{"data":{"id":14903,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14903-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14903","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14903","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":3863,"name":"Klaus_und_werner_sniper_rifle_aged.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/fnp52ggbtfhy0r\/source\/Klaus_und_werner_sniper_rifle_aged.jpg","alt":"Klaus & Werner Sniper Rifle Clean","size":737871,"mime_type":"image\/jpeg","last_modified":"2015-08-14T21:11:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3863","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3863\/similar"},{"id":3864,"name":"Klaus_und_werner_sniper_rifle_aged_closeup.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vvt7hv89w9syor\/source\/Klaus_und_werner_sniper_rifle_aged_closeup.jpg","alt":"Klaus & Werner Sniper Rifle Aged Closeup","size":724789,"mime_type":"image\/jpeg","last_modified":"2015-08-14T21:11:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3864","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3864\/similar"},{"id":3865,"name":"Klaus_und_werner_sniper_rifle_minor_deterioration.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zmudtq1a93lkar\/source\/Klaus_und_werner_sniper_rifle_minor_deterioration.jpg","alt":"Klaus & Werner Sniper Rifle Aged","size":679832,"mime_type":"image\/jpeg","last_modified":"2015-08-14T21:11:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3865","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3865\/similar"},{"id":3866,"name":"Ksar_devastator_energy_ammo_removed_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/lcpwnt3xzz6jor\/source\/Ksar_devastator_energy_ammo_removed_01.jpg","alt":"Kastak Arms Devastator","size":832915,"mime_type":"image\/jpeg","last_modified":"2015-08-14T21:11:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3866","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3866\/similar"},{"id":3867,"name":"Ksar_devastator_energy_ammo_removed_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/u2xpk27k8um3ar\/source\/Ksar_devastator_energy_ammo_removed_02.jpg","alt":"Kastak Arms Devastator","size":679991,"mime_type":"image\/jpeg","last_modified":"2015-08-14T21:11:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3867","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3867\/similar"},{"id":3868,"name":"Ksar_devastator_energy_ammo_removed_03.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mk8mzluidivgqr\/source\/Ksar_devastator_energy_ammo_removed_03.jpg","alt":"Kastak Arms Devastator","size":617905,"mime_type":"image\/jpeg","last_modified":"2015-08-14T21:11:31+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3868","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3868\/similar"},{"id":3871,"name":"FPS-Gif.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qt6oxzsf1albjr\/source\/FPS-Gif.gif","alt":"","size":438732,"mime_type":"image\/gif","last_modified":"2015-08-14T23:38:30+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3871","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3871\/similar"}],"images_count":8,"translations":{"en_EN":"Greetings Citizens,\nGreetings Citizens,\n\nToday we\u2019d like to give you a more in-depth peak behind the curtain at the sometimes dirty and confusing aspects of game development. The week after a major demo like Gamescom is always hectic and fraught with issues. When we make demos like that we lock down development streams so that we can focus on stability and last minute fixes. When we unlock the streams and merge changes back into our development streams\u2026 things break, builds break, people break (just kidding about that last one; the Gamescom demo energized us all!)\n\nThis week was no exception, and is in fact a little worse for wear because of 3 distinct demo branches from Gamescom, as well as a live release of AC patch 1.1.6. So, most of this week was administrative code clean up and getting things back into shape to make regular builds and regular playtests with the developers. The UK team got one good playtest in this week, so for the most part we were focused on fixing broken things that had been fine the week before.\n\nMoving forward, we have finished the big Gamescom merge this week and are going into next week starting a staging merge in order to get the FPS, PU, and AC modules back into one development stream. We expect that we will be continuing to grapple with these challenges through next week. While these \u2018growing pains\u2019 may slow us down, they ultimately will allow us to make faster and better progress in the future.