPS-Seite des Spiels wird viel Arbeit geleistet, wobei KI-Verhalten, Kampf, Tarnung, Wahrnehmung, Abholung, Zielsysteme, Checkpoints und das Konversationssystem f\u00fcr das Spiel konzipiert und implementiert werden. Wir haben eine Reihe von Missionen, die fr\u00fchzeitig wei\u00df eingepackt sind, damit wir sie von Anfang bis Ende durchspielen k\u00f6nnen, um sicherzustellen, dass das Tempo stimmt.\n\nDas White-Boxing auf der Panther Class Escort Dame geht wirklich gut voran, und die Idris n\u00e4hert sich der Ver\u00f6ffentlichung von \"Hangar\". (Vorbehalt: Es wird nicht in den Hangar passen, also wird es einen anderen coolen Weg geben, vom Hangar aus in den Hangar zu gelangen).\n\nNochmals vielen Dank f\u00fcr die fantastische Unterst\u00fctzung. Es ist ein Vergn\u00fcgen, mit euch allen an einem so tollen Projekt zu arbeiten.\n\nProgrammierung\nDiesen Monat haben wir unsere Entwicklungszeit in drei parallele Teams aufgeteilt, um sicherzustellen, dass wir alles liefern, was wir euch in 12.5, Gamescom zeigen wollen und euch das beste Erlebnis f\u00fcr die Zukunft mit S42 bieten.\n\nWir haben beim 12.5er Build geholfen. Abgesehen vom Gummiband haben wir versucht, einen wirklich b\u00f6sen Low-Repro-Bug aufzusp\u00fcren und zu beheben, der den Kopf des Spielers st\u00e4ndig sch\u00fctteln w\u00fcrde, wenn er nach dem Tod wieder auftaucht. Jedes Mal, wenn wir dachten, dass wir eine L\u00f6sung h\u00e4tten, begann der Spieler stattdessen im Cockpit aufzustehen. Jedes Mal, wenn wir dachten, wir h\u00e4tten den Stehk\u00e4fer mit Kopfsch\u00fctteln behoben, w\u00fcrde er zur\u00fcckkehren. Und so weiter. Wir denken, dass wir jetzt einen guten Griff haben und beheben beide Probleme jetzt f\u00fcr den neuesten Patch.\n\nWir sind sehr gespannt, was wir Ihnen auf der GamesCom zeigen werden. Es gab viel Arbeit, um das HUD zu polieren, um es freundlicher zu machen, das Radar, um es weniger \u00fcberladen zu machen, Kameras, viele Audio-Verbesserungen, neue Spielmodi und vieles mehr.\n\nUnd schlie\u00dflich unterst\u00fctzen wir unsere Konstrukteure dabei, die vertikale Scheibe der Staffel 42 in Betrieb zu nehmen, einschlie\u00dflich des Prototyps einer neuen Landemechanik, und langfristige Ziele wie die Entwicklung eines Tools, das die Einrichtung der Fahrzeuge einfacher und weniger fehleranf\u00e4llig macht (was es uns erm\u00f6glicht, Schiffe und Fahrzeuge viel schneller in DFM zu integrieren), ein neues Fahrzeugzustandsystem, eine KI und, wie immer, viele Fehlerbehebungen!\n\nUmwelt Kunst\nDas Umweltteam hat diesen Monat hart daran gearbeitet, etwas Besonderes zu schaffen, wir produzieren einen neuen Standort wie nichts, was Sie bisher in Star Citizen gesehen haben. Wir haben die Architektur, die Beleuchtung und die Farbpalette in eine andere Richtung gelenkt, dies wird die bestehenden Umgebungen erg\u00e4nzen - so werden wir Dying Star (Red), Broken Moon (Blue) und die neue Karte (Green) haben. Alle diese Elemente werden auch ihren Weg in die PU finden, so dass sie helfen, das Universum, in dem ihr alle leben werdet, zu konkretisieren, wenn die PU online kommt.\n\nWir freuen uns sehr, dass ihr es seht, alles wird auf der GamesCon und dem Release 13 vorgestellt.\n\nFahrzeugkunst\nDas Schiffs- und Fahrzeugteam hier in der Gie\u00dferei 42 hat in diesem Monat hart gearbeitet und setzt die Arbeit an der Gladius, dem Gladiator und dem Vergelter sowie an unseren aktuellen Cap-Ship-Produktionen wie dem Javelin und dem Panther fort.\n\nDer Gladius ist derzeit f\u00fcr seine Shading, Audio und Animationen eingerichtet, bevor er in die technische Einrichtungsphase geht, wo er f\u00fcr den Hangar vorbereitet werden kann. Wir stehen dem sehr nahe.\n\nDer Gladiator befindet sich derzeit in seiner Graukastenphase, und der Vergelter r\u00fcckt immer n\u00e4her an seine letzte Graukastenphase heran.\n\nDie laufenden Designarbeiten an der Javelin laufen parallel zur Kunstproduktion f\u00fcr dieses Schiff, derzeit arbeiten wir an der Bridge und der Crew-Messe f\u00fcr dieses Schiff, damit wir diese R\u00e4ume in die Storyline f\u00fcr SQ42 einbinden k\u00f6nnen.\n\nDer riesige Panther kommt auch gut voran, alle G\u00e4nge stehen kurz vor der Fertigstellung, und wir konzentrieren uns derzeit auf die Crewbaracken und Fluchtkapseln, die grau eingepackt werden sollen.\n\nEs wurde auch viel an der Animation gearbeitet, wo neue Pilotanimationen f\u00fcr die Schiffscockpits in unsere Hauptniederlassung f\u00fcr die Gamescom gehen, und eine Reihe von Tests \u00fcber Vanduul-Bewegungen sowie unsere Charakter- und Gesichtssysteme.\n\nAudio\nIn diesem Monat ging es darum, das Audio dazu zu bringen, klarere Ziele und eine klarere Designrichtung zu verfolgen. Wir haben au\u00dferdem eine Auswahl von Waffenger\u00e4uschen als Pr\u00fcfstand f\u00fcr einen neuen Ansatz bei Waffenger\u00e4uschen \u00fcberarbeitet. Die Waffen, die wir bisher entwickelt haben, umfassen nun perkussive\/explosive Elemente und mechanische Schichten. Die neue Herangehensweise an diese Kl\u00e4nge f\u00fchrt zu einem glaubw\u00fcrdigeren und zufriedenstellenderen Ergebnis. Wir freuen uns auch, die neuen Schiffs-Flugvorbeifahrt-Kl\u00e4nge ab Release 13 vorstellen zu k\u00f6nnen. Wenn ein Vanduul-Schiff an Ihnen vorbeigeht, wird dieser Moment nun einen aufregenden und sorgf\u00e4ltig gestalteten Fly-by-Sound haben. Viele weitere Verbesserungen wurden auf breiter Front f\u00fcr den Sound von Star Citizen vorgenommen, also freuen Sie sich auf diese in den kommenden Monaten.\n\nNeben den verschiedenen Verbesserungen, die wir vorgenommen haben, hat Team Audio hart an der Arbeit an gamescom-bezogenen Aufgaben gearbeitet, die wir unglaublich gerne allen zeigen m\u00f6chten.\n\nMathieu Beaulieu, Produzentin\nDer Monat Juli bringt sch\u00f6nes warmes Wetter nach Montreal und viel Planung!\n\nDiesen Monat veranstaltete Behaviour einen Persistent Universe Summit, bei dem Chris Roberts, Tony Zurovec und andere Leute von CIG mit[Redacted] und dem Montreal-Team zusammenkamen, um den Ansatz zum Weltbau f\u00fcr die PU besser und effizienter zu planen.\n\nDer Sommer w\u00e4re ohne K\u00e4fer nicht komplett! Die Programmierung hat an vielen Bugfixes f\u00fcr Release 12.5 gearbeitet, die sich auf das Visier, die Arena Commander Benutzeroberfl\u00e4che sowie den Asteroid Hangar beziehen.