{"data":{"id":14873,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14873-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14873","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14873","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":3808,"name":"Closeup1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1oe50y50n2wi8r\/source\/Closeup1.png","alt":"","size":1855748,"mime_type":"image\/png","last_modified":"2015-07-31T21:27:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3808","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3808\/similar"},{"id":3810,"name":"Cover1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2kcch7jlidyg0r\/source\/Cover1.png","alt":"","size":2598465,"mime_type":"image\/png","last_modified":"2015-07-31T21:27:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3810","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3810\/similar"},{"id":3812,"name":"Electric1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/l0hlh3srwuu4or\/source\/Electric1.png","alt":"","size":2473722,"mime_type":"image\/png","last_modified":"2015-07-31T21:27:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3812","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3812\/similar"}],"images_count":4,"translations":{"en_EN":"Greetings Citizens,\nIt has been another big week for the Star Marine team! We\u2019ve continued our focus on animation-related issues, as we see getting the unified first\/third-person animation as our biggest goal. That\u2019s one of the most important things that will carry over into the rest of Star Citizen, in Arena Commander, the Social Module, Squadron 42 and beyond. Other team members are using this time to continue perfecting other systems, including weapons and the general design of the Gold Horizon level. You can find details on our progress and ongoing blockers below. We\u2019ve also included an updated video showing the recent lighting changes to the Gold Horizon level; it should show off the changes a little better than last week. Enjoy!\n\nPlease note that next week\u2019s Star Marine update may come the following Monday (August 10 rather than August 7.) We expect it will be all-hands-on-deck to support the Gamescom presentation on Friday!\n\nGameplay Progress\nNetcode! The word should make our blood run cold at this point\u2026 but we have this covered. Network programmers at Illfonic and our friends at Wyrmbyte have made performance improvements with regards to player prediction, head look smoothing and body rotation smoothing. The game sends fewer packets and it now spreads out the sends for frame optimization. Player prediction should be greatly improved for our next internal playtest, and these changes are being integrated into material we\u2019re making available for the team heading to Gamescom.\n\nThere was plenty of other work on the gameplay side, too. Designers adjusted the \u2018ready\u2019 pose of the characters to keep muzzles pointed closer to the center of the screen, making the transition to ADS faster and more intuitive. Overall balance\/feel changes include reducing the spread parameters of firing from the ready position while moving, adjusting movement\/rotational spread modifiers across all weapons (move more, hit less!) and adjusting armor values based on feedback from playtests. Fixed weapons have been adjusted by remove clients and we\u2019ve re-implemented some content previously disabled including the DoF mask for scoped weapons (sniper rifles) and the third person camera (insert key) in Free Play Practice mode. Playtest feedback has also caused us to adjust the rate of fire for pistol weapons.\n\nBug fixes are ongoing, too. We\u2019ve stopped the crosshair from appearing in the 3rd person view, something necessary to fulfill the dream of a first person universe. UI will be largely disabled in the third person, much like Arena Commander. We have a temporary fix for an issue that was causing items to randomly teleport around the level, with a permanent change inbound. The personal shield not showing up in players hands is resolved (check out some screenshots of the shield in action!) and we adjusted the muzzle flash in third person view because the VFX was scaling up too much. Issues with the charging station are resolved, and we\u2019ve prevented players from swapping weapons while throwing a grenade (one thing at a time, marines!)