{"data":{"id":14829,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/14829-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14829","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14829","channel":"Transmission","category":"Undefined","series":"None","images":[{"id":3738,"name":"StarMarine-Art_v1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rwaw1g1ayhdsgr\/source\/StarMarine-Art_v1.jpg","alt":"","size":239392,"mime_type":"image\/jpeg","last_modified":"2015-07-10T20:15:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3738","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3738\/similar"},{"id":3739,"name":"Att4_ghostsight01.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/8qgbnk52shkf7r\/source\/Att4_ghostsight01.gif","alt":"Ghost Sight","size":428576,"mime_type":"image\/gif","last_modified":"2015-07-10T23:11:41+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3739","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3739\/similar"},{"id":3740,"name":"Att4_holosight01.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/j2ougkimfbswfr\/source\/Att4_holosight01.gif","alt":"Holo Sight","size":440251,"mime_type":"image\/gif","last_modified":"2015-07-10T23:11:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3740","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3740\/similar"},{"id":3742,"name":"Att4_reddot01.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wetrpampjovkrr\/source\/Att4_reddot01.gif","alt":"Red Dot Sight 1","size":427465,"mime_type":"image\/gif","last_modified":"2015-07-10T23:11:44+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3742","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3742\/similar"},{"id":3743,"name":"Att4_reddot02.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/12gcssvfafr9xr\/source\/Att4_reddot02.gif","alt":"Red Dot Sight 2","size":407447,"mime_type":"image\/gif","last_modified":"2015-07-10T23:11:44+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3743","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3743\/similar"}],"images_count":5,"translations":{"en_EN":"Greetings Citizens,\nGhost Sight Holo Sight Open Sight Red Dot Sight 1 Red Dot Sight 2 Greetings Citizens,\n\nJason Hutchins, Senior Producer at Cloud Imperium Games Austin reporting from Illfonic. While Sean Tracy headed to sunny Wilmslow for a character summit and then over to meet with the guys at Foundry 42\u2019s new Frankfurt studio, Steve Bender and I have remained in Denver to assist with the Star Marine process. Our overall goal is to keep the focus on our core gameplay systems and character locomotion.\n\nHere is what progress we made as a group this week:\n\nAn Internal playtest using a new version of the launcher across all of our studios. The new launcher successfully patched itself and the game client, and did it about 3 times faster than older launcher.\n\nThe internal playtest was also our first run through on the freshly-developed Generic Instance Manager (see Chris Roberts\u2019 latest letter for details on this tech.)\n\nThere has been a cross discipline effort between animators, engineers, and technical artists, and tools specialists to resolve character locomotion animation issues. One thing to keep in mind is that while we are using CryEngine, what we are doing is not a simple reskin of a game like Crysis 3. There are fundamental differences between Star Citizen and other traditional shooters in the way we keep our 1st person and 3rd person models and camera in sync. Going into why we are in this state is a much longer topic for another day.\n\nThe complete juke\/start\/stop set for the Run animation is complete as of today. We are still seeing a slight pop in some quick transitions but it is a significant improvement!\n\nThe popping we saw in Turns has been resolved, and we look forward to seeing that in our internal test next week.\n\nThe cover system, which was removed from the build for a review, is now back in and working. It needs tuning and some bug fixing still, but the base functionality is there. When you get near an object that will provide cover, you\u2019ll go into a cover mode. You can strafe or move out of cover to fire, or lean out of cover to fire.\n\nProne animations are much improved and we are looking at a version that has your weapon visible to you while in first person. This will continue next week.