\n\nTodd Papy, the FPS design director from F42 in Frankfurt is at the Illfonic studio this week to work with the designers and engineers on some key gameplay features. Jason Hutchins, the Senior Producer from ATX Austin will be joining Todd at Illfonic next week as well, to work on the upcoming release plans and the changes we want to make to a new game mode we will release on the Gold Horizon map. Expect more info on that next week!\n\nHere\u2019s what we did this week, and what we\u2019ll be working on into next week.\n\nGameplay\nFixes were the order of the day this week, largely because of issues caused in the merge. Many of these were specific to weapons: grenades not blowing up when you\u2019re killed while cooking them, magazines not re-attaching to weapons after reloading, magazines swapping not appearing visually and an issue with the Arclight (laser pistol) battery display not working when a second client joins (likely because of ongoing network optimization work.) All resolved now! Other fixes included a default weapon selection bug, an issue with prone movement breaking with ADS, a crash when being killed during a reload and an issue with the ragdoll not playing after being killed (players would just stand back up!)\n\nBeyond fixes, we worked on cover tweaks thanks to feedback provided by Todd Papy during his time at the Illfonic office, improving interaction with ammo crates (this had become inconsistent, likely due to the merge) and implementing a v7 loadout for game-dev so animators can test their new re-target work. We also kicked off work on the slide mechanic, now being re-implemented.\n\nThere was a good focus on the P4AR, with implementation, testing and tweaking of the selective fire mode (single, burst, auto) happening this week. This included work on the UI display and its respective text. We also added per-stance overrides for weapons positioning and investigated an issue with gadgets that was likely caused by the merge. Cleanup was performed on fall damage, and we generated a graph so that designers can make sense of the formula for future tweaking. The team fixed a bug that was allowing players to switch fire modes while firing, and re-enabled turn-in-place for remote clients. We deprecated a custom hit reaction RMI so that we can enable a different version. This addressed a bug with hit reactions not playing on clients (only on the server) which is now fixed.\n\nGameplay Blockers:\nThe Audio team in the UK did a LOT of work on the Gamescom demo over the last few months, so are getting back in sync with them to make sure we have support for FPS weapons, HUDs, hit indications, crack-bys, ricochets, other necessary Foley and ambient audio to make the game feel alive and responsive.\n\nNetwork optimization, server stability, and general bug fixing are needed.\n\nWe\u2019ll be working to integrate some engineers at F42 with the coders at Illfonic over the next weeks to give this the attention it needs.\n\nLadders. While they are more user friendly, there are still edge cases that we are tracking down.\n\nUI Blockers\nThere isn\u2019t much to report this week, save that several things that we had working last week were broken because of the integration. We\u2019re fixing those up so we can get back to new UI development!\n\nArt\nOur artists, who were less impacted by the stream merge, continued their weapons work in earnest. They addressed material changes on the P4AR (pictured last week) and finished updates to the Devastator D12. Last week you saw an image of the D12 that had some glowing goo in the magazine. The goo is gone, and we\u2019ve made some other changes to the art; check it out in this post! We also started making changes to the sniper rifle based on feedback, and you can see the latest version in this post. The environment team at Illfonic is ramping down their work on Gold Horizon for the FPS release; the remaining tasks include exporting props with collision updates and cleaning up scene files for handoff to the Foundry 42 team that will be one of those building future modules for Squadron 42.\n\nAnimation\nThe animation team created some new temporary animations to allow for cover tweaks, necessary this week so we could work with Todd Papy as a proof of concept. These included smaller steps when shifting left, right and back and a step out and hip fire. We changed all weapon pivot points to match up with the right hand parenting and started a magazine check animation for the new reload mechanics (we\u2019re implementing a tactical reload with one in the chamber versus emergency reload of an empty gun.) We conducted a review of the new mocap data and started a fix for vent interaction animations which were having issues.