\n\nDie Konzeptphase f\u00fcr den Origin 890 Jump ist abgeschlossen!\n\nDas Abonnenten-Flair f\u00fcr Juli ist einsatzbereit, und die Flair-Objekte f\u00fcr August und September sind in Arbeit.\n\nAuch die Teams f\u00fcr Leveldesign, Kunst, Audio und Programmierung haben hart daran gearbeitet, die urspr\u00fcnglichen drei Hangars zu \u00fcberarbeiten. Sie befinden sich nun in der Debugging-\/Polierphase und die Hangars sehen immer glatter aus.\n\nEine galaktische Aufwertung ist ebenfalls im Gange! Das Designteam hat die Wissenschaft in die aktuellen Sternensysteme integriert. Sie waren auch hart bei der Planung der ersten internen Freigabe von Planetenseiten.\n\nDas UI-Team entwickelt sich weiter mit verschiedenen mobiGlas Mock-Ups, sowie einem Redesign des aktuellen Pausenbildschirms, der Flair-Objekt-Oberfl\u00e4che und dem gelegentlichen Bug Squishing. Sie haben auch alle deine Beitr\u00e4ge im Star Citizen UI\/UX-Thread gelesen (obwohl sie (noch) nicht jeden Beitrag beantworten k\u00f6nnen). Lasst die tollen Ideen kommen!\n\nAustin Goddard, Produzentin\nDer Juli ist gekommen und gegangen, aber nicht ohne Fortschritte an allen Fronten des CGBot-Teams.\n\nWir werden weiterhin alle Aufgaben erledigen, die notwendig sind, um Ihnen die Constellation-Flotte zu bringen. Einer unserer Schwerpunkte bei Constellation ist es, eines der Schiffe in den Luftkampf zu schicken. Die Aufgabe war nicht einfach, aber dank unserer Freunde von CIG ATX sind wir auf dem besten Weg, die Dinge in den n\u00e4chsten Tagen abzuschlie\u00dfen.\n\nZusammen mit Constellation arbeiten wir auch an Idris. Die individuelle Detaillierung jedes Raumes ist ein langer Prozess, aber wir glauben, dass es sich lohnen wird, wenn man jeden Zentimeter dieses Schiffes erkunden kann. Die Entwicklung auf Idris wird bis August fortgesetzt.\n\nWie bereits im letzten Update erw\u00e4hnt, haben wir Anfang dieses Monats zwei Charaktere fertig gestellt. Wir freuen uns auf die zuk\u00fcnftige Charakterarbeit und allein der Name unseres n\u00e4chsten Charakters hat CGBot begeistert. Wir hoffen, dass Sie mit diesen Charakteren und Schiffen Spa\u00df an der Navigation durch die Galaxie haben werden.\n\n(Redigiert)\nGr\u00fc\u00dfe Stern-B\u00fcrger! Juli war ein wirklich solider Monat f\u00fcr das FPS-Team hier bei[REDACTED]. Zwischen den epischen Nerf-Gun-K\u00e4mpfen, die zuf\u00e4llig im B\u00fcro ausgebrochen sind, haben wir Features und Inhalte ausgeklammert, als g\u00e4be es kein Morgen mehr und das FPS-Modul f\u00e4ngt wirklich an, zusammenzukommen.\n\nDie Ingenieure und Designer haben alle Waffen und Gadgets implementiert. Wir haben alles, was Sie normalerweise erwarten w\u00fcrden, wie Pistolen, Gewehre, Granaten, etc..... aber es gibt auch einige andere einzigartige Leckerbissen, die auch dabei sind. Energiebasierte Waffen, Gegenma\u00dfnahmen wie EMPs und einige andere, die ich dir im Moment nicht verderben will! Oh und wir haben jetzt Taschenlampen.... Get hype! Du kannst jetzt im Dunkeln sehen!\n\nMehr Arbeit wurde investiert, um die Pistole auf EVA vorzubereiten, und es ist sehr nahe dran, fertig zu werden. Das neue Modell wird derzeit aufger\u00fcstet und die VFX-Jungs haben die Effekte optimiert und optimiert.\n\nEs wurde viel an dem Visier-HUD f\u00fcr FPS gearbeitet. Ein gro\u00dfer Teil der Arbeiten wurde mit dem HUD-System integriert, das derzeit f\u00fcr Schiffe eingesetzt wird. Wir haben auch an einem Missionszielsystem gearbeitet, das sich mit dem Visier-HUD verbindet.\n\nDie Animatoren haben sich bem\u00fcht, alle neuen Gegenst\u00e4nde und Waffen aufzur\u00fcsten und bereit zu machen, zusammen mit Charakteranimationen, die sie begleiten. Auch in Austin gab es im vergangenen Monat viele neue Bewegungsaufnahmen, darunter auch f\u00fcr das FPS-Modul. Wir haben Animationen f\u00fcr Hitreaktionen, Todessequenzen und einige wirklich coole Zero G Sachen, von denen du in Zukunft mehr h\u00f6ren solltest.\n\nAuf der Audio-Seite werden Soundeffekte f\u00fcr alle Waffen und Gegenst\u00e4nde erstellt und poliert. Die meisten von ihnen sind eine sch\u00f6ne Mischung aus Mechanik und einem Sci-Fi-Energiegef\u00fchl. Wir wissen, dass gute Sounds f\u00fcr lustige Waffen sorgen, also versuchen wir wirklich, sie dazu zu bringen, knackig und kraftvoll zu klingen.\n\nDas Art Team hat Verm\u00f6genswerte f\u00fcr die Umgebung der Raumstation geschaffen. Einige neue Shader und Werkzeuge kamen gerade erst in die Pipe, was es ihnen erm\u00f6glicht hat, die Optik noch weiter zu verbessern und einige wirklich sch\u00f6n aussehende Materialien zu erhalten, die vorher nicht m\u00f6glich waren. Ja, das ist richtig. Das Spiel wird noch besser aussehen als bisher!\n\nSchlie\u00dflich haben wir bei einigen der Netzwerk- und Matchmaking-Probleme von Arena Commander geholfen. Einer unserer Ingenieure ist eine Art Matchmaking-Superstar. Ich nenne ihn gerne den Million\u00e4rs-Matchmaker.... hi[REDACTED], danke f\u00fcr die ganze harte Arbeit!\n\nDas war's dann auch schon f\u00fcr diesen Monat, liebe Sternenb\u00fcrger. Wir sehen uns in einem Monat! (REDAKTIERT) raus!\n\nP.S. - Ich brauche wirklich eine Nerf-Waffe. Meine derzeitige Politik des passiven Widerstands scheitert an dem immer weiter eskalierenden Wettr\u00fcsten.\n\nBenoit Beaus\u00e9jour, Gr\u00fcnder und Gr\u00fcnder\nKeine Zeit, den sonnigen Montrealer Sommer f\u00fcr das Plattformteam zu genie\u00dfen!\n\nNeue Schiffsseiten & Viewer\nDie neuen Schiffsseiten haben die meisten unserer Zyklen in Anspruch genommen, da wir den Datenrahmen und die Ansichten festgelegt haben, die wir ben\u00f6tigen, um geeignete Schiffsspezifikationen vorzulegen, damit die Spieler den Schiffskatalog durchsuchen k\u00f6nnen. Dazu geh\u00f6rt eine benutzerdefinierte Management-Konsole zur Verwaltung von Spezifikationsdaten f\u00fcr jede Schiffsvariante und jedes Chassis sowie API-Endpunkte zur Steuerung des Holo Viewer und der Tech Overview f\u00fcr alle aktuellen Schiffe.\n\nEs gab eine gro\u00dfe Datenverwaltungsaufgabe, als wir die Erfassung von \u00fcber 300 NEUEN Schiffsscreenshots f\u00fcr alle verf\u00fcgbaren Schiffe aus verschiedenen Blickwinkeln sowie die Erfassung und den Export der schiffstechnischen Daten koordinierten. Einige Beispiele sind in diesem Bericht enthalten.