{"data":{"id":14857,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14857-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14857","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14857","channel":"Undefined","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":3798,"name":"Sniper_Round_Mid_Air.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/r7s2vepmdnvovr\/source\/Sniper_Round_Mid_Air.png","alt":"","size":2877981,"mime_type":"image\/png","last_modified":"2015-07-24T20:41:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3798","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3798\/similar"},{"id":3799,"name":"Sniper_On_Body.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2g37df1cqwh8dr\/source\/Sniper_On_Body.png","alt":"","size":3484781,"mime_type":"image\/png","last_modified":"2015-07-24T20:41:06+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3799","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3799\/similar"},{"id":3800,"name":"Shotgun_Window.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4xbxf56qatk7ar\/source\/Shotgun_Window.png","alt":"","size":2623308,"mime_type":"image\/png","last_modified":"2015-07-24T20:41:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3800","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3800\/similar"},{"id":3801,"name":"Shotgun.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ws038svbt8zstr\/source\/Shotgun.png","alt":"","size":2526157,"mime_type":"image\/png","last_modified":"2015-07-24T20:41:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3801","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3801\/similar"},{"id":3802,"name":"Flashlight.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mdhbfbe0a7pm8r\/source\/Flashlight.png","alt":"","size":2581547,"mime_type":"image\/png","last_modified":"2015-07-24T20:41:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3802","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3802\/similar"},{"id":3803,"name":"Cover.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zudf55qe9olh2r\/source\/Cover.png","alt":"","size":2750676,"mime_type":"image\/png","last_modified":"2015-07-24T20:41:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3803","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3803\/similar"}],"images_count":7,"translations":{"en_EN":"Greetings Citizens,\nAs you can tell, we\u2019ve had a very busy day at Cloud Imperium! But the Merlin and Alpha 1.1.5 aren\u2019t our only focus: work continues on the Star Marine FPS mode. This week, we spent a lot of time focused on general gameplay and the animation system. As Chris discussed on 10 for the Chairman, getting the animation matching the vision is one of our biggest challenges\u2026 and it\u2019s important because the technology we premiere here is going to be used throughout Squadron 42 and the persistent universe. It may seem like a lot of extra work right now, but it will all be worthwhile down the road when we\u2019re seeing smoothly animated NPCs and players living in the \u2018verse.\n\nWe\u2019ve broken this week\u2019s updates down into Gameplay, Animation and Art sections, with information on both our progress and the blockers we\u2019re seeing. We\u2019re attaching two videos to the post to show you how it\u2019s really going: an animation and weapons test above (check out those jukes!) and a Gold Horizon walkthrough below. Enjoy!\n\nGameplay Progress\nOn the gameplay side, it was a week of fixes and adjustments! Fixes include a bug with the cover idle animation not playing, issues with cover look-poses, a crash when connecting a second client to a local dedicated server, an issue where the game was swapping to the default weapon on client connect, a problem with weapon offsets affecting ADS and ADS movement lag that we had been seeing! We addressed a bug that was causing the HUD to report a suicide upon connection, an issue with the weapon reticule not fading correctly and a pair of grenade-related bugs: one where swapping grenade types after a throw wasn\u2019t depleting your inventory and another where your fixed weapon would not be selected after running out of grenades. We also finished work from the previous week on the sniper rifle recharge issues. Whew.