\n\nGameplay Blockers\nDestructible items randomly teleport around the level, need a long-term solution for this.\n\nNetcode has improved, but if we still see instances of jerky movement from jukes, on stairs, jumping, and stocked weapon animations. Work on this is ongoing.\n\nWorking on tracer offsets when strafing.\n\nGadget deploy in the world is inconsistent. When you are placing a mine, you really want to be sure of its location.\n\nThere are issues with the implementation of the Item Port system, as the way items are attached to a space ship are different than when they are attached to a player character. We see issues with magazines staying in place in the world on a reload, issues with characters dying and leaving their items behind in the world. We\u2019ll need support from Paul Reindell to look at this as soon as Gamescom is over.\n\nUI \/ HUD Progress\nInterface work this week includes a new health display art widget in the HUD. We\u2019re still hooking this up to gameplay code so that it properly reports changes in injury states, but it\u2019s looking pretty cool! The old health widget is out and the player heal button prompt is now fully implemented. We also have the directional hit indicator art ready for hookup, with the initial implementation for review scheduled to be play tested early next week. We\u2019ve adjusted the position of the heavy helmet to reduce the amount of screen space it takes up, and we\u2019ve hooked up and debugged issues with chat displayed through the HUD. Finally, we smashed one tricky bug which was causing your gun to be drawn on top of certain HUD widgets. In our next update, we should be able to share some cool UI work\u2026 so stay tuned!\n\nAnimation Progress\nAs we\u2019ve mentioned, getting the animation exactly right is our biggest effort right now. This week, animators hooked up the fire animations for the sniper rifle, finished a pass on the crouch start and stop, resolved ongoing crouch ADS issues, reduced weapon recoil animations on the laser rifle and finished work on the third person crouch-to-prone transitions. Whew! We also kicked off work on jukes for pistols, locomotion transitions and gadget throw animations. Lastly, we will also admit to breaking (and then fixing!) the reloading animation while in ADS. Can\u2019t make an omelet without cracking a few eggs!\nMany people have asked about the new character rig, and so we\u2019re happy to provide a short update: it\u2019s still undergoing testing by the Lead Animation programmer in Frankfurt, but we received provisional approval earlier today and now hope to have the final rig for the retargeting process first thing Monday morning.\n\nAnimation Blockers\nWill need to re-target all animations on the new rig.\n\nStarted working on crouch stops, this is ongoing.\n\nUpdates to unarmed and Pistol melee animations have not started yet. Stocked weapons need clean up and balancing.\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 and SATABall.\n\nArt Progress\nOur artists have focused on two major areas where they can continue to improve Star Marine: individual weapons and the overall Gold Horizon map. Weapons work this week included new decals on the P4AR and work on the red dot scope for the ATT4. This scope (used with no magnification) was chosen since we put the Ghost Ring as the default sight on the P4AR. Artists also considered their \u2018look and feel\u2019 re-work of Gold Horizon assets, which will be an ongoing item in future reports. This week\u2019s effort included changing stair heights and developing two versions of all panel textures (clean and dirty.) Work on this item will likely continue up until release. This and other art bug fixes are ongoing. Finally, art provided graphics for the lobby UI Free Play practice mode, which will be hooked up next week.