\n\nThe big news, of course, is that we started retargeting all FPS animations from the v5 rig to the v7 rig, which began this week. This included creating a file for retargeting pistol animations, exporting all CryEngine animation files, re-rigging the microwave cannon for retargeting, retargeting the pistol set (exported and checked in!) and retargeting the stocked set. Back in Austin, Tech Director Sean Tracy and animation lead Bryan Brewer lent a hand with the No Weapons animation set for v7 this week.\n\nThe big question is when we will make the company wide switch from the old rig models to the new ones. That will, as I mentioned earlier cause some legacy assets and scenes to break. This is a very good thing, as we\u2019ll be on the new (albeit not thoroughly tested) rig for all modules. We\u2019ve been developing on different rigs for most of this year. This is an exciting switch! Things will break, but we\u2019ll take the hit now and make the fixes so we can move forward.\n\nAnimation Blockers\nRemember those 3000+ animations we mentioned last week? We are just now starting to burn those down. Retargets are largely finished, now we are on to the NEW stuff on that list. Again, it\u2019s a big task and animators and engineers from all studios are working on it.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nGr\u00fc\u00dfe B\u00fcrger,\n\nHeute m\u00f6chten wir euch einen tieferen Blick hinter den Kulissen auf die manchmal schmutzigen und verwirrenden Aspekte der Spieleentwicklung geben. Die Woche nach einer gro\u00dfen Demo wie der Gamescom ist immer hektisch und voller Probleme. Wenn wir solche Demos machen, sperren wir die Entwicklungsstr\u00f6me, damit wir uns auf Stabilit\u00e4t und Last-Minute-Fixes konzentrieren k\u00f6nnen. Wenn wir die Streams freischalten und \u00c4nderungen wieder in unsere Entwicklungs-Streams einflie\u00dfen lassen.... Dinge brechen, Builds brechen, Leute brechen (nur ein Scherz \u00fcber den letzten; die Gamescom-Demo hat uns allen Energie gegeben!).\n\nDiese Woche war keine Ausnahme, und ist in der Tat ein wenig schlechter f\u00fcr den Verschlei\u00df wegen der 3 verschiedenen Demo-Zweigen von Gamescom, sowie eine Live-Ver\u00f6ffentlichung von AC Patch 1.1.6. Also, die meiste Zeit dieser Woche war die Bereinigung von Verwaltungscode und das Wiederherstellen der Dinge in Form, um regelm\u00e4\u00dfige Builds und regelm\u00e4\u00dfige Playtests mit den Entwicklern durchzuf\u00fchren. Das britische Team bekam in dieser Woche einen guten Spieltest, so dass wir uns gr\u00f6\u00dftenteils darauf konzentrierten, kaputte Dinge zu reparieren, die in der Woche zuvor gut waren.\n\nIn Zukunft haben wir diese Woche den gro\u00dfen Gamescom-Fusionsprozess abgeschlossen und starten n\u00e4chste Woche einen Staging-Fusionsprozess, um die FPS-, PU- und AC-Module wieder in einen Entwicklungsstrom zu bringen. Wir gehen davon aus, dass wir uns bis n\u00e4chste Woche weiter mit diesen Herausforderungen auseinandersetzen werden. Diese \"wachsenden Schmerzen\" k\u00f6nnen uns zwar verlangsamen, aber sie werden es uns letztendlich erm\u00f6glichen, in Zukunft schneller und besser voranzukommen.\n\nTodd Papy, der FPS-Designdirektor von F42 in Frankfurt, ist diese Woche im Illfonic Studio, um mit den Designern und Ingenieuren an einigen wichtigen Gameplay-Funktionen zu arbeiten. Jason Hutchins, der Senior Producer von ATX Austin, wird n\u00e4chste Woche ebenfalls zu Todd bei Illfonic sto\u00dfen, um an den bevorstehenden Release-Pl\u00e4nen und den \u00c4nderungen zu arbeiten, die wir an einem neuen Spielmodus vornehmen wollen, den wir auf der Gold Horizont-Karte ver\u00f6ffentlichen werden. Erwarten Sie n\u00e4chste Woche mehr Infos dazu!\n\nHier ist, was wir diese Woche gemacht haben und woran wir bis n\u00e4chste Woche arbeiten werden.\n\nGameplay\nKorrekturen waren diese Woche an der Tagesordnung, vor allem wegen der Probleme, die durch den Zusammenschluss verursacht wurden. Viele davon waren spezifisch f\u00fcr Waffen: Granaten, die nicht explodieren, wenn man beim Kochen get\u00f6tet wird, Zeitschriften, die nach dem Nachladen nicht wieder an den Waffen befestigt werden, Zeitschriften, die nicht visuell erscheinen, und ein Problem mit der Arclight (Laserpistole) Batterieanzeige, die nicht funktioniert, wenn ein zweiter Kunde beitritt (wahrscheinlich wegen der laufenden Netzwerkoptimierungsarbeiten.) Alles ist jetzt gel\u00f6st! Weitere Fehlerbehebungen waren ein standardm\u00e4\u00dfiger Fehler bei der Waffenauswahl, ein Problem mit anf\u00e4lligen Bewegungen, die mit ADS brechen, ein Absturz beim T\u00f6ten w\u00e4hrend eines Reloads und ein Problem damit, dass die Ragdoll nach dem T\u00f6ten nicht mehr spielt (Spieler w\u00fcrden einfach wieder aufstehen!).