\n\nOn the adjustment side, we greatly improved fidelity and positioning in multiplayer by adjusting movement transitions on the dedicated server. We reduced feedback loops created during cover stance changes by adjusting cover rays to follow the eyes, and we adjusted spawn points for the new Free Play practice mode. This alone improved the playtest significantly; greatly reduced spawn camping! We improved the process for our designers, as well. By updating math to handle procedural offsets for ADS Y axis camera positioning and by working on procedural offsets for weapons, it will be much easier for designers to adjust relative camera positions using ADS without needing to update or redo animations. There was work done on the recharge station, which does not always activate over the network. And it wouldn\u2019t be game development if we weren\u2019t causing more problems for ourselves once in a while: we managed to break (AND FIX) weapon hand placement while firing.\n\nGameplay Blockers\nWorking on smoothing out cover transitions and fixing ADS disconnecting when leaning out of cover, this is ongoing.\n\nWorking on prediction issues causing client aim to not synchronize, this is ongoing.\n\nAdding Objectives to the Gold Horizon level for Team Elimination game type, will fundamentally slow down the gameplay on the level to encourage more of a capture and hold and careful play style.\n\nAnimation Progress\nAny week where we get to play with machine guns is a good one! Animation finished updates to the Behring P4AR firing animation this week and kicked off work on the Behring ATT-4 AND the prone-firing for the Devastator Shotgun.\n\nBut it wasn\u2019t all rifles and SMGs: we also tweaked jump timing, fixed blending issues with the walk slow and assisted engineers with their cover fixes. We made some great progress polishing walk starts\/stops\/jukes, some of which you can see in the attached video. We locked down our work on crouch turns and starts, and wie will continue working on crouch stops and the prone mode.\n\nAs we mentioned last week, Ragdoll death animations weren\u2019t quite up to snuff (whoa, unintentional pun there.) That video got a lot of comments in the forums. It wasn\u2019t merely a distraction, though: the research done while making that video helped point out an issue with our skeleton. What we found was an issue with the way our character\u2019s skeleton joint orientations were set up. So we spent the last two days working on an updated rig with correct joint orientations to satisfy the requirements of CryEngine. Ivo, our animation specialist in Frankfurt, has a new rig in test now to check against the SDK. Then, he\u2019ll check it against the animation code changes we\u2019ve made specifically for Star Citizen and the end result will be a much improved ragdoll!\n\nAnimation Blockers\nWill need a pass to re-target animations on the new character rig.\n\nStarted working on crouch stops, this is ongoing.\n\nMelee animations have not started yet.\n\nInjured locomotion animations not finished, multiple states need clarification.\n\nEVA style animations for ZeroG not able to be cleaned up and used until we get the new rig. This is needed for ZeroG gameplay on Gold Horizon, let alone SATA Ball.\n\nArt\nThe art team conducted a lighting pass to improve client performance. This included the re-addition of breakable lights (visible in the screenshots and video.) The re-work of Gold Horizon assets continued, with updates to stair heights and panel textures. (In the case of panel textures, we create two of each: clean and dirty. That will let us build more interesting levels more quickly in the future!) We worked with Cort Soest and Sean Tracy from Austin to reduce LODs and improve framerate issues. That work is ongoing, but it\u2019s already showing positive results.\n\nArt and design have continued to work together to improve the flow of the level. This week we added additional signage to Gold Horizon to ease navigation, and we have also updated floor decaling to this same end. Our weapons team certainly wasn\u2019t idle, either: they finished a revision of the P4AR (including updated decals!) and then exported that work for use in other weapons by the same manufacturer.\n\nArt Blockers\nContinuing work on Gold Horizon assets so we can use it as a building block set for future releases.\n\nWorking on 1st person hit reaction HUD mockups, iterating on the look with Chris and the team in the UK. As mentioned previously, this is a big team effort requiring audio, animation, VFX, and HUD UI to make it look and feel right.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nWie Sie sehen k\u00f6nnen, hatten wir einen sehr arbeitsreichen Tag im Cloud Imperium! Aber nicht nur Merlin und Alpha 1.1.5 stehen im Fokus: Die Arbeit am Star Marine FPS-Modus geht weiter. Diese Woche haben wir uns viel Zeit auf das allgemeine Gameplay und das Animationssystem konzentriert. Wie Chris am 10. Dezember f\u00fcr den Vorsitzenden besprochen hat, ist die Animation, die der Vision entspricht, eine unserer gr\u00f6\u00dften Herausforderungen.... und es ist wichtig, denn die Technologie, die wir hier erstmals vorstellen, wird in der gesamten Staffel 42 und dem hartn\u00e4ckigen Universum eingesetzt werden. Es mag im Moment wie eine Menge zus\u00e4tzlicher Arbeit erscheinen, aber es wird sich alles lohnen, wenn wir reibungslos animierte NSCs und Spieler sehen, die im Vers leben.