\n\nDieses gro\u00dfe Refactoring ist seit einiger Zeit in Arbeit, hat sich aber in den letzten Wochen wirklich zusammengef\u00fchrt, als wir den neuen WebGL Holo Viewer in das Datenmodell integriert haben. Der neue Viewer erm\u00f6glicht es Ihnen, Hardpoints, Antrieb und POI direkt auf dem Schiff zu durchsuchen und den Inhalt der Schiffsverladung im 3D-Raum zu sehen. Dar\u00fcber hinaus haben wir einen vollst\u00e4ndigen 3D-POI-Editor entwickelt, der es uns erm\u00f6glicht, POI-Marker zu bestimmten Bereichen jedes Schiffes hinzuzuf\u00fcgen und\/oder die von uns importierten Daten zu korrigieren. Es ist sehr praktisch, um POIs auf Konzept-Schiffen anzuzeigen, die die CryEngine noch nicht erreicht haben. Es bleibt noch viel zu tun, um diesen Prozess vollst\u00e4ndig in die Schiffspipeline zu integrieren; aber wir hoffen, dass er bald richtig integriert wird!\n\nWir wollten auch in der Lage sein, den Zustand jedes Schiffes online korrekt zu melden. Ist dieses Schiff im Hangar? Kann ich es fliegen? Ist dieses Schiff derzeit im Konzept? Dieses neue Framework wird es uns erm\u00f6glichen, die Spielmodulseiten so zu modifizieren, dass sie den Zustand jedes Schiffes in Bezug auf jedes Modul ber\u00fccksichtigen.\n\nDieser Satz von Tools und Datenmodellen ist unser erstes St\u00fcck der Galactapedia, da alle Schiffsdaten vollst\u00e4ndig vom Speicher getrennt sind und auch verwendet werden, um Teile dieses Moduls zu steuern, wenn wir n\u00e4her dran sind, es online zu bringen. Wir erwarten, dass wir in naher Zukunft die gleiche Arbeit f\u00fcr Planeten und Systeme \u00fcbernehmen werden.\n\nUm die neuen Schiffsseiten richtig darzustellen, haben wir auch das gesamte Lager \u00fcberarbeitet, um die Vision des Herstellers und der Schiffe richtig wiederzugeben. Hoffentlich wird sich dieser neue Modus zum St\u00f6bern mehr fiktiv anf\u00fchlen und die Tiefe des Star Citizen-Universums angemessen widerspiegeln.\n\nDu solltest die Ergebnisse dieser Arbeit sehr bald online sehen! Wir sind begeistert!\n\nUnternehmen fallen lassen zwei\nDie Konzeptarbeit an den Funktionen f\u00fcr Organizations Drop Two wurde fortgesetzt. Wir planen die Einf\u00fchrung eines Tools speziell f\u00fcr Spieler mit der Rolle \"Operations\", das es ihnen erm\u00f6glicht, Jobs & Divisions innerhalb ihrer Organisationen zu verwalten. Dieses Tool bringt haupts\u00e4chlich die Funktion der Struktur in Ihre Gruppe und wird eine sehr gute M\u00f6glichkeit sein, sie in Untereinheiten zu organisieren. Diese Funktion in Verbindung mit den Funktionen von \"Jobs\", die wie ein Tag-System funktionieren, erleichtert das Filtern und Verwalten von Mitgliedern. Wir haben einige sehr coole Visualisierungsideen an dieser Stelle und hoffen, Ihnen bald einige davon zeigen zu k\u00f6nnen!\n\nWir haben auch einige Fortschritte bei der Konzeption einiger Rekrutierungswerkzeuge f\u00fcr Unternehmen gemacht, um F\u00fchrungskr\u00e4ften bei der Suche nach Mitgliedern zu helfen. Wir hoffen, dass wir diese in die Liste aufnehmen k\u00f6nnen.\n\nAlles in allem ein toller Monat!\n\nMatthew Jack, Gr\u00fcnder und Gr\u00fcnder\nJuli war ein wichtiger Monat f\u00fcr Moon Collider, da wir die Gr\u00f6\u00dfe unseres Teams deutlich erh\u00f6ht haben, was es uns erm\u00f6glichen wird, den KI-Bedarf f\u00fcr Star Citizen in Zukunft besser zu decken und die anderen Teams bei der Arbeit an weiteren KI-schweren Features zu unterst\u00fctzen. Wir waren sehr zufrieden mit Ihrer Antwort auf das Vanduul Swarm Gameplay, und unsere neuen Teammitglieder werden uns wirklich helfen, weiterhin die erstklassige KI zu liefern, die Sie alle erwarten, wenn Sie Star Citizen spielen.\n\nWir sind seit einiger Zeit ein Team von dreieinhalb Personen, und jetzt haben wir den Sprung auf sechs geschafft, mit einem Kern von vier Vollzeit-Entwicklern und zwei Unterst\u00fctzern in Teilzeit. Also, wer sind die neuen Gesichter?\n\nAdam und Diana haben beide die warmen K\u00fcsten von Perth, Australien, verlassen und beschlossen, das Klima von Edinburgh zu trotzen, um Teil des Kythera-Teams zu werden. Beide haben zuvor bei Crytek als Programmierer bzw. Projektmanager gearbeitet. Adam wird Vollzeit mit uns arbeiten, um unser Kythera-KI-System nahtlos in die animierten Charaktere von CryEngine einzubinden, w\u00e4hrend Diana Teilzeitunterst\u00fctzung bietet, die administrative Aufgaben \u00fcbernimmt, damit der Rest des Teams mehr Zeit damit verbringen kann, gro\u00dfartige neue Funktionen ins Spiel zu bringen und an euch alle zu verteilen.\n\nJurie ist eine erfahrene Entwicklerin, die zuvor bei Rockstar Games gearbeitet hat. Er war in den letzten Monaten die zus\u00e4tzliche \"H\u00e4lfte\" und hat f\u00fcr uns an unserem Debugging-Toolset gearbeitet. Jedes System ist nur so gut wie seine Werkzeuge; das gilt insbesondere f\u00fcr die KI, und mit Juries Hilfe werden wir wirklich das M\u00f6gliche vorantreiben (mehr dazu unten!) Er wird weiterhin in Teilzeit aus Frankreich arbeiten und Kytheras Debugging- und Visualisierungsfunktionen verbessern, so dass es f\u00fcr uns und alle Star Citizen-Teams einfacher ist, zu verstehen, was in den virtuellen K\u00f6pfen der KI vor sich geht. Dies wird uns helfen, weiterhin zuversichtlich zu sein, dass die KI robust ist, und vor allem, Spa\u00df am Spielen mit und gegen die KI!\n\nAber genug mit dem Appell. Was haben wir diesen Monat gemacht?\n\nWir haben unsere Arbeit fortgesetzt, um die Luftkampf-KI auf dem Server laufen zu lassen, und das entwickelt sich gut. Es gibt noch mehr zu tun, um es robuster zu machen, aber wir sind zufrieden mit dem, was wir bisher erreicht haben.\n\nAuf der FPS-Seite haben wir die KI weiter verbessert, wobei wir uns besonders auf ihre Wahrnehmungsf\u00e4higkeiten konzentriert haben, wie z.B. die Einbeziehung von Sichtlinieninformationen, um festzustellen, ob sie den Spieler sehen k\u00f6nnen, und die Sammlung grundlegender Informationen \u00fcber alle Charaktere, die sich in der N\u00e4he befinden. Ihre Kampff\u00e4higkeiten sind im Moment noch sehr grundlegend, aber mit der Grundlage, die wir hinzuf\u00fcgen, k\u00f6nnen wir anfangen, anspruchsvollere Verhaltensweisen zu entwickeln.