\n\nAbgesehen von Korrekturen haben wir an Cover-Optimierungen gearbeitet, dank des Feedbacks von Todd Papy w\u00e4hrend seiner Zeit im Illfonic-B\u00fcro, der Verbesserung der Interaktion mit Munitionskisten (dies war durch die Fusion inkonsistent geworden, wahrscheinlich durch die Fusion) und der Implementierung eines v7-Ausschubs f\u00fcr Game-Devices, damit Animatoren ihre neue Re-Target-Arbeit testen k\u00f6nnen. Wir haben auch mit den Arbeiten an der Schlittenmechanik begonnen, die nun neu implementiert wird.\n\nEs gab einen guten Fokus auf den P4AR, mit der Implementierung, dem Testen und dem Optimieren des selektiven Feuer-Modus (Single, Burst, Auto) in dieser Woche. Dazu geh\u00f6rten Arbeiten an der Benutzeroberfl\u00e4che und dem dazugeh\u00f6rigen Text. Wir haben auch Per-Stance Overrides f\u00fcr die Waffenpositionierung hinzugef\u00fcgt und ein Problem mit Gadgets untersucht, das wahrscheinlich durch den Zusammenschluss verursacht wurde. Die Bereinigung wurde bei Sturzsch\u00e4den durchgef\u00fchrt, und wir erstellten ein Diagramm, so dass die Designer die Formel f\u00fcr zuk\u00fcnftige Optimierungen verstehen k\u00f6nnen. Das Team behebt einen Fehler, der es den Spielern erm\u00f6glichte, den Feuermodus w\u00e4hrend des Schusses zu wechseln, und aktivierte den Turn-in-Place f\u00fcr Remote-Clients wieder. Wir haben ein Custom Hit Reaction RMI verworfen, damit wir eine andere Version aktivieren k\u00f6nnen. Damit wurde ein Fehler behoben, bei dem die Trefferreaktionen auf den Clients (nur auf dem Server) nicht abgespielt wurden, der nun behoben ist.\n\nGameplay Blocker:\nDas Audio-Team in Gro\u00dfbritannien hat in den letzten Monaten viel an der Gamescom-Demo gearbeitet, also werden wir wieder mit ihnen synchronisiert, um sicherzustellen, dass wir Unterst\u00fctzung f\u00fcr FPS-Waffen, HUDs, Hit-Indikationen, Crack-by, Querschl\u00e4ger, andere notwendige Foley und Ambient-Audio haben, damit sich das Spiel lebendig und reaktionsschnell anf\u00fchlt. Netzwerkoptimierung, Serverstabilit\u00e4t und allgemeine Fehlerbehebung sind erforderlich. Wir werden in den n\u00e4chsten Wochen daran arbeiten, einige Ingenieure von F42 mit den Codierern von Illfonic zu integrieren, um diesem Problem die n\u00f6tige Aufmerksamkeit zu schenken. Leitern. Obwohl sie benutzerfreundlicher sind, gibt es immer noch Randf\u00e4lle, die wir aufsp\u00fcren. UI-Blocker\nEs gibt diese Woche nicht viel zu berichten, au\u00dfer dass einige Dinge, die wir letzte Woche gearbeitet haben, wegen der Integration gebrochen wurden. Wir reparieren diese, damit wir wieder mit der Entwicklung neuer Benutzeroberfl\u00e4chen beginnen k\u00f6nnen!\n\nKunst\nUnsere K\u00fcnstler, die vom Zusammenfluss weniger betroffen waren, setzten ihre Waffenarbeit ernsthaft fort. Sie er\u00f6rterten wesentliche \u00c4nderungen am P4AR (letzte Woche im Bild) und beendeten die Aktualisierungen am Devastator D12. Letzte Woche haben Sie ein Bild der D12 gesehen, die etwas gl\u00fchendes Glibber in der Zeitschrift hatte. Der Schmalz ist weg, und wir haben noch einige andere \u00c4nderungen an der Grafik vorgenommen; schau dir das in diesem Beitrag an! Wir haben auch angefangen, \u00c4nderungen am Scharfsch\u00fctzengewehr vorzunehmen, die auf Feedback basieren, und Sie k\u00f6nnen die neueste Version in diesem Beitrag sehen. Das Umweltteam von Illfonic wird seine Arbeit an Gold Horizon f\u00fcr das FPS-Release herunterfahren; zu den verbleibenden Aufgaben geh\u00f6ren der Export von Requisiten mit Kollisionsaktualisierungen und die Bereinigung von Szenendateien zur \u00dcbergabe an das Foundry 42-Team, das eines der zuk\u00fcnftigen Module f\u00fcr Staffel 42 bauen wird.