\n\nWir haben die Updates dieser Woche in die Bereiche Gameplay, Animation und Kunst unterteilt, mit Informationen \u00fcber unsere Fortschritte und die Blocker, die wir sehen. Wir f\u00fcgen dem Beitrag zwei Videos bei, um euch zu zeigen, wie es wirklich l\u00e4uft: einen Animations- und Waffentest oben (siehe die Jukes!) und einen Gold Horizon Rundgang unten. Viel Spa\u00df!\n\nGameplay-Fortschritt\nAuf der Spieleseite war es eine Woche voller Korrekturen und Anpassungen! Zu den Korrekturen geh\u00f6ren ein Fehler, bei dem die Cover-Idle-Animation nicht abgespielt wird, Probleme mit Cover-Look-Poses, ein Absturz bei der Verbindung eines zweiten Clients mit einem lokalen dedizierten Server, ein Problem, bei dem das Spiel bei der Client-Verbindung auf die Standardwaffe umgestellt wurde, ein Problem mit Waffenvers\u00e4tzen, die die ADS- und ADS-Bewegungsverz\u00f6gerung beeinflussen, die wir gesehen hatten! Wir haben einen Fehler behoben, der das HUD veranlasste, einen Selbstmord bei der Verbindung zu melden, ein Problem mit dem nicht richtig verblassenden Waffengitter und ein Paar Granatenfehler: einer, bei dem der Austausch von Granatentypen nach einem Wurf nicht dazu f\u00fchrte, dass Ihr Inventar ersch\u00f6pft war, und ein anderer, bei dem Ihre feste Waffe nicht ausgew\u00e4hlt wurde, nachdem die Granaten ausgegangen waren. Wir haben auch die Arbeit der vergangenen Woche an den Problemen mit dem Aufladen des Scharfsch\u00fctzengewehrs beendet. Puh.\n\nAuf der Anpassungsseite haben wir die Klangtreue und Positionierung im Multiplayer durch die Anpassung der Bewegungs\u00fcberg\u00e4nge auf dem dedizierten Server deutlich verbessert. Wir haben die R\u00fcckkopplungsschleifen, die bei \u00c4nderungen der Cover-Haltung entstehen, reduziert, indem wir die Cover-Strahlen an die Augen angepasst haben, und wir haben die Spawn-Punkte f\u00fcr den neuen Free Play-\u00dcbungsmodus angepasst. Dies allein hat den Spieltest deutlich verbessert; stark reduziertes Spawn-Camping! Auch f\u00fcr unsere Designer haben wir den Prozess verbessert. Durch die Aktualisierung der Mathematik zur Verarbeitung von prozeduralen Offsets f\u00fcr die Positionierung der ADS Y-Achse und durch die Arbeit an prozeduralen Offsets f\u00fcr Waffen wird es f\u00fcr Konstrukteure viel einfacher sein, relative Kamerapositionen mit ADS anzupassen, ohne Animationen aktualisieren oder wiederholen zu m\u00fcssen. Es wurden Arbeiten an der Ladestation durchgef\u00fchrt, die nicht immer \u00fcber das Netzwerk aktiviert wird. Und es w\u00e4re nicht die Spieleentwicklung, wenn wir uns nicht ab und zu mehr Probleme bereiten w\u00fcrden: Wir haben es geschafft, die Handaufstellung der Waffen (AND FIX) w\u00e4hrend des Schusses zu brechen.\n\nGameplay-Blocker\nDie Arbeit an der Gl\u00e4ttung von Abdeckungs\u00fcberg\u00e4ngen und der Fixierung der ADS-Trennung beim Herauslehnen aus der Abdeckung ist im Gange. Die Arbeit an Vorhersageproblemen, die dazu f\u00fchren, dass der Kunde das Ziel hat, nicht zu synchronisieren, wird fortgesetzt. Das Hinzuf\u00fcgen von Zielen zum Gold Horizon Level f\u00fcr den Spieltyp Team Elimination wird das Gameplay auf dem Level grundlegend verlangsamen, um mehr von einem Capture and Hold und einem sorgf\u00e4ltigen Spielstil zu f\u00f6rdern. Animationsfortschritt\nJede Woche, in der wir mit Maschinengewehren spielen k\u00f6nnen, ist eine gute Woche! Animation beendete diese Woche die Aktualisierungen der Behring P4AR Feueranimation und startete die Arbeit an der Behring ATT-4 UND dem Prone-Feuer f\u00fcr die Devastator Schrotflinte.\n\nAber es waren nicht nur Gewehre und SMGs: Wir haben auch das Sprungtiming optimiert, Probleme mit dem langsamen Gehen behoben und Ingenieure bei ihren Coverfixes unterst\u00fctzt. Wir haben einige gro\u00dfe Fortschritte beim Polieren von Starts\/Stopps\/Jukes gemacht, von denen einige im beigef\u00fcgten Video zu sehen sind. Wir haben unsere Arbeit an Crouch Turns and Starts eingestellt, und wir werden weiterhin an Crouch Stops und dem Prone Mode arbeiten.