\n\nWe examined some new concepts for weapon sight components on the ATT-4 Laser Rifle. These are modular components and will eventually be integrated into the game for other weapons, too. We want weapons to be as customizable as the ships in future Star Citizen modules, so variety is the order of the day when looking at these kinds of assets. For the short term, we are going to pick one of these to add to the standard load-out on the ATT-4. Which one would you like to see as standard? I\u2019m partial to the ghost sight for close encounters, but that may be just because it reminds me of what I use on my trusty [redacted] 590-A1 shotgun.\n\nWe have re-integrated a crosshair reticle into the HUD. This is not a traditional eye\u2019s front cross hair, it is more like a visible laser \u201cred dot\u201d aim system that points where your muzzle is pointing. In previous builds, we had disabled this because of weapon animation issues and because QA was using the crosshair exclusively to hip fire their weapons while on the move. We made the decision to bring it back thanks to improvements to the weapons animations. We will deal with the run & gun gameplay using other designer-tunable methods. John Crewe at Foundry 42 has several knobs and dials he can use to tune these values until they feel right to us. Then when we get it into your hands we\u2019ll listen for your feedback and be able to respond.\n\nThe VFX and Tech Art teams did a performance pass on the Gold Horizon level last week that informed a bunch of optimization work that we were able to integrate this week. Below you can find a video that showcases some VFX in the level that look great and are much less costly to client performance.\n\nWe have code support to deploy gadgets and grenades working again, and in a consistent manner.\n\nWe\u2019ve even added some additional art resources, created in the past few weeks. New Proline Grenade models by Behring, have been added and new HUD icons for weapons, grenades and gadgets are in.\n\nThe teams across the pond are essential, too! Players can now heal themselves or stop bleeding out by using a Medpen gadget from the Foundry 42 team. BHVR mocked up the UI hints for it, which we\u2019ll hook up next week for the playtest.\n\nThe new Free Play Practice mode (essentially a free-for-all mode on the Gold Horizon map) is all hooked up through the Lobby UI and will be featured in our internal playtest next week. We knew that this \u2018free fight\u2019 mode was a big request for the community, so we wanted to make sure it was added.\n\nHere are our current blockers:\n\nMelee attacks aren\u2019t working\/animating.There are a couple of animations using the weapons that we need to clean up and properly randomize so players aren\u2019t doing the same attack all the time. It\u2019s a last ditch attack, though, I don\u2019t recommend it. Hopefully you can put a little distance between you and your enemy with these attacks. Sorry, Disco Rambo, no combat knife one shot kills just yet.\n\nOngoing weapon recoil issues: we need to get animation, tools, and code support in a place where designers can effectively tune recoil values; timing, muzzle rise, drift, etc without having to change animation assets.\n\nThere are still a number of locomotion animations still need to be cleaned up and integrated. Starts\/Stops\/Jukes for Crouch movement\n\nCrouch Locomotion and Idle pass\n\nWeapon Select and deselect broken in Standing for all weapons\n\nWeapon Select and deselect broken in Crouch for all weapons\n\nWeapon Select and deselect broken in Prone for all weapons\n\nHurt\/injured Animation Locomotion\n\nFrom healthy to Injured State Animations\n\nADS to Lowered, ADS to Idle, Idle to ADS, Lowered to ADS\n\nJump for Stocked, Pistol- from Standing\n\nJump for Stocked, Pistol- from Crouch\n\nNew Grenade Throw animation and implementation for Stocked and Pistol in Stand\n\nNew Grenade Throw animation and implementation for Stocked and Pistol in Crouch\n\n\n\nBugs relating to Hit Reactions. Our first person and third animations, being synced, may cause gameplay related issues with getting it. Correcting this will require some additional R&D and tuning to feel good.\n\nWe are seeing some inconsistencies in the way characters are dying and how they ragdoll.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nGr\u00fc\u00dfe B\u00fcrger,\n\nJason Hutchins, Senior Producer bei Cloud Imperium Games Austin berichtet von Illfonic. W\u00e4hrend Sean Tracy im sonnigen Wilmslow zu einem Charaktergipfel und dann zu einem Treffen mit den Jungs im neuen Frankfurter Studio von Foundry 42 aufbrach, sind Steve Bender und ich in Denver geblieben, um den Star Marine Prozess zu unterst\u00fctzen. Unser Hauptziel ist es, den Fokus auf unsere Kern-Gameplay-Systeme und die Charakterbewegung zu richten.