\n\nAnimation\nDas Animationsteam hat einige neue tempor\u00e4re Animationen erstellt, um Cover-Optimierungen zu erm\u00f6glichen, die diese Woche notwendig waren, damit wir mit Todd Papy als Proof of Concept arbeiten konnten. Dazu geh\u00f6rten kleinere Schritte beim Verschieben nach links, rechts und hinten sowie ein Schritt nach au\u00dfen und H\u00fcftfeuer. Wir haben alle Waffen-Pivot-Punkte ge\u00e4ndert, um sie mit der rechten Erziehung in Einklang zu bringen, und eine Magazin-Check-Animation f\u00fcr die neue Nachlademechanik gestartet (wir implementieren ein taktisches Nachladen mit einem in der Kammer gegen\u00fcber dem Notnachladen einer leeren Waffe). Wir haben eine \u00dcberpr\u00fcfung der neuen Mocap-Daten durchgef\u00fchrt und einen Fix f\u00fcr Vent Interaction Animationen gestartet, die Probleme hatten.\n\nDie gro\u00dfe Neuigkeit ist nat\u00fcrlich, dass wir angefangen haben, alle FPS-Animationen vom v5-Rig auf das v7-Rig zu \u00fcbertragen, was diese Woche begann. Dazu geh\u00f6rte das Erstellen einer Datei zum Retargeting von Pistolenanimationen, das Exportieren aller CryEngine-Animationsdateien, das R\u00fcsten der Mikrowellenkanone zum Retargeting, das Retargeting des Pistolensatzes (exportiert und eingecheckt!) und das Retargeting des gelagerten Satzes. Zur\u00fcck in Austin, Tech Director Sean Tracy und Animationsleiter Bryan Brewer halfen beim No Weapons Animationsset f\u00fcr v7 diese Woche.\n\nDie gro\u00dfe Frage ist, wann wir die unternehmensweite Umstellung von den alten Rigg-Modellen auf die neuen vornehmen werden. Das wird, wie ich bereits erw\u00e4hnt habe, dazu f\u00fchren, dass einige Altlasten und Szenen zerst\u00f6rt werden. Das ist eine sehr gute Sache, denn wir werden f\u00fcr alle Module auf dem neuen (wenn auch nicht gr\u00fcndlich getesteten) Rigg sein. Wir haben die meiste Zeit dieses Jahres auf verschiedenen Rigs entwickelt. Das ist ein aufregender Schalter! Die Dinge werden sich \u00e4ndern, aber wir nehmen jetzt den Schlag und machen die Korrekturen, damit wir weitermachen k\u00f6nnen.\n\nAnimationsblocker\nErinnerst du dich an die 3000+ Animationen, die wir letzte Woche erw\u00e4hnt haben? Wir fangen gerade erst an, sie niederzubrennen. Die Retargets sind weitgehend abgeschlossen, jetzt sind wir bei den NEUEN Sachen auf dieser Liste. Wieder ist es eine gro\u00dfe Aufgabe und Animatoren und Ingenieure aus allen Studios arbeiten daran.","zh_CN":"Greetings Citizens,\nGreetings Citizens,\n\nToday we\u2019d like to give you a more in-depth peak behind the curtain at the sometimes dirty and confusing aspects of game development. The week after a major demo like Gamescom is always hectic and fraught with issues. When we make demos like that we lock down development streams so that we can focus on stability and last minute fixes. When we unlock the streams and merge changes back into our development streams\u2026 things break, builds break, people break (just kidding about that last one; the Gamescom demo energized us all!)\n\nThis week was no exception, and is in fact a little worse for wear because of 3 distinct demo branches from Gamescom, as well as a live release of AC patch 1.1.6. So, most of this week was administrative code clean up and getting things back into shape to make regular builds and regular playtests with the developers. The UK team got one good playtest in this week, so for the most part we were focused on fixing broken things that had been fine the week before.\n\nMoving forward, we have finished the big Gamescom merge this week and are going into next week starting a staging merge in order to get the FPS, PU, and AC modules back into one development stream. We expect that we will be continuing to grapple with these challenges through next week. While these \u2018growing pains\u2019 may slow us down, they ultimately will allow us to make faster and better progress in the future.\n\nTodd Papy, the FPS design director from F42 in Frankfurt is at the Illfonic studio this week to work with the designers and engineers on some key gameplay features. Jason Hutchins, the Senior Producer from ATX Austin will be joining Todd at Illfonic next week as well, to work on the upcoming release plans and the changes we want to make to a new game mode we will release on the Gold Horizon map. Expect more info on that next week!\n\nHere\u2019s what we did this week, and what we\u2019ll be working on into next week.\n\nGameplay\nFixes were the order of the day this week, largely because of issues caused in the merge. Many of these were specific to weapons: grenades not blowing up when you\u2019re killed while cooking them, magazines not re-attaching to weapons after reloading, magazines swapping not appearing visually and an issue with the Arclight (laser pistol) battery display not working when a second client joins (likely because of ongoing network optimization work.) All resolved now! Other fixes included a default weapon selection bug, an issue with prone movement breaking with ADS, a crash when being killed during a reload and an issue with the ragdoll not playing after being killed (players would just stand back up!)