{"data":{"id":14878,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/14878-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14878","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14878","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":3825,"name":"Ksar_devastator_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mtxruv3djz4m1r\/source\/Ksar_devastator_01.jpg","alt":"Kastak Arms Devastator","size":450208,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:20:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3825","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3825\/similar"},{"id":3826,"name":"Ksar_devastator_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/la3h43hnn8p3ir\/source\/Ksar_devastator_02.jpg","alt":"Kastak Arms Devastator","size":317718,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:21:01+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3826","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3826\/similar"},{"id":3828,"name":"Klaus_and_werner_att4_03.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qbipo8p44yb4mr\/source\/Klaus_and_werner_att4_03.jpg","alt":"Klaus & Werner ATT4","size":301288,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:20:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3828","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3828\/similar"},{"id":3829,"name":"Klaus_and_werner_att4_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/gfpjawm44daqfr\/source\/Klaus_and_werner_att4_02.jpg","alt":"Klaus & Werner ATT4","size":589934,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:20:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3829","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3829\/similar"},{"id":3830,"name":"Klaus_and_werner_att4_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zvhwy6e9estqbr\/source\/Klaus_and_werner_att4_01.jpg","alt":"Klaus & Werner ATT4","size":443312,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:20:49+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3830","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3830\/similar"},{"id":3831,"name":"Behring_p4ar_03.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/7fwclw48ik7bzr\/source\/Behring_p4ar_03.jpg","alt":"Behring P4AR","size":365117,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:20:48+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3831","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3831\/similar"},{"id":3832,"name":"Behring_p4ar_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/8ouep6qcmmwtwr\/source\/Behring_p4ar_02.jpg","alt":"Behring P4AR","size":246837,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:20:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3832","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3832\/similar"},{"id":3833,"name":"Behring_p4ar_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/oh06uqxqkrplor\/source\/Behring_p4ar_01.jpg","alt":"Behring P4AR","size":332133,"mime_type":"image\/jpeg","last_modified":"2015-08-10T22:20:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3833","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3833\/similar"}],"images_count":9,"translations":{"en_EN":"Greetings Citizens,\nKastak Arms Devastator Kastak Arms Devastator Klaus & Werner ATT4 Klaus & Werner ATT4 Klaus & Werner ATT4 Behring P4AR Behring P4AR Behring P4AR As you can imagine, teams across the company were working very hard to support the Gamescom presentations (both the public event and the press demos at the show) in Cologne last week. As a result, the FPS update this week is a little lighter than usual: we slowed down in some places in order to achieve stability for the demos Chris Roberts used in Cologne, and we performed a stream lockout while we made sure we had solid demo builds in the oven.\n\nThat doesn\u2019t mean we got a chance to rest during the lead up to the show, however! Here is a summary of what we finished, what we started and what issues we\u2019re seeing. You can expect the standard bigger update at the end of the week. Also included are beauty renders of three of our weapons showing some of the update work they\u2019ve received; enjoy!\n\nGameplay\nThis week, we ran another small playtest between the LA, ATX, and Illfonic offices that generated more good feedback. Some new things came online for the playtest (Directional Hit Indicators and the new Ammo\/Grenade\/Weapon widget) went over very well, while other things came up that needed further investigation. We\u2019re still seeing issues with player prediction, accuracy of simulation, player sliding and warping as well as hitches in player locomotion. We\u2019ll be working from this feedback this week, working out how to address some of what we learned.