\n\nHier ist, was wir als Gruppe in dieser Woche erreicht haben:\n\nEin interner Spieltest mit einer neuen Version des Launcher in allen unseren Studios. Der neue Launcher hat sich selbst und den Spiel-Client erfolgreich gepatcht und das etwa dreimal schneller als ein \u00e4lterer Launcher. Der interne Playtest war auch unser erster Durchlauf mit dem neu entwickelten Generic Instance Manager (siehe Chris Roberts' neuesten Brief f\u00fcr Details zu dieser Technologie). Es gab eine disziplin\u00fcbergreifende Anstrengung zwischen Animatoren, Ingenieuren und technischen K\u00fcnstlern und Werkzeugspezialisten, um Probleme mit der Animation der Charakterbewegung zu l\u00f6sen. Eine Sache, die Sie beachten sollten, ist, dass wir w\u00e4hrend der Verwendung von CryEngine nicht nur ein einfaches Reskin eines Spiels wie Crysis 3 verwenden, sondern auch grundlegende Unterschiede zwischen Star Citizen und anderen traditionellen Sch\u00fctzen in der Art und Weise, wie wir unsere Modelle und Kameras der 1. und 3. Person synchron halten. Zu erfahren, warum wir in diesem Zustand sind, ist ein viel l\u00e4ngeres Thema f\u00fcr einen anderen Tag. Das komplette Juke\/Start\/Stop-Set f\u00fcr die Run-Animation ist ab heute komplett. Wir sehen immer noch einen leichten Pop in einigen schnellen \u00dcberg\u00e4ngen, aber es ist eine deutliche Verbesserung! Das Platzen, das wir in Turns gesehen haben, ist behoben, und wir freuen uns darauf, dies in unserem internen Test n\u00e4chste Woche zu sehen. Das Deckungssystem, das f\u00fcr eine \u00dcberpr\u00fcfung aus dem Build entfernt wurde, ist nun wieder funktionsf\u00e4hig. Es muss noch angepasst und einige Fehler behoben werden, aber die Basisfunktionalit\u00e4t ist vorhanden. Wenn Sie sich einem Objekt n\u00e4hern, das eine Abdeckung bietet, wechseln Sie in den Cover-Modus. Du kannst dich strecken oder aus der Deckung bewegen, um zu feuern, oder dich aus der Deckung lehnen, um zu feuern. Anf\u00e4llige Animationen sind stark verbessert und wir schauen uns eine Version an, die Ihre Waffe f\u00fcr Sie sichtbar macht, w\u00e4hrend Sie in der ersten Person sind. Das wird sich n\u00e4chste Woche fortsetzen. Wir haben einige neue Konzepte f\u00fcr Waffenzielkomponenten am ATT-4 Lasergewehr untersucht. Dies sind modulare Komponenten, die schlie\u00dflich auch f\u00fcr andere Waffen in das Spiel integriert werden. Wir wollen, dass Waffen so anpassbar sind wie die Schiffe in zuk\u00fcnftigen Star Citizen-Modulen, daher ist Vielfalt an der Tagesordnung, wenn es um diese Art von Assets geht. Kurzfristig werden wir eine davon ausw\u00e4hlen, um die Standardauslastung der ATT-4 zu erh\u00f6hen. Welchen w\u00fcrdest du gerne als Standard sehen? Ich mag den Geisterblick f\u00fcr Nahk\u00e4mpfe, aber das mag nur daran liegen, dass er mich an das erinnert, was ich f\u00fcr meine treue (redigierte) 590-A1 Schrotflinte verwende. Wir haben ein Fadenkreuz wieder in das HUD integriert. Dies ist kein traditionelles vorderes Fadenkreuz eines Auges, es ist eher wie ein sichtbares Laser-Zielsystem \"red dot\", das auf die Stelle zeigt, an die Ihre Schnauze zeigt. In fr\u00fcheren Builds hatten wir dies wegen Problemen mit der Waffenanimation deaktiviert, und weil die QA das Fadenkreuz ausschlie\u00dflich dazu benutzte, ihre Waffen w\u00e4hrend der Fahrt zu feuern. Wir haben beschlossen, es dank der Verbesserungen der Waffenanimationen zur\u00fcckzubringen. Wir werden uns mit dem Run & Gun Gameplay mit anderen vom Designer abstimmbaren Methoden befassen. John Crewe von der Gie\u00dferei 42 hat mehrere Kn\u00f6pfe und Zifferbl\u00e4tter, mit denen er diese Werte einstellen kann, bis sie sich f\u00fcr uns richtig anf\u00fchlen. Wenn wir es dann in Ihre H\u00e4nde bekommen, werden wir auf Ihr Feedback h\u00f6ren und in der Lage sein zu reagieren. Die VFX- und Tech Art-Teams haben letzte Woche einen Performance-Pass auf Gold Horizon-Niveau durchgef\u00fchrt, der eine Reihe von Optimierungsarbeiten beinhaltete, die wir diese Woche integrieren konnten. Unten finden Sie ein Video, das einige VFX in der Ebene zeigt, die gro\u00dfartig aussehen und viel kosteng\u00fcnstiger f\u00fcr die Kundenleistung sind. Wir haben Code-Support, um Gadgets und Granaten bereitzustellen, die wieder und in konsistenter Weise funktionieren. Wir haben sogar einige zus\u00e4tzliche Kunstressourcen hinzugef\u00fcgt, die in den letzten Wochen entstanden sind. Neue Proline Granatenmodelle von Behring wurden hinzugef\u00fcgt und neue HUD-Icons f\u00fcr Waffen, Granaten und Gadgets sind in Vorbereitung. Auch die Teams \u00fcber den Teich sind unerl\u00e4sslich! Spieler k\u00f6nnen sich nun selbst heilen oder aufh\u00f6ren zu bluten, indem sie ein Medpen-Ger\u00e4t aus dem Foundry 