\n\nWir haben in diesem Monat einige wichtige Verbesserungen an unserem Toolset vorgenommen, wobei das Hauptmerkmal die M\u00f6glichkeit ist, detaillierte Daten dar\u00fcber aufzuzeichnen, was die KI w\u00e4hrend der Ausf\u00fchrung des Spiels tut, und es dann sp\u00e4ter mit visuellen Debugginginformationen innerhalb der Spielwelt wiederzugeben. Dies ist ein \u00e4u\u00dferst n\u00fctzliches Feature f\u00fcr Designer, um zur\u00fcckgehen und genau untersuchen zu k\u00f6nnen, was die KI in verschiedenen Situationen w\u00e4hrend eines Playthrough gemacht hat, so dass sie M\u00f6glichkeiten finden k\u00f6nnen, ihr Verhalten zu verfeinern, um ihnen mehr Spa\u00df beim Spielen zu machen. Es ist auch sehr praktisch, um Fehler aufzusp\u00fcren!\n\nEin gro\u00dfes Merkmal, dem wir uns langsam ernsthaft widmen, ist das persistente Universum und die Gestaltung, wie die KI funktionieren muss, insbesondere auf dem Planeten. Es gibt hier viele gro\u00dfe Herausforderungen und wir sind alle sehr ehrgeizig mit dem, was wir erreichen wollen, so dass wir viel Zeit mit der Designarbeit in diesem Bereich verbringen werden, damit wir es richtig machen.\n\nSchlie\u00dflich nahm sich das gesamte Team Anfang des Monats eine Auszeit von Star Citizen, um an der Game\/AI Conference in Wien teilzunehmen. Dies war eine gro\u00dfartige Gelegenheit, mit anderen KI-Entwicklern zu sprechen und mehr \u00fcber die KI-Technologie zu erfahren, die f\u00fcr andere Spiele entwickelt wird. Wir sind leidenschaftlich daran interessiert, Kythera auf dem neuesten Stand der Spiel-KI zu halten, und diese Konferenz ist eines der wichtigsten j\u00e4hrlichen Treffen f\u00fcr Entwickler von Spiel-KI, daher war es wirklich toll, dass wir alle teilnehmen konnten. Es war auch eine Gelegenheit f\u00fcr unser neu erweitertes Team, alle zur gleichen Zeit am gleichen Ort zu sein, was es uns erm\u00f6glichte, dieses ausgezeichnete Mannschaftsfoto im Prater-Vergn\u00fcgungspark in Wien zu machen. Und ja, ja, ja, wir denken, dass dieser Clown auch ziemlich be\u00e4ngstigend ist.","zh_CN":"Greetings Citizens,\nJuly was a big month for Star Citizen! The long battle with rubber-banding tested our resolve at times, but we finally achieved victory! We\u2019re ecstatic with the results of all our work: Arena Commander\u2019s multiplayer is playing like we originally intended.\n\nWe\u2019re eager to move on to integrating other portions of the larger game\u2026 including those that have been in simultaneous development across our studios and outsource partners! August will see several big events, including Chris\u2019 presentation at Gamescom and presentations at PAX East and Dragon*Con. Expect to see some cool parts of the Star Citizen universe in the coming weeks!\n\nTravis Day, Dogfight Producer\nGreetings Citizens,\n\nAt this point, I think it\u2019s safe to say that you already know a lot of what Cloud Imperium Games Santa Monica has been focusing on! Our engineers have been working the rubber banding problem since the release of 12.4, and we\u2019re so happy that the fix is finally out. Eliminating rubber banding (and in the process so many other issues) involved taking several aspects of Arena Commander (including our very complex physics system) apart, examining all the pieces and then hoping they fit back together correctly. But the early word is they do, and 12.5 is the best multiplayer experience yet!\n\nIf you\u2019re interested in some very specific details about this process, please check out the \u201cpatch update\u201d posts released during each week of 12.5\u2019s development. To make a long story short, though, every single member of the Santa Monica team went above and beyond to get this thing out, whether that meant playtesting in their spare time or working until the wee hours rewriting physics code.\n\nArena Commander isn\u2019t the only thing expanding this month, though: the office itself is growing. We\u2019re in the process of moving the Community team (and several others) into additional office space next door, which will give us room to grow the team here. One thing that\u2019s allowing us to do is move the ship production pipeline to Santa Monica. Kami traveled to Austin last week to work on that transition, which will allow Chris more visibility on where a particular ship is at any time.\n\nWe\u2019ve also been preparing for our Gamescom 2014 demo, which will happen in just over two weeks. Sandi and her team have done a great job of planning the event, where you\u2019ll get a chance to meet some of the team behind Arena Commander. We\u2019re eager to hang out with the backers who are making this all possible and swap some dogfighting war stories. Look for us in Cologne and feel free to say hi if you spot us around the show.\n\nLooking forward, we\u2019re hoping to expand the Arena Commander multiplayer base as soon as possible. Expect news on that shortly. In the meantime, please keep helping us test the game! Your Twitch streams, CS tickets, forum comments and other interactions with the team are what has let us get to this point, and I hope you can feel how your input has allowed us to improve the AC experience. Keep your fighters flying and your feedback coming in!\n\nEric Peterson, Studio Director\nThe CIG Austin office has been hard at work on Star Citizen, from getting patch 12.5 out, to preparing for the upcoming Gamescom event. Here is an inside look at what our studio has been up to as we continue onwards toward delivering the BDSSE.\n\nMocap and Cinematics\nCharacters\n\nWe have been working on our pipeline for characters and rigging and have been investigating incorporating some interesting clothing technology from Redacted Studios in (somewhere on planet earth). We got our head scanning rig in and will soon be ready to expand our characters, we have also been investigating head customization methodologies for players. We\u2019ve been supporting the Redacted Commercial, the Redacted II Commercial, and the bigger badder Redacted III Commercial.