\n\nOur engineers in the UK did additional work on the ladder code in order to make them (ladders) more designer friendly, along with a general tidy-up of the code. This was a real win, with the improvements to the ladder already showing well in the weekly cross-studio playtest. The update includes, among other things, the automatic holstering of weapons when engaging a ladder. We also made some changes to rolling while prone (keys: Q & E keys) to be hold-based instead of a toggle.\n\nSeveral general bug fixes and stability improvements were made this week, including an issue preventing personal shields from being placed, one where the ATT4 sights didn\u2019t line up properly in ADS, some random juke issues and a bug where throwing one grenade accidentally fires two. So, you can thank us for that one the next time you find yourself cornered and realize you still have one grenade left!\n\nGameplay Blockers\nThe UI HUD Radar is having significant issues, preventing it from working in some cases.\n\nThe Cover system needs further attention and will be getting some cross team focus this coming week.\n\nWeapons reload animations are not cleaning up the magazines properly. This is an ongoing gameplay code issue. This game code can lead to dropped weapons or to weapons not attaching and detaching to the character properly.\n\nUI\nThe first pass at the directional hit indicators in the HUD are in and we reviewed them in the playtest. Looking good! The paperdoll UI indicating damage states has been hooked up in game code for the health widget, but it didn\u2019t make it into the playtest. We\u2019ll give it a look this coming week. We added an additional display for the equipped weapon\u2019s fire mode (single shot, burst, full auto, etc.) to the weapons widget and we added a message indicating when you\u2019ve picked up ammo.\n\nAnimation\nThe big news this week is that the final tweaks to the new rig have been test and approved. So the retargeting of existing animations and the creation of new animations based on mocap, or new bespoke anims starts now!bThe UK team is set up to start on weapon transition and gadget throw animations now that they have approval to use the new rig. In the meantime, they have been working on animations that will be used by the system AI system in other modules. This will all be essential for Squadron 42, so they\u2019re the group to make it work!\n\nThe ATX team was working on Gamescom and Social Module support last week and is starting on the No Weapon animation set. This will be used in Star Marine any time you holster a weapon. Most of the time, though, you\u2019re probably going to have your weapon at the ready! (For now\u2026 of course, that won\u2019t be the case on many planets in the persistent universe!) Illfonic has been working on addressing crouch feedback and have started on crouch to prone and back transitions, finished the pistol set jump, and changed the weapon pivot points to match up with hand parenting on both the P4AR and Gemini pistol.\n\nAnimation Blockers\nI want to make this point extremely clear: now that we have the approved rig, it will take some time for us to process the 3,000+ animations that are needed to launch Star Marine. How much time? We\u2019ll know more after we do some sets to completion, at which point production can schedule out the rest of the process accurately (the typical schedule includes rate of work, testing and finishing out.)","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nWie Sie sich vorstellen k\u00f6nnen, haben die Teams im gesamten Unternehmen sehr hart daran gearbeitet, die Gamescom-Pr\u00e4sentationen (sowohl die \u00f6ffentliche Veranstaltung als auch die Pressedemos auf der Messe) in K\u00f6ln letzte Woche zu unterst\u00fctzen. Infolgedessen ist das FPS-Update diese Woche etwas leichter als sonst: Wir haben uns an einigen Stellen verlangsamt, um Stabilit\u00e4t f\u00fcr die in K\u00f6ln verwendeten Demos Chris Roberts zu erreichen, und wir haben eine Streamsperre durchgef\u00fchrt, w\u00e4hrend wir sichergestellt haben, dass wir solide Demo-Builds im Ofen haben.\n\nDas bedeutet aber nicht, dass wir w\u00e4hrend der Vorbereitung auf die Show eine Chance hatten, uns auszuruhen! Hier ist eine Zusammenfassung dessen, was wir beendet haben, was wir begonnen haben und welche Probleme wir sehen. Sie k\u00f6nnen mit dem standardm\u00e4\u00dfig gr\u00f6\u00dferen Update am Ende der Woche rechnen. Ebenfalls enthalten sind Sch\u00f6nheitsrender von drei unserer Waffen, die einige der Aktualisierungen zeigen, die sie erhalten haben; viel Spa\u00df!\n\nGameplay\nDiese Woche haben wir einen weiteren kleinen Playtest zwischen den B\u00fcros von LA, ATX und Illfonic durchgef\u00fchrt, der mehr gutes Feedback lieferte. Einige neue Dinge kamen f\u00fcr den Spieltest online (Directional Hit Indicators und das neue Ammo\/Grenade\/Weapon Widget), die sehr gut angenommen wurden, w\u00e4hrend andere Dinge auftauchten, die weitere Untersuchungen erforderten. Wir sehen immer noch Probleme mit der Spielerprognose, der Genauigkeit der Simulation, dem Gleiten und Verziehen des Spielers sowie Problemen bei der Fortbewegung des Spielers. Wir werden diese Woche aus diesem Feedback arbeiten und herausfinden, wie wir einige der Erkenntnisse nutzen k\u00f6nnen.