\n\nWie wir letzte Woche bereits erw\u00e4hnt haben, waren Ragdoll-Todesanimationen nicht ganz auf der H\u00f6he der Zeit (whoa, unbeabsichtigtes Wortspiel dort.) Dieses Video bekam viele Kommentare in den Foren. Es war jedoch nicht nur eine Ablenkung: Die Forschung, die w\u00e4hrend der Erstellung dieses Videos durchgef\u00fchrt wurde, half, ein Problem mit unserem Skelett aufzuzeigen. Was wir fanden, war ein Problem mit der Art und Weise, wie die Skelett-Gelenkorientierungen unserer Figur eingerichtet wurden. So haben wir die letzten zwei Tage damit verbracht, an einem aktualisierten Rig mit korrekten Gelenkorientierungen zu arbeiten, um die Anforderungen der CryEngine zu erf\u00fcllen. Ivo, unser Animationsspezialist in Frankfurt, hat jetzt ein neues Ger\u00e4t im Test, um mit dem SDK zu vergleichen. Dann wird er es mit den \u00c4nderungen am Animationscode vergleichen, die wir speziell f\u00fcr Star Citizen vorgenommen haben, und das Endergebnis wird eine deutlich verbesserte Ragdoll sein!\n\nAnimationsblocker\nBen\u00f6tigt einen Pass, um Animationen auf dem neuen Charakter-Rigg neu auszurichten. Ich habe mit der Arbeit an den Hockanschl\u00e4gen begonnen, das ist im Gange. Nahkampfanimationen haben noch nicht begonnen. Verletzte Fortbewegungsanimationen sind noch nicht fertig, mehrere Zust\u00e4nde m\u00fcssen gekl\u00e4rt werden. EVA-Animationen f\u00fcr ZeroG k\u00f6nnen nicht bereinigt und verwendet werden, bis wir das neue Rig erhalten haben. Dies ist notwendig f\u00fcr das ZeroG Gameplay auf Gold Horizon, geschweige denn f\u00fcr den SATA Ball. Kunst\nDas Kunstteam f\u00fchrte einen Lichtpass durch, um die Leistung der Kunden zu verbessern. Dazu geh\u00f6rte auch die Neuzugabe von zerbrechlichen Lichtern (sichtbar in den Screenshots und Videos.) Die \u00dcberarbeitung der Gold Horizon Assets wurde fortgesetzt, mit Aktualisierungen von Treppenh\u00f6hen und Paneltexturen. (Im Falle von Panel-Texturen erstellen wir jeweils zwei davon: sauber und schmutzig. Das wird uns in Zukunft schneller zu interessanteren Levels f\u00fchren!) Wir haben mit Cort Soest und Sean Tracy aus Austin zusammengearbeitet, um die LODs zu reduzieren und die Framerate zu verbessern. Diese Arbeit ist im Gange, zeigt aber bereits positive Ergebnisse.\n\nKunst und Design haben weiterhin zusammengearbeitet, um den Ablauf der Ebene zu verbessern. Diese Woche haben wir Gold Horizon um zus\u00e4tzliche Beschilderungen erweitert, um die Navigation zu erleichtern, und wir haben auch die Bodenbeschriftung zu diesem Zweck aktualisiert. Auch unser Waffenteam war sicher nicht unt\u00e4tig: Sie haben eine Revision des P4AR (mit aktualisierten Decals!) fertiggestellt und dieses Werk dann f\u00fcr den Einsatz in anderen Waffen desselben Herstellers exportiert.\n\nKunstblocker\nFortlaufende Arbeit an Gold Horizon Assets, damit wir sie als Baustein f\u00fcr zuk\u00fcnftige Releases verwenden k\u00f6nnen. Arbeiten an 1st Person Hit-Reaktion HUD Mockups, Iteration auf dem Look mit Chris und dem Team in Gro\u00dfbritannien. Wie bereits erw\u00e4hnt, ist dies eine gro\u00dfe Teamleistung, die Audio, Animation, VFX und HUD UI erfordert, damit es sich gut anf\u00fchlt.","zh_CN":"Greetings Citizens,\nAs you can tell, we\u2019ve had a very busy day at Cloud Imperium! But the Merlin and Alpha 1.1.5 aren\u2019t our only focus: work continues on the Star Marine FPS mode. This week, we spent a lot of time focused on general gameplay and the animation system. As Chris discussed on 10 for the Chairman, getting the animation matching the vision is one of our biggest challenges\u2026 and it\u2019s important because the technology we premiere here is going to be used throughout Squadron 42 and the persistent universe. It may seem like a lot of extra work right now, but it will all be worthwhile down the road when we\u2019re seeing smoothly animated NPCs and players living in the \u2018verse.\n\nWe\u2019ve broken this week\u2019s updates down into Gameplay, Animation and Art sections, with information on both our progress and the blockers we\u2019re seeing. We\u2019re attaching two videos to the post to show you how it\u2019s really going: an animation and weapons test above (check out those jukes!) and a Gold Horizon walkthrough below. Enjoy!\n\nGameplay Progress\nOn the gameplay side, it was a week of fixes and adjustments! Fixes include a bug with the cover idle animation not playing, issues with cover look-poses, a crash when connecting a second client to a local dedicated server, an issue where the game was swapping to the default weapon on client connect, a problem with weapon offsets affecting ADS and ADS movement lag that we had been seeing! We addressed a bug that was causing the HUD to report a suicide upon connection, an issue with the weapon reticule not fading correctly and a pair of grenade-related bugs: one where swapping grenade types after a throw wasn\u2019t depleting your inventory and another where your fixed weapon would not be selected after running out of grenades. We also finished work from the previous week on the sniper rifle recharge issues. Whew.