\n\nArt Blockers\nWe are continuing a re-work of certain Gold Horizon assets so we can use it as a building block for future releases.\n\nThe team is reviewing 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 just right.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nEs war eine weitere gro\u00dfe Woche f\u00fcr das Star Marine Team! Wir haben uns weiterhin auf animationsbezogene Themen konzentriert, da wir die einheitliche Animation der ersten und dritten Person als unser gr\u00f6\u00dftes Ziel sehen. Das ist eines der wichtigsten Dinge, die sich auf den Rest von Star Citizen, in Arena Commander, Social Module, Squadron 42 und dar\u00fcber hinaus auswirken werden. Andere Teammitglieder nutzen diese Zeit, um andere Systeme weiter zu perfektionieren, darunter Waffen und das allgemeine Design des Gold Horizont-Levels. Nachfolgend findest du Details zu unseren Fortschritten und laufenden Blockern. Wir haben auch ein aktualisiertes Video beigef\u00fcgt, das die letzten \u00c4nderungen der Beleuchtung am Gold Horizont-Level zeigt; es sollte die \u00c4nderungen etwas besser zeigen als letzte Woche. Viel Spa\u00df!\n\nBitte beachten Sie, dass das Star Marine Update der n\u00e4chsten Woche am folgenden Montag (10. August statt 7. August) erfolgen kann. Wir gehen davon aus, dass es sich um ein All-Hands-on-Deck handelt, das die Gamescom-Pr\u00e4sentation am Freitag unterst\u00fctzt!\n\nGameplay-Fortschritt\nNetzkode! Das Wort sollte unser Blut an dieser Stelle kalt werden lassen.... aber wir haben das abgedeckt. Netzwerkprogrammierer von Illfonic und unsere Freunde von Wyrmbyte haben die Leistung in Bezug auf Spielerprognose, Kopfgl\u00e4ttung und K\u00f6rperrotation verbessert. Das Spiel sendet weniger Pakete und verteilt nun die Sends zur Rahmenoptimierung. Die Spielerprognose sollte f\u00fcr unseren n\u00e4chsten internen Spieltest deutlich verbessert werden, und diese \u00c4nderungen werden in das Material integriert, das wir f\u00fcr das Team auf dem Weg zur Gamescom zur Verf\u00fcgung stellen.\n\nEs gab noch viele andere Arbeiten auf der Gameplay-Seite. Die Designer passten die \"fertige\" Pose der Charaktere an, um die Maulk\u00f6rbe n\u00e4her an der Mitte des Bildschirms zu halten und den \u00dcbergang zu ADS schneller und intuitiver zu gestalten. Zu den allgemeinen \u00c4nderungen des Gleichgewichts\/Gef\u00fchls geh\u00f6ren das Reduzieren der Spreizparameter des Feuers aus der Bereitschaftsposition w\u00e4hrend der Bewegung, das Anpassen der Bewegungs-\/Rotationsmodifikatoren f\u00fcr alle Waffen (mehr bewegen, weniger treffen!) und das Anpassen der R\u00fcstungswerte basierend auf dem Feedback von Spieletests. Feste Waffen wurden durch remove clients angepasst und wir haben einige zuvor deaktivierte Inhalte neu implementiert, darunter die DoF-Maske f\u00fcr Zielfernrohrwaffen (Sniper-Gewehre) und die Third-Person-Kamera (Insert Key) im Free Play Practice Modus. Das Feedback des Spieletests hat uns auch veranlasst, die Schussfrequenz f\u00fcr Pistolenwaffen anzupassen.\n\nBugfixes sind ebenfalls im Gange. Wir haben verhindert, dass das Fadenkreuz in der Ansicht der dritten Person erscheint, etwas Notwendiges, um den Traum eines Universums der ersten Person zu erf\u00fcllen. Die Benutzeroberfl\u00e4che wird in der dritten Person weitgehend deaktiviert sein, \u00e4hnlich wie der Arena Commander. Wir haben eine tempor\u00e4re L\u00f6sung f\u00fcr ein Problem, das dazu f\u00fchrte, dass sich Gegenst\u00e4nde zuf\u00e4llig um das Level herum teleportierten, mit einer permanenten \u00c4nderung im Eingangsbereich. Das pers\u00f6nliche Schild, das nicht in den H\u00e4nden des Spielers auftaucht, ist gel\u00f6st (siehe einige Screenshots des Schildes in Aktion!) und wir haben den M\u00fcndungsfeuer in der Third-Person-Ansicht angepasst, weil der VFX zu stark vergr\u00f6\u00dfert wurde. Probleme mit der Ladestation sind behoben, und wir haben verhindert, dass Spieler beim Werfen einer Granate die Waffen wechseln (eine Sache nach der anderen, Marines!).