\n\nUnsere Ingenieure in Gro\u00dfbritannien haben zus\u00e4tzliche Arbeiten am Leitercode durchgef\u00fchrt, um sie (Leitern) designerfreundlicher zu gestalten, zusammen mit einer allgemeinen Aufr\u00e4umarbeit des Codes. Dies war ein echter Sieg, wobei sich die Verbesserungen der Rangliste bereits im w\u00f6chentlichen Cross-Studio Playtest bew\u00e4hrt haben. Das Update beinhaltet unter anderem das automatische Einfangen von Waffen beim Einrasten einer Leiter. Wir haben auch einige \u00c4nderungen am Rollen vorgenommen, w\u00e4hrend es anf\u00e4llig ist (Tasten: Q & E-Tasten), die statt eines Umschalters auf Halten basieren.\n\nDiese Woche wurden mehrere allgemeine Bugfixes und Stabilit\u00e4tsverbesserungen vorgenommen, darunter ein Problem, das das Platzieren von pers\u00f6nlichen Schilden verhinderte, eines, bei dem die ATT4-Visiere in ADS nicht richtig ausgerichtet waren, einige zuf\u00e4llige Juke-Probleme und ein Fehler, bei dem das Werfen einer Granate versehentlich zwei Sch\u00fcsse abfeuert. Also, du kannst uns daf\u00fcr danken, wenn du das n\u00e4chste Mal in die Enge getrieben wirst und merkst, dass du noch eine Granate \u00fcbrig hast!\n\nGameplay-Blocker\nDas UI HUD Radar hat erhebliche Probleme und verhindert in einigen F\u00e4llen, dass es funktioniert. Das Cover-System bedarf weiterer Aufmerksamkeit und wird in der kommenden Woche einen team\u00fcbergreifenden Fokus erhalten. Waffen-Reload-Animationen reinigen die Magazine nicht richtig. Dies ist ein laufendes Problem mit dem Gameplay-Code. Dieser Spiel-Code kann dazu f\u00fchren, dass Waffen fallen gelassen werden oder dass Waffen nicht richtig an den Charakter angeh\u00e4ngt und gel\u00f6st werden. UI\nDer erste Durchgang bei den Richtungs-Trefferindikatoren im HUD ist erfolgt und wir haben sie im Playtest \u00fcberpr\u00fcft. Sieht gut aus! Die Paperdoll-Benutzeroberfl\u00e4che, die Schadenszust\u00e4nde anzeigt, wurde im Spiel-Code f\u00fcr das Health-Widget eingebunden, aber sie hat es nicht in den Playtest geschafft. Wir werden es in der kommenden Woche anschauen. Wir haben dem Waffen-Widget ein zus\u00e4tzliches Display f\u00fcr den Feuermodus der ausgestatteten Waffe (Einzelschuss, Burst, Vollautomatik usw.) hinzugef\u00fcgt und eine Meldung hinzugef\u00fcgt, die anzeigt, wann Sie Munition aufgenommen haben.\n\nAnimation\nDie gro\u00dfe Neuigkeit dieser Woche ist, dass die letzten Anpassungen an dem neuen Ger\u00e4t getestet und genehmigt wurden. So beginnt jetzt das Retargeting bestehender Animationen und die Erstellung neuer Animationen auf Basis von Mocap oder neuen ma\u00dfgeschneiderten Animationen!bDas britische Team ist so aufgestellt, dass es mit dem Waffenwechsel und Gadgetwurf-Animationen beginnen kann, nachdem es die Genehmigung zur Nutzung des neuen Rigs erhalten hat. Inzwischen arbeiten sie an Animationen, die vom System KI-System in anderen Modulen verwendet werden. Das alles wird f\u00fcr die Staffel 42 unerl\u00e4sslich sein, also sind sie die Gruppe, die es m\u00f6glich macht!\n\nDas ATX-Team arbeitete letzte Woche an der Unterst\u00fctzung von Gamescom und Social Module und startet mit dem No Weapon Animationsset. Dies wird in Star Marine immer dann verwendet, wenn Sie eine Waffe tragen. Meistens wirst du aber wahrscheinlich deine Waffe in der Hand halten! (Im Moment.... nat\u00fcrlich wird das auf vielen Planeten im persistenten Universum nicht der Fall sein!) Illfonic hat daran gearbeitet, das Feedback der Kauer zu adressieren und hat mit dem Kauern zu anf\u00e4lligen und r\u00fcckw\u00e4rtigen \u00dcberg\u00e4ngen begonnen, den Sprung des Pistolensatzes beendet und die Waffen-Drehpunkte ge\u00e4ndert, um sie mit der Erziehung der Hand auf der P4AR- und Gemini-Pistole in Einklang zu bringen.\n\nAnimationsblocker\nIch m\u00f6chte diesen Punkt sehr deutlich machen: Jetzt, da wir das genehmigte Rigg haben, wird es einige Zeit dauern, bis wir die mehr als 3.000 Animationen verarbeitet haben, die zum Start von Star Marine ben\u00f6tigt werden. Wie viel Zeit? Wir werden mehr wissen, nachdem wir einige S\u00e4tze bis zur Fertigstellung gemacht haben, an diesem Punkt kann die Produktion den Rest des Prozesses genau planen (der typische Zeitplan beinhaltet Arbeitstempo, Test und Fertigstellung).","zh_CN":"Greetings Citizens,\nKastak Arms Devastator Kastak Arms Devastator Klaus & Werner ATT4 Klaus & Werner ATT4 Klaus & Werner ATT4 Behring P4AR Behring P4AR Behring P4AR As you can imagine, teams across the company were working very hard to support the Gamescom presentations (both the public event and the press demos at the show) in Cologne last week. As a result, the FPS update this week is a little lighter than usual: we slowed down in some places in order to achieve stability for the demos Chris Roberts used in Cologne, and we performed a stream lockout while we made sure we had solid demo builds in the oven.