42-Team verwenden. BHVR hat die UI-Hinweise daf\u00fcr verspottet, die wir n\u00e4chste Woche f\u00fcr den Playtest einholen werden. Der neue Freispiel-Trainingsmodus (im Wesentlichen ein Free-for-all-Modus auf der Gold Horizon-Karte) wird alle \u00fcber die Lobby-Benutzeroberfl\u00e4che angeschlossen und wird n\u00e4chste Woche in unserem internen Spieltest vorgestellt. Wir wussten, dass dieser \"freie Kampf\"-Modus eine gro\u00dfe Forderung an die Community war, also wollten wir sicherstellen, dass er hinzugef\u00fcgt wurde. Hier sind unsere aktuellen Blocker:\n\nEs gibt ein paar Animationen mit den Waffen, die wir brauchen, um zu bereinigen und richtig zu randomisieren, damit die Spieler nicht die ganze Zeit den gleichen Angriff durchf\u00fchren. Es ist ein letzter Grabenangriff, aber ich empfehle es nicht. Hoffentlich kannst du mit diesen Angriffen ein wenig Abstand zwischen dir und deinem Feind halten. Tut mir leid, Disco Rambo, noch kein Kampfmesser, das ein Schuss t\u00f6tet. Laufende Waffenr\u00fccksto\u00dfprobleme: Wir brauchen Animation, Tools und Code-Unterst\u00fctzung an einem Ort, an dem Designer R\u00fccksto\u00dfwerte, Timing, M\u00fcndungsanstieg, Drift usw. effektiv einstellen k\u00f6nnen, ohne die Animationsressourcen \u00e4ndern zu m\u00fcssen. Es gibt noch eine Reihe von Bewegungsanimationen, die noch bereinigt und integriert werden m\u00fcssen. Starts\/Stops\/Jukes f\u00fcr Crouch Bewegung Crouch Locomotion and Idle Pass Weapon Select and deselect broken in Standing f\u00fcr alle Waffen Weapon Select and deselect broken in Crouch f\u00fcr alle Waffen Weapon Select and deselect broken in Prone f\u00fcr alle Waffen Hurt\/injured Animation Locomotion From healthy to Injured State Animations ADS to Lowered, ADS f\u00fcr Idle, Idle f\u00fcr ADS, Lowered f\u00fcr ADS Jump f\u00fcr Stocked, Pistole - von Standing Jump f\u00fcr Stocked, Pistole - von Crouch New Granate Throw Animation und Implementierung f\u00fcr Stocked und Pistole in Stand New Granade Throw Animation und Implementierung f\u00fcr Stocked und Pistole in Crouch Bugs im Zusammenhang mit Hit-Reaktionen. Unsere First-Person- und Third-Animationen, die synchronisiert werden, k\u00f6nnen zu Problemen im Zusammenhang mit dem Gameplay f\u00fchren. Um dies zu korrigieren, sind zus\u00e4tzliche Forschungs- und Entwicklungsarbeiten und Optimierungen erforderlich, um sich wohl zu f\u00fchlen. Wir sehen einige Unstimmigkeiten in der Art und Weise, wie Charaktere sterben und wie sie ragdollieren.","zh_CN":"Greetings Citizens,\nGhost Sight Holo Sight Open Sight Red Dot Sight 1 Red Dot Sight 2 Greetings Citizens,\n\nJason Hutchins, Senior Producer at Cloud Imperium Games Austin reporting from Illfonic. While Sean Tracy headed to sunny Wilmslow for a character summit and then over to meet with the guys at Foundry 42\u2019s new Frankfurt studio, Steve Bender and I have remained in Denver to assist with the Star Marine process. Our overall goal is to keep the focus on our core gameplay systems and character locomotion.\n\nHere is what progress we made as a group this week:\n\nAn Internal playtest using a new version of the launcher across all of our studios. The new launcher successfully patched itself and the game client, and did it about 3 times faster than older launcher.\n\nThe internal playtest was also our first run through on the freshly-developed Generic Instance Manager (see Chris Roberts\u2019 latest letter for details on this tech.)\n\nThere has been a cross discipline effort between animators, engineers, and technical artists, and tools specialists to resolve character locomotion animation issues. One thing to keep in mind is that while we are using CryEngine, what we are doing is not a simple reskin of a game like Crysis 3. There are fundamental differences between Star Citizen and other traditional shooters in the way we keep our 1st person and 3rd person models and camera in sync. Going into why we are in this state is a much longer topic for another day.\n\nThe complete juke\/start\/stop set for the Run animation is complete as of today. We are still seeing a slight pop in some quick transitions but it is a significant improvement!\n\nThe popping we saw in Turns has been resolved, and we look forward to seeing that in our internal test next week.\n\nThe cover system, which was removed from the build for a review, is now back in and working. It needs tuning and some bug fixing still, but the base functionality is there. When you get near an object that will provide cover, you\u2019ll go into a cover mode. You can strafe or move out of cover to fire, or lean out of cover to fire.