\n\nAnimations\n\nHave spent the month doing a 4 week female animation set mocap session focusing on basic locomotion and FPS\/weapon set moves. We have also been supporting the various commercials with motion capture, solving, and editing. In addition our very own Sandi Gardiner stopped in and put on the suit for some motion capture sessions, what a trooper!\n\nCinematics\n\nWe are refining the budget and schedule for the S42 mocap and performance capture shoots and beginning the pre-production process. Where will we capture? Look for an announcement sometime in the future about that.\n\nEngineering\nRelease 12.4 support and profiling. Assisted with debugging and improvement of ship movement and matchmaking for release 12.5. Performed CryEngine 3.6.3 integration and submitting it for testing. Physics bug fixes. Basic live server metrics. Implemented and testing automated large universe cluster deployment. Implemented caching patch servers and pre-warming, being deployed with IT. Tool improvements and fixes, including Trackview fixes for commercial work and auto-import of Crytek SDK Perforce server. PU planning, star system layout tool, and PU prototyping. Future improved ship and character movement planning and discussion.. Oh, and released 12.5 \u2013 finally.\n\nDesign\nThe CIG Austin design team is hard at work on bringing the persistent universe to life. We\u2019re starting small, getting all of the basic functionality in place and expanding as we go. We\u2019ve put together a more detailed roadmap for the next twelve months of development, and we\u2019re polishing off all of the design and tasking needs for that development. Of course, all of it centers around the economy and how it connects the universe.\n\nMeanwhile, we\u2019re hard at work supporting other areas of the universe: standardizing ship development, pushing ahead with balance for ships and parts, helping to get ships into the hangar, working out the technology and design of our clothing sets, and \u2013 as always \u2013 helping the test and balancing of the dogfighting module, as well as animation support for some ship setups. Been a busy month, but we love seeing where this is going, and we hope that you will enjoy it.\n\nShips\nThe CIG ATX ship team has been VERY busy preparing for Gamescom. Although I can\u2019t disclose the actually ships you\u2019ll see there, I can tell you they are awesome! Having said that we, on the ship team, are looking well past Gamescom. The month of August and September look to be very exciting with several ships in the pipeline. And we hope you enjoy the M50 \u2013 as Chris Smith just did an amazing job of getting that ready.\n\nArt\nWell, on ships we worked on the m50, mustang, constellation and it\u2019s variants, xian scout, Vanduul ship exploration as well as various components to allow some customization in the near future.\n\nOn the characters side of the equation \u2013 Redacted commercial characters are being completed, other module characters are in the works and lots of work on the Xian Character as well as Character customizations.\n\nOn the persistent universe, or planetside of things, we worked on the Gold horizon space station for Redacted as well as Hangar revamps. In addition, the gold shirt auction has been a big success, thank you all for your continued support.\n\nFreelance\nThis month CGBot has been focused on the stars \u2013 the Constellations, to be precise! They\u2019re preparing the ship and the variants ready to go in hangars. Virtuos has been getting acquainted with our editor and preparing to start working on ships, while also continuing with props for the REDACTED demo, and Rmory is creating some awesome weapon concepts and game assets for the REDACTED as well.\n\nOn the contractor front, the focus has been mostly on getting concepts for the REDACTED demo \u2013 David Brochard and Rob McKinnon have been working on some cool armor art. In the meantime new contractor Hugues Giboire has been working up a 3D Xi\u2019an character. Our other active contractors have been working on ships \u2013 Jim Martin has submitted some new concepts for the Caterpillar, Jan Urschel is working on the Xi\u2019an Transport Derelict, Ryan Church continues to develop the Panther, and George Hull has delivered some awesome new revisions to the Collector concept!\u201d\n\nProduction\nIn addition Citizens, we also had a PU summit in Montreal with our partners at BHVR and are very happy with what is going on up there, not to mention the weather in July is WAY better than in Austin. So, as you can see, we have been working hard on making our dream game, and will continue to march forward on making the BDSSE. The team here appreciates all the support, and patience, as we know that sometimes things go a little bit off kilter on delivery, but love being able to share all of the secrets of game development, even when some things take a bit more time. So thank you all for your continued passion, and love for this game, it keeps us all full of pride and satisfaction knowing that we are all in this together.\n\nErin Roberts, Studio Director\nHi again, really busy month down at the farm. So much has been achieved throughout this month at Foundry 42, from helping get 12.5 out, to some great work by the team on our next big feature release (13) and Gamescom. Not forgetting S42 which we have made really great progress on.\n\nLoads of focus has been on GamesCom and getting as much polish into our main branch as possible to show the game at its best. (We have been running two sets of the code for the past 6-8 weeks, Release 12 branch which is what we released 12.5 from on Wednesday night, which is predominantly about getting dog fighting stable and balanced, and main where the new features are being implemented which we make new branches from when we get near to release.) This allows us to get on with new feature implementation for the game, while not destabilizing our release builds with new code and data. So basically what you have seen in 12.5 is only the work that has happened in that branch, there is much, much more that has been going on all this time that you will see soon when we hit Gamescom and release version 13.\n\nI look forward to meeting a bunch of you while in Germany in a few weeks and showing some really cool stuff at Gamescom so I can really thank you all for your support and patience, while we endeavour to make this incredible Universe together.