\n\nOn the adjustment side, we greatly improved fidelity and positioning in multiplayer by adjusting movement transitions on the dedicated server. We reduced feedback loops created during cover stance changes by adjusting cover rays to follow the eyes, and we adjusted spawn points for the new Free Play practice mode. This alone improved the playtest significantly; greatly reduced spawn camping! We improved the process for our designers, as well. By updating math to handle procedural offsets for ADS Y axis camera positioning and by working on procedural offsets for weapons, it will be much easier for designers to adjust relative camera positions using ADS without needing to update or redo animations. There was work done on the recharge station, which does not always activate over the network. And it wouldn\u2019t be game development if we weren\u2019t causing more problems for ourselves once in a while: we managed to break (AND FIX) weapon hand placement while firing.\n\nGameplay Blockers\nWorking on smoothing out cover transitions and fixing ADS disconnecting when leaning out of cover, this is ongoing.\n\nWorking on prediction issues causing client aim to not synchronize, this is ongoing.\n\nAdding Objectives to the Gold Horizon level for Team Elimination game type, will fundamentally slow down the gameplay on the level to encourage more of a capture and hold and careful play style.\n\nAnimation Progress\nAny week where we get to play with machine guns is a good one! Animation finished updates to the Behring P4AR firing animation this week and kicked off work on the Behring ATT-4 AND the prone-firing for the Devastator Shotgun.\n\nBut it wasn\u2019t all rifles and SMGs: we also tweaked jump timing, fixed blending issues with the walk slow and assisted engineers with their cover fixes. We made some great progress polishing walk starts\/stops\/jukes, some of which you can see in the attached video. We locked down our work on crouch turns and starts, and wie will continue working on crouch stops and the prone mode.\n\nAs we mentioned last week, Ragdoll death animations weren\u2019t quite up to snuff (whoa, unintentional pun there.) That video got a lot of comments in the forums. It wasn\u2019t merely a distraction, though: the research done while making that video helped point out an issue with our skeleton. What we found was an issue with the way our character\u2019s skeleton joint orientations were set up. So we spent the last two days working on an updated rig with correct joint orientations to satisfy the requirements of CryEngine. Ivo, our animation specialist in Frankfurt, has a new rig in test now to check against the SDK. Then, he\u2019ll check it against the animation code changes we\u2019ve made specifically for Star Citizen and the end result will be a much improved ragdoll!\n\nAnimation Blockers\nWill need a pass to re-target animations on the new character rig.\n\nStarted working on crouch stops, this is ongoing.\n\nMelee animations have not started yet.\n\nInjured locomotion animations not finished, multiple states need clarification.\n\nEVA style animations for ZeroG not able to be cleaned up and used until we get the new rig. This is needed for ZeroG gameplay on Gold Horizon, let alone SATA Ball.\n\nArt\nThe art team conducted a lighting pass to improve client performance. This included the re-addition of breakable lights (visible in the screenshots and video.) The re-work of Gold Horizon assets continued, with updates to stair heights and panel textures. (In the case of panel textures, we create two of each: clean and dirty. That will let us build more interesting levels more quickly in the future!) We worked with Cort Soest and Sean Tracy from Austin to reduce LODs and improve framerate issues. That work is ongoing, but it\u2019s already showing positive results.\n\nArt and design have continued to work together to improve the flow of the level. This week we added additional signage to Gold Horizon to ease navigation, and we have also updated floor decaling to this same end. Our weapons team certainly wasn\u2019t idle, either: they finished a revision of the P4AR (including updated decals!) and then exported that work for use in other weapons by the same manufacturer.\n\nArt Blockers\nContinuing work on Gold Horizon assets so we can use it as a building block set for future releases.\n\nWorking on 1st person hit reaction HUD mockups, iterating on the look with Chris and the team in the UK. As mentioned previously, this is a big team effort requiring audio, animation, VFX, and HUD UI to make it look and feel right."},"links_count":0,"comment_count":359,"created_at":"2015-07-24T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 07:01:23","valid_relations":["images","links"],"prev_id":14856,"next_id":14859}}