\n\nProne animations are much improved and we are looking at a version that has your weapon visible to you while in first person. This will continue next week.\n\nWe examined some new concepts for weapon sight components on the ATT-4 Laser Rifle. These are modular components and will eventually be integrated into the game for other weapons, too. We want weapons to be as customizable as the ships in future Star Citizen modules, so variety is the order of the day when looking at these kinds of assets. For the short term, we are going to pick one of these to add to the standard load-out on the ATT-4. Which one would you like to see as standard? I\u2019m partial to the ghost sight for close encounters, but that may be just because it reminds me of what I use on my trusty [redacted] 590-A1 shotgun.\n\nWe have re-integrated a crosshair reticle into the HUD. This is not a traditional eye\u2019s front cross hair, it is more like a visible laser \u201cred dot\u201d aim system that points where your muzzle is pointing. In previous builds, we had disabled this because of weapon animation issues and because QA was using the crosshair exclusively to hip fire their weapons while on the move. We made the decision to bring it back thanks to improvements to the weapons animations. We will deal with the run & gun gameplay using other designer-tunable methods. John Crewe at Foundry 42 has several knobs and dials he can use to tune these values until they feel right to us. Then when we get it into your hands we\u2019ll listen for your feedback and be able to respond.\n\nThe VFX and Tech Art teams did a performance pass on the Gold Horizon level last week that informed a bunch of optimization work that we were able to integrate this week. Below you can find a video that showcases some VFX in the level that look great and are much less costly to client performance.\n\nWe have code support to deploy gadgets and grenades working again, and in a consistent manner.\n\nWe\u2019ve even added some additional art resources, created in the past few weeks. New Proline Grenade models by Behring, have been added and new HUD icons for weapons, grenades and gadgets are in.\n\nThe teams across the pond are essential, too! Players can now heal themselves or stop bleeding out by using a Medpen gadget from the Foundry 42 team. BHVR mocked up the UI hints for it, which we\u2019ll hook up next week for the playtest.\n\nThe new Free Play Practice mode (essentially a free-for-all mode on the Gold Horizon map) is all hooked up through the Lobby UI and will be featured in our internal playtest next week. We knew that this \u2018free fight\u2019 mode was a big request for the community, so we wanted to make sure it was added.\n\nHere are our current blockers:\n\nMelee attacks aren\u2019t working\/animating.There are a couple of animations using the weapons that we need to clean up and properly randomize so players aren\u2019t doing the same attack all the time. It\u2019s a last ditch attack, though, I don\u2019t recommend it. Hopefully you can put a little distance between you and your enemy with these attacks. Sorry, Disco Rambo, no combat knife one shot kills just yet.\n\nOngoing weapon recoil issues: we need to get animation, tools, and code support in a place where designers can effectively tune recoil values; timing, muzzle rise, drift, etc without having to change animation assets.\n\nThere are still a number of locomotion animations still need to be cleaned up and integrated. Starts\/Stops\/Jukes for Crouch movement\n\nCrouch Locomotion and Idle pass\n\nWeapon Select and deselect broken in Standing for all weapons\n\nWeapon Select and deselect broken in Crouch for all weapons\n\nWeapon Select and deselect broken in Prone for all weapons\n\nHurt\/injured Animation Locomotion\n\nFrom healthy to Injured State Animations\n\nADS to Lowered, ADS to Idle, Idle to ADS, Lowered to ADS\n\nJump for Stocked, Pistol- from Standing\n\nJump for Stocked, Pistol- from Crouch\n\nNew Grenade Throw animation and implementation for Stocked and Pistol in Stand\n\nNew Grenade Throw animation and implementation for Stocked and Pistol in Crouch\n\n\n\nBugs relating to Hit Reactions. Our first person and third animations, being synced, may cause gameplay related issues with getting it. Correcting this will require some additional R&D and tuning to feel good.\n\nWe are seeing some inconsistencies in the way characters are dying and how they ragdoll."},"links_count":1,"comment_count":450,"created_at":"2015-07-11T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-31 07:02:56","valid_relations":["images","links"],"prev_id":14827,"next_id":14830}}