\n\nGameplay-Blocker\nZerst\u00f6rbare Gegenst\u00e4nde teleportieren sich zuf\u00e4llig um das Level, brauchen daf\u00fcr eine langfristige L\u00f6sung. Der Netcode hat sich verbessert, aber wenn wir immer noch F\u00e4lle von ruckartigen Bewegungen von Jukes, auf Treppen, Springen und Waffenanimationen sehen. Die Arbeiten daran sind im Gange. Arbeiten an Tracer-Offsets beim Straffen. Die Bereitstellung von Gadgets in der Welt ist inkonsistent. Wenn Sie eine Mine platzieren, wollen Sie sich wirklich von ihrer Lage \u00fcberzeugen. Es gibt Probleme mit der Implementierung des Item-Port-Systems, da sich die Art und Weise, wie Gegenst\u00e4nde an ein Raumschiff angeh\u00e4ngt werden, von denen unterscheidet, wenn sie an einen Spielercharakter angeh\u00e4ngt werden. Wir sehen Probleme mit Zeitschriften, die in der Welt beim Nachladen an Ort und Stelle bleiben, Probleme mit Charakteren, die sterben und ihre Gegenst\u00e4nde in der Welt zur\u00fccklassen. Wir brauchen Unterst\u00fctzung von Paul Reindell, um uns das anzusehen, sobald die Gamescom vorbei ist. UI \/ HUD Fortschritte\nInterface-Arbeiten in dieser Woche beinhalten ein neues Health Display Art Widget im HUD. Wir sind immer noch dabei, dies an den Gameplay-Code anzuschlie\u00dfen, so dass er \u00c4nderungen in den Verletzungszust\u00e4nden korrekt meldet, aber es sieht ziemlich cool aus! Das alte Health-Widget ist aus und die Eingabeaufforderung f\u00fcr die Player-Heal-Taste ist nun vollst\u00e4ndig implementiert. Wir haben auch die direktionale Hit-Indikator-Kunst bereit f\u00fcr den Anschluss, mit der ersten Implementierung f\u00fcr die \u00dcberpr\u00fcfung geplant ist, um Anfang n\u00e4chster Woche gespielt zu werden. Wir haben die Position des schweren Helmes angepasst, um den Platzbedarf auf dem Bildschirm zu reduzieren, und wir haben Probleme mit dem Chat, der \u00fcber das HUD angezeigt wird, angeschlossen und behoben. Schlie\u00dflich haben wir einen kniffligen Bug zerschlagen, der dazu f\u00fchrte, dass Ihre Waffe auf bestimmte HUD-Widgets gezogen wurde. In unserem n\u00e4chsten Update sollten wir in der Lage sein, einige coole UI-Arbeiten zu teilen.... also bleibt dran!\n\nAnimationsfortschritt\nWie wir bereits erw\u00e4hnt haben, ist es unsere gr\u00f6\u00dfte Aufgabe, die Animation genau richtig zu gestalten. Diese Woche schlossen die Animatoren die Feueranimationen f\u00fcr das Scharfsch\u00fctzengewehr an, beendeten einen Durchgang beim Start und Stopp der Hocke, beendeten die laufenden ADS-Probleme in der Hocke, reduzierten die Waffenr\u00fccksto\u00dfanimationen auf dem Lasergewehr und beendeten die Arbeit an den \u00dcberg\u00e4ngen der dritten Person. Puh! Wir begannen auch mit der Arbeit an Jukes f\u00fcr Pistolen, Bewegungs\u00fcberg\u00e4ngen und Gadget-Wurfanimationen. Schlie\u00dflich werden wir auch zugeben, dass wir die Nachladeanimation in ADS unterbrochen (und dann repariert!) haben. Man kann kein Omelett machen, ohne ein paar Eier zu knacken!\nViele Leute haben nach dem neuen Charakter-Rig gefragt, und so freuen wir uns, ein kurzes Update zur Verf\u00fcgung zu stellen: Es befindet sich noch im Test beim Lead Animation Programmierer in Frankfurt, aber wir haben heute fr\u00fch die vorl\u00e4ufige Genehmigung erhalten und hoffen nun, gleich am Montagmorgen das endg\u00fcltige Rig f\u00fcr den Retargeting-Prozess zu haben.\n\nAnimationsblocker\nMuss alle Animationen auf dem neuen Rigg neu ausrichten. Ich habe mit der Arbeit an den Hockanschl\u00e4gen begonnen, das ist im Gange. Updates f\u00fcr unbewaffnete und Pistol Nahkampfanimationen wurden noch nicht gestartet. Vorr\u00e4tige Waffen m\u00fcssen gereinigt und balanciert werden. 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 und SATABall. Kunstfortschritt\nUnsere K\u00fcnstler haben sich auf zwei Hauptbereiche konzentriert, in denen sie Star Marine weiter verbessern k\u00f6nnen: einzelne Waffen und die gesamte Gold Horizont-Karte. Die Waffenarbeiten dieser Woche umfassten neue Decals auf dem P4AR und Arbeiten am Red Dot Scope f\u00fcr das ATT4. Dieses Zielfernrohr (ohne Vergr\u00f6\u00dferung) wurde gew\u00e4hlt, da wir den Geisterring als Standardvisier auf dem P4AR verwendet haben. K\u00fcnstler \u00fcberlegten auch, wie sie die Gold Horizon Assets \u00fcberarbeiten, was in Zukunft ein st\u00e4ndiger Bestandteil der Berichte sein wird. Die Bem\u00fchungen dieser Woche umfassten die \u00c4nderung der Treppenh\u00f6he und die Entwicklung von zwei Versionen aller Panel-Texturen (sauber und schmutzig.) Die Arbeiten an diesem Artikel werden wahrscheinlich bis zur Freigabe fortgesetzt. Diese und andere Kunstfehlerbehebungen sind im Gange. Schlie\u00dflich stellte art Grafiken f\u00fcr den Lobby UI Free Play \u00dcbungsmodus zur Verf\u00fcgung, der n\u00e4chste Woche angeschlossen wird.