\n\nDesign\nBlimey! Has it been a month already.\n\nLeader Boards, Lobby systems, Key Bindings have all had design focus and are being worked on for release in 13 or soon after. Also we\u2019ve got two new awesome game modes for DFM which we plan on showing at Gamescom and releasing with 13.\n\nS42 has made a bunch of progress this month. We have broken down the campaign further with the writers and the tasks are all out there for the \u201cVertical Slice\u201d. We have prototypes for landing and take-off being worked on right now. Also, lots of work is going into the FPS side of the game, with AI behaviour, combat, stealth, perception, pick-ups, objective systems, checkpoints and the conversations system, all being designed and implemented for the game. We have a number of missions early white boxed so we can play through from start to end to make sure the pacing is right.\n\nThe ship white-boxing on the Panther Class Escort carrier is continuing really well, and the Idris is getting closer to \u201cHangar\u201d release. (caveat: it won\u2019t fit in the hangar so there will be another cool way to get into it from the hangar).\n\nAgain, thanks for the fantastic support. It is a pleasure to be working on such an awesome project with you all.\n\nProgramming\nThis month we\u2019ve been splitting our engineering time up into three parallel teams to make sure we deliver everything we want to show you guys in 12.5, Gamescom and give you all the best experience going forwards with S42.\n\nWe\u2019ve been helping out on the 12.5 build. Apart from the rubber banding we\u2019ve been trying to track down and fix a really nasty low repro bug which would cause the player\u2019s head to shake constantly when they respawn after dying. Every time we thought we had a fix the player would start standing up in the cockpit instead. Every time we thought we\u2019d fixed the standing up bug with head shake would return. And so on. We think we\u2019ve now got a good handle and fix on both issues now for the latest patch.\n\nWe\u2019re really excited by what we are going to show you at GamesCom. There\u2019s been a lot of work on polishing up the HUD to make it more friendly, the radar to make it less cluttered, cameras, lots of audio improvements, new game modes and loads more.\n\nAnd finally we\u2019re supporting our designers here getting the Squadron 42 vertical slice up and running, including prototyping a new landing mechanic, and long term goals like creating a tool to make setting up the vehicles easier and less error prone, (which will allow us to get ships and vehicles into DFM much faster) a new vehicle state system, AI and, as always, lots of bug fixing!\n\nEnvironment Art\nThe environment team has been hard at work this month on creating something special, we are producing a new location like nothing you\u2019ve seen before in Star Citizen. We have taken the architecture, lighting and colour palette in a different direction, this will complement the existing environments \u2013 so we will have Dying Star (Red), Broken Moon (Blue), and the new map (Green). All these elements will also find their way into the PU, so it helps flesh out the Universe you will all be living in when the PU comes online.\n\nWe are really excited for you guys to see it, all will be revealed at GamesCon and Release 13.\n\nVehicle Art\nThe Ship and Vehicle Team here at Foundry 42 , has been hard at work this month continuing work on the Gladius, the Gladiator and the Retaliator, as well as our current cap ship productions like the Javelin and the Panther.\n\nThe Gladius is currently been setup for its shading, audio and animations, before it goes into the technical setup stage, where it can be made ready for the Hangar. We\u2019re really close on this one.\n\nThe Gladiator is currently in its grey box stage, and the Retaliator is getting closer and closer to its final grey box stage.\n\nThe ongoing design work on the Javelin is working nicely alongside the art production for this ship, currently we are working on the Bridge and the Crew mess for this ship, so we can tie these rooms into the storyline for SQ42.\n\nThe massive Panther is coming along nicely as well, all the hallways are nearing completion, and we are currently focussing on the Crew Barracks and escape pods to be grey boxed.\n\nLots of work has also been going on with animation, where new pilot animations for the ship cockpits are going into our main branch for Gamescom, and a bunch of testing on Vanduul movement and also our character and facial systems.\n\nAudio\nThis month has been all about getting the audio to follow clearer goals and design direction. We\u2019ve further revised a selection of weapon sounds as a test bed for a new approach to weapon sounds. The weapons that we\u2019ve done so far now include percussive\/explosive elements and mechanical layers. The new approach to these sounds gives a more believable and satisfying result. We\u2019re also excited to introduce the new ship fly-by sounds as of release 13. If a Vanduul ship tears past you, this moment will now have an exciting and carefully designed fly by sound. Plenty of other improvements have been happening across the board for the sound of Star Citizen so look forward to those over the coming months.\n\nAs well as the various improvements we\u2019ve been making, team audio has been hard at work on gamescom related tasks which we are incredibly excited to show everyone!!\n\nMathieu Beaulieu, Producer\nThe month of July brings beautiful warm weather to Montreal and lots of planning!\n\nThis month Behaviour hosted a Persistent Universe Summit where Chris Roberts, Tony Zurovec and other folks from CIG sat down with [Redacted] and the Montreal team to better and more efficiently plan the approach to world building for the PU.\n\nSummer wouldn\u2019t be complete without bugs! Programming has been working on a lot of Release 12.5 bug fixes related to the Visor, Arena Commander UI, as well as with the Asteroid Hangar.\n\nThe concept phase for the Origin 890 Jump is complete!\n\nSubscriber flair for July is ready to go, and August and September flair objects are underway.