\n\nThat doesn\u2019t mean we got a chance to rest during the lead up to the show, however! Here is a summary of what we finished, what we started and what issues we\u2019re seeing. You can expect the standard bigger update at the end of the week. Also included are beauty renders of three of our weapons showing some of the update work they\u2019ve received; enjoy!\n\nGameplay\nThis week, we ran another small playtest between the LA, ATX, and Illfonic offices that generated more good feedback. Some new things came online for the playtest (Directional Hit Indicators and the new Ammo\/Grenade\/Weapon widget) went over very well, while other things came up that needed further investigation. We\u2019re still seeing issues with player prediction, accuracy of simulation, player sliding and warping as well as hitches in player locomotion. We\u2019ll be working from this feedback this week, working out how to address some of what we learned.\n\nOur engineers in the UK did additional work on the ladder code in order to make them (ladders) more designer friendly, along with a general tidy-up of the code. This was a real win, with the improvements to the ladder already showing well in the weekly cross-studio playtest. The update includes, among other things, the automatic holstering of weapons when engaging a ladder. We also made some changes to rolling while prone (keys: Q & E keys) to be hold-based instead of a toggle.\n\nSeveral general bug fixes and stability improvements were made this week, including an issue preventing personal shields from being placed, one where the ATT4 sights didn\u2019t line up properly in ADS, some random juke issues and a bug where throwing one grenade accidentally fires two. So, you can thank us for that one the next time you find yourself cornered and realize you still have one grenade left!\n\nGameplay Blockers\nThe UI HUD Radar is having significant issues, preventing it from working in some cases.\n\nThe Cover system needs further attention and will be getting some cross team focus this coming week.\n\nWeapons reload animations are not cleaning up the magazines properly. This is an ongoing gameplay code issue. This game code can lead to dropped weapons or to weapons not attaching and detaching to the character properly.\n\nUI\nThe first pass at the directional hit indicators in the HUD are in and we reviewed them in the playtest. Looking good! The paperdoll UI indicating damage states has been hooked up in game code for the health widget, but it didn\u2019t make it into the playtest. We\u2019ll give it a look this coming week. We added an additional display for the equipped weapon\u2019s fire mode (single shot, burst, full auto, etc.) to the weapons widget and we added a message indicating when you\u2019ve picked up ammo.\n\nAnimation\nThe big news this week is that the final tweaks to the new rig have been test and approved. So the retargeting of existing animations and the creation of new animations based on mocap, or new bespoke anims starts now!bThe UK team is set up to start on weapon transition and gadget throw animations now that they have approval to use the new rig. In the meantime, they have been working on animations that will be used by the system AI system in other modules. This will all be essential for Squadron 42, so they\u2019re the group to make it work!\n\nThe ATX team was working on Gamescom and Social Module support last week and is starting on the No Weapon animation set. This will be used in Star Marine any time you holster a weapon. Most of the time, though, you\u2019re probably going to have your weapon at the ready! (For now\u2026 of course, that won\u2019t be the case on many planets in the persistent universe!) Illfonic has been working on addressing crouch feedback and have started on crouch to prone and back transitions, finished the pistol set jump, and changed the weapon pivot points to match up with hand parenting on both the P4AR and Gemini pistol.\n\nAnimation Blockers\nI want to make this point extremely clear: now that we have the approved rig, it will take some time for us to process the 3,000+ animations that are needed to launch Star Marine. How much time? We\u2019ll know more after we do some sets to completion, at which point production can schedule out the rest of the process accurately (the typical schedule includes rate of work, testing and finishing out.)"},"links_count":0,"comment_count":189,"created_at":"2015-08-10T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-06-01 06:57:05","valid_relations":["images","links"],"prev_id":14876,"next_id":14879}}