\n\nKunstblocker\nWir setzen eine \u00dcberarbeitung bestimmter Gold Horizon Assets fort, damit wir sie als Baustein f\u00fcr zuk\u00fcnftige Releases nutzen k\u00f6nnen. Das Team \u00fcberpr\u00fcft 1st Person Hit-Reaktion HUD Mockups und wiederholt auf Anhieb 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 genau richtig aussieht.","zh_CN":"Greetings Citizens,\nIt has been another big week for the Star Marine team! We\u2019ve continued our focus on animation-related issues, as we see getting the unified first\/third-person animation as our biggest goal. That\u2019s one of the most important things that will carry over into the rest of Star Citizen, in Arena Commander, the Social Module, Squadron 42 and beyond. Other team members are using this time to continue perfecting other systems, including weapons and the general design of the Gold Horizon level. You can find details on our progress and ongoing blockers below. We\u2019ve also included an updated video showing the recent lighting changes to the Gold Horizon level; it should show off the changes a little better than last week. Enjoy!\n\nPlease note that next week\u2019s Star Marine update may come the following Monday (August 10 rather than August 7.) We expect it will be all-hands-on-deck to support the Gamescom presentation on Friday!\n\nGameplay Progress\nNetcode! The word should make our blood run cold at this point\u2026 but we have this covered. Network programmers at Illfonic and our friends at Wyrmbyte have made performance improvements with regards to player prediction, head look smoothing and body rotation smoothing. The game sends fewer packets and it now spreads out the sends for frame optimization. Player prediction should be greatly improved for our next internal playtest, and these changes are being integrated into material we\u2019re making available for the team heading to Gamescom.\n\nThere was plenty of other work on the gameplay side, too. Designers adjusted the \u2018ready\u2019 pose of the characters to keep muzzles pointed closer to the center of the screen, making the transition to ADS faster and more intuitive. Overall balance\/feel changes include reducing the spread parameters of firing from the ready position while moving, adjusting movement\/rotational spread modifiers across all weapons (move more, hit less!) and adjusting armor values based on feedback from playtests. Fixed weapons have been adjusted by remove clients and we\u2019ve re-implemented some content previously disabled including the DoF mask for scoped weapons (sniper rifles) and the third person camera (insert key) in Free Play Practice mode. Playtest feedback has also caused us to adjust the rate of fire for pistol weapons.\n\nBug fixes are ongoing, too. We\u2019ve stopped the crosshair from appearing in the 3rd person view, something necessary to fulfill the dream of a first person universe. UI will be largely disabled in the third person, much like Arena Commander. We have a temporary fix for an issue that was causing items to randomly teleport around the level, with a permanent change inbound. The personal shield not showing up in players hands is resolved (check out some screenshots of the shield in action!) and we adjusted the muzzle flash in third person view because the VFX was scaling up too much. Issues with the charging station are resolved, and we\u2019ve prevented players from swapping weapons while throwing a grenade (one thing at a time, marines!)\n\nGameplay Blockers\nDestructible items randomly teleport around the level, need a long-term solution for this.