\n\nLevel design, art, audio and programming teams have also been hard at work reworking the original three hangars. They are now in the debugging\/polish phase and the hangars are looking more and more slick.\n\nA galactic tune-up is also underway! The design team has been injecting Science into the current star systems. They have also been hard at work planning the first internal release of planetside.\n\nThe UI team continues to advance with various mobiGlas mock-ups, as well as a redesign of the current pause screen, flair object UI, and the occasional bug squishing. They have also been reading all your posts in the Star Citizen UI\/UX thread (even though they can\u2019t answer every post (yet)). Keep the great ideas coming!\n\nAustin Goddard, Producer\nJuly has come and gone but not without progress on all fronts from the CGBot team.\n\nWe are continuing to chip away at all the tasks needed to bring you the Constellation fleet. One of our main focuses when it comes to Constellation is getting one of the ships dogfight ready. The task hasn\u2019t been simple but thanks to our friends at CIG ATX, we are well on our way to wrapping things up in the coming days.\n\nAlong with Constellation we are also working on Idris. Detailing out each room individually is a long process but we believe it will be well worth the effort when you get to explore every inch of this ship. Development will continue to take place on Idris through August.\n\nAs was mentioned in the last update we finished up two characters at the beginning of this month. We look forward to future character work and the name alone of our next character has CGBot excited. It is our hope that with these characters and ships you will enjoy navigating the galaxy.\n\n[Redacted]\nGreetings Star Citizens! July was a really solid month for the FPS Team here at [REDACTED]. Between the epic nerf gun fights that have been randomly breaking out in the office, we\u2019ve been knocking out features and content like there\u2019s no tomorrow and the FPS module is really starting to come together.\n\nThe engineers and designers have been implementing all the weapons and gadgets. We\u2019ve got all the things you would normally expect like pistols, rifles, grenades, etc\u2026 but there are also some other unique goodies going in as well. Energy based weaponry, countermeasures like EMPs and some others that I don\u2019t want to spoil for you right now! Oh and we now have flashlights\u2026 Get hype! You can now see in the dark!\n\nMore work went in to getting the pistol ready for EVA and it\u2019s very close to being done. The new model is currently being rigged and the VFX guys have been tuning and tweaking the effects.\n\nThere was a lot of work done on the Visor HUD for FPS. A large part of the work has been integrating with the HUD system that is currently being used for ships. We\u2019ve also been working on a mission objective system that hooks in to the Visor HUD.\n\nThe animators have been chugging along getting all of the new items and weapons rigged up and ready to go, along with character animations to accompany them. Lots of new motion capture has been going on in Austin this past month as well, some of it being for the FPS module. We\u2019ve got animations for hit reactions coming in, death sequences and some really cool Zero G stuff which you should be hearing more about in the future.\n\nOn the audio side, sound effects are being created and polished for all of the weapons and items. Most of them are a nice mix of mechanical along with a sci-fi energy feel. We know that good sounds make for fun weapons, so we are really trying to push them to sound crisp and powerful.\n\nThe Art Team has been creating assets for the space station environment. Some new shaders and tools just came down the pipe, which has allowed them to push the visuals even further and acheive some really nice looking materials that weren\u2019t possible before. Yes, that\u2019s right. The game is going to look even better than it does currently!\n\nLastly, we\u2019ve been helping out with some of the networking and matchmaking issues on Arena Commander. One of our engineers is a matchmaking superstar of sorts. I like to call him the Millionaire Matchmaker\u2026 hi [REDACTED], thanks for all the hard work!\n\nThat about wraps it up for this month fellow Star Citizens. See you in a month! [REDACTED] out!\n\nP.S. \u2013 I really need to get a Nerf gun. My current policy of passive resistance is failing in the ever escalating arms race.\u2003\n\nBenoit Beaus\u00e9jour, Founder\nNo time to enjoy sunny Montreal summer for the platform team!\n\nNew ship pages & viewer\nThe new ship pages have been taking most of our cycles as we have established the data framework and views we need to present proper ship specifications to allow players to browse the ship catalog. This include a custom management console to handle managing specifications data for each ship variant and chassis as well as API endpoints to drive the Holo Viewer and Tech Overview for all current ships.\n\nThere was a huge data management task as we coordinated the capture of over 300 NEW ship screenshots for all available ships from different view angles as well as the acquisition and export of the ship technical data. A few sample are included in this report.\n\nThis major refactoring has been in the works for some time but has really come together in the last few weeks as we integrated the new WebGL Holo Viewer into the data model. The new viewer allows you to browse hardpoints, propulsion and POI directly on the ship and see the contents of the ship loadout in 3d space. In addition, we built a full 3D POI Editor that allows us to add POI markers to specific areas of each ship and\/or correct the data that we imported. It\u2019s very convenient for showing POIs on concept ships that have not reached the CryEngine yet. Work is left to fully integrate this process into the ship pipeline ; but we are hopeful that this will be properly integrated soon!\n\nWe also wanted to be able to properly report the state of each ship online. Is this ship in the hangar? Can I fly it? Is this ship currently in concept? This new framework will allow us to modify the game module pages to include the state of each ship in relation with each module.