\n\nNetcode has improved, but if we still see instances of jerky movement from jukes, on stairs, jumping, and stocked weapon animations. Work on this is ongoing.\n\nWorking on tracer offsets when strafing.\n\nGadget deploy in the world is inconsistent. When you are placing a mine, you really want to be sure of its location.\n\nThere are issues with the implementation of the Item Port system, as the way items are attached to a space ship are different than when they are attached to a player character. We see issues with magazines staying in place in the world on a reload, issues with characters dying and leaving their items behind in the world. We\u2019ll need support from Paul Reindell to look at this as soon as Gamescom is over.\n\nUI \/ HUD Progress\nInterface work this week includes a new health display art widget in the HUD. We\u2019re still hooking this up to gameplay code so that it properly reports changes in injury states, but it\u2019s looking pretty cool! The old health widget is out and the player heal button prompt is now fully implemented. We also have the directional hit indicator art ready for hookup, with the initial implementation for review scheduled to be play tested early next week. We\u2019ve adjusted the position of the heavy helmet to reduce the amount of screen space it takes up, and we\u2019ve hooked up and debugged issues with chat displayed through the HUD. Finally, we smashed one tricky bug which was causing your gun to be drawn on top of certain HUD widgets. In our next update, we should be able to share some cool UI work\u2026 so stay tuned!\n\nAnimation Progress\nAs we\u2019ve mentioned, getting the animation exactly right is our biggest effort right now. This week, animators hooked up the fire animations for the sniper rifle, finished a pass on the crouch start and stop, resolved ongoing crouch ADS issues, reduced weapon recoil animations on the laser rifle and finished work on the third person crouch-to-prone transitions. Whew! We also kicked off work on jukes for pistols, locomotion transitions and gadget throw animations. Lastly, we will also admit to breaking (and then fixing!) the reloading animation while in ADS. Can\u2019t make an omelet without cracking a few eggs!\nMany people have asked about the new character rig, and so we\u2019re happy to provide a short update: it\u2019s still undergoing testing by the Lead Animation programmer in Frankfurt, but we received provisional approval earlier today and now hope to have the final rig for the retargeting process first thing Monday morning.\n\nAnimation Blockers\nWill need to re-target all animations on the new rig.\n\nStarted working on crouch stops, this is ongoing.\n\nUpdates to unarmed and Pistol melee animations have not started yet. Stocked weapons need clean up and balancing.\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 and SATABall.\n\nArt Progress\nOur artists have focused on two major areas where they can continue to improve Star Marine: individual weapons and the overall Gold Horizon map. Weapons work this week included new decals on the P4AR and work on the red dot scope for the ATT4. This scope (used with no magnification) was chosen since we put the Ghost Ring as the default sight on the P4AR. Artists also considered their \u2018look and feel\u2019 re-work of Gold Horizon assets, which will be an ongoing item in future reports. This week\u2019s effort included changing stair heights and developing two versions of all panel textures (clean and dirty.) Work on this item will likely continue up until release. This and other art bug fixes are ongoing. Finally, art provided graphics for the lobby UI Free Play practice mode, which will be hooked up next week.\n\nArt Blockers\nWe are continuing a re-work of certain Gold Horizon assets so we can use it as a building block for future releases.\n\nThe team is reviewing 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 just right."},"links_count":0,"comment_count":288,"created_at":"2015-08-01T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-12 18:00:47","valid_relations":["images","links"],"prev_id":14872,"next_id":14874}}