\n\nThis set of tools and data models is our first piece of the Galactapedia as all of the ship data is entirely separated from the store and will also be used to drive pieces of that module when we are closer to bring it online. We expect to take on the same work for Planets and Systems in the near future.\n\nTo properly present the new ship pages, we have also refactored the entire store to properly reflect the vision of the manufacturer and of the ships. Hopefully this new mode to browse will feel more in-fiction and properly reflect the depth of the Star Citizen universe.\n\nYou should see the results of this work online very soon! We\u2019re excited!\n\nOrganizations Drop Two\nConcept work on the features for Organizations Drop Two have continued. We plan to introduce a tool specifically for players with the \u201cOperations\u201d role to allow them to manage Jobs & Divisions within their Organizations. This tool mainly brings the feature of structure to your group and will be a very good way to organize it into sub units. This feature coupled with the features of \u201cJobs\u201d, which will act like a tag system, will make filtering and managing members easier. We have some very cool visualization ideas on this front and we hope to be able to show you some of them soon!\n\nWe also made some headway on conceptualizing some recruiting tools for Organizations to help leaders in finding members. We hope to include these in the drop.\n\nAll in all a great month!\n\nMatthew Jack, Founder\nJuly was an important month for Moon Collider, as we significantly increased the size of our team, which will allow us to better meet the AI needs for Star Citizen in the future and support the other teams as they work on more AI-heavy features. We\u2019ve been really pleased with your response to the Vanduul Swarm gameplay so far, and our new team members will really help us to continue delivering the top notch AI that you are all expecting to see when you play Star Citizen.\n\nWe\u2019ve been a team of three-and-a-half for a while and we\u2019ve now made the jump to six, with a core of four full-time developers and two supporting part-time. So who are the new faces?\n\nAdam and Diana have both left the warm shores of Perth, Australia, and decided to brave the Edinburgh climate in order to be part of the Kythera team. Both of them have worked previously at Crytek as a programmer and project manager, respectively. Adam will be working full time with us programming and lending his animation expertise to help make our Kythera AI system blend seamlessly with CryEngine\u2019s animated characters, while Diana will provide support part time taking over administrative duties so the rest of the team can spend more time getting awesome new features into the game and out to all of you to play.\n\nJurie is a veteran developer, having worked previously at Rockstar Games. He has been the extra \u201chalf\u201d in recent months, doing contract work for us on our debugging toolset. Any system is only as good as it\u2019s tools; that\u2019s especially true for AI and with Jurie\u2019s help we\u2019re really pushing what\u2019s possible (more on that below!) He will continue to work part-time from France, improving Kythera\u2019s debugging and visualization features so that it\u2019s easier for us and all of the Star Citizen teams to understand what\u2019s going on in the virtual heads of AI. This will help us continue to be confident that the AI is robust, and more importantly, fun to play with and against!\n\nEnough with the roll call, though. What have we been doing this month?\n\nWe\u2019ve been continuing our work to get the dogfighting AI running on the server, and that\u2019s shaping up nicely. There is still more work to do to make it more robust, but we\u2019re happy with what we\u2019ve achieved so far.\n\nOn the FPS side we\u2019ve been making more improvements to the AI, with a particular focus on their perception abilities, such as incorporating line-of-sight information to determine whether they can see the player and gathering basic information about all of the characters that are nearby. Their combat abilities are still very basic at the moment, but with the groundwork we\u2019re adding we can start developing more sophisticated behaviours.\n\nWe made some significant improvements to our toolset this month, with the main feature being an ability to record detailed data about what AI is doing while running the game, and then replay it later with visual debugging information inside the game world. This is an extremely useful feature for designers to be able to go back and examine exactly what the AI did in different situations during a playthrough, so that they can find opportunities to refine their behavior to make them more fun to play against. It\u2019s also very handy for tracking down bugs!\n\nA big feature that we\u2019re starting to devote serious time to is the persistent universe, and designing how the AI needs to work, particularly planetside. There are a lot of big challenges here and we\u2019re all very ambitious with what we\u2019re hoping to achieve, so we\u2019ll be spending a reasonable amount of time on design work in this area so that we get it right.\n\nFinally, the whole team took some time off from Star Citizen earlier in the month to attend the Game\/AI Conference in Vienna. This was a great opportunity to talk with other AI developers and learn about the AI technology being developed for other games. We\u2019re passionate about keeping Kythera at the cutting edge of game AI and this conference is one of the most important annual gatherings for game AI developers, so it was really great that we could all attend. It was also an opportunity for our newly expanded team to all be in the same place at the same time, which allowed us to take this excellent team photo at the Prater amusement park in Vienna. And yes, yes we think that clown is pretty scary too."},"links_count":0,"comment_count":149,"created_at":"2014-08-04T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 07:27:33","valid_relations":["images","links"],"prev_id":14053,"next_id":14055}}