\n\nBeyond fixes, we worked on cover tweaks thanks to feedback provided by Todd Papy during his time at the Illfonic office, improving interaction with ammo crates (this had become inconsistent, likely due to the merge) and implementing a v7 loadout for game-dev so animators can test their new re-target work. We also kicked off work on the slide mechanic, now being re-implemented.\n\nThere was a good focus on the P4AR, with implementation, testing and tweaking of the selective fire mode (single, burst, auto) happening this week. This included work on the UI display and its respective text. We also added per-stance overrides for weapons positioning and investigated an issue with gadgets that was likely caused by the merge. Cleanup was performed on fall damage, and we generated a graph so that designers can make sense of the formula for future tweaking. The team fixed a bug that was allowing players to switch fire modes while firing, and re-enabled turn-in-place for remote clients. We deprecated a custom hit reaction RMI so that we can enable a different version. This addressed a bug with hit reactions not playing on clients (only on the server) which is now fixed.\n\nGameplay Blockers:\nThe Audio team in the UK did a LOT of work on the Gamescom demo over the last few months, so are getting back in sync with them to make sure we have support for FPS weapons, HUDs, hit indications, crack-bys, ricochets, other necessary Foley and ambient audio to make the game feel alive and responsive.\n\nNetwork optimization, server stability, and general bug fixing are needed.\n\nWe\u2019ll be working to integrate some engineers at F42 with the coders at Illfonic over the next weeks to give this the attention it needs.\n\nLadders. While they are more user friendly, there are still edge cases that we are tracking down.\n\nUI Blockers\nThere isn\u2019t much to report this week, save that several things that we had working last week were broken because of the integration. We\u2019re fixing those up so we can get back to new UI development!\n\nArt\nOur artists, who were less impacted by the stream merge, continued their weapons work in earnest. They addressed material changes on the P4AR (pictured last week) and finished updates to the Devastator D12. Last week you saw an image of the D12 that had some glowing goo in the magazine. The goo is gone, and we\u2019ve made some other changes to the art; check it out in this post! We also started making changes to the sniper rifle based on feedback, and you can see the latest version in this post. The environment team at Illfonic is ramping down their work on Gold Horizon for the FPS release; the remaining tasks include exporting props with collision updates and cleaning up scene files for handoff to the Foundry 42 team that will be one of those building future modules for Squadron 42.\n\nAnimation\nThe animation team created some new temporary animations to allow for cover tweaks, necessary this week so we could work with Todd Papy as a proof of concept. These included smaller steps when shifting left, right and back and a step out and hip fire. We changed all weapon pivot points to match up with the right hand parenting and started a magazine check animation for the new reload mechanics (we\u2019re implementing a tactical reload with one in the chamber versus emergency reload of an empty gun.) We conducted a review of the new mocap data and started a fix for vent interaction animations which were having issues.\n\nThe big news, of course, is that we started retargeting all FPS animations from the v5 rig to the v7 rig, which began this week. This included creating a file for retargeting pistol animations, exporting all CryEngine animation files, re-rigging the microwave cannon for retargeting, retargeting the pistol set (exported and checked in!) and retargeting the stocked set. Back in Austin, Tech Director Sean Tracy and animation lead Bryan Brewer lent a hand with the No Weapons animation set for v7 this week.\n\nThe big question is when we will make the company wide switch from the old rig models to the new ones. That will, as I mentioned earlier cause some legacy assets and scenes to break. This is a very good thing, as we\u2019ll be on the new (albeit not thoroughly tested) rig for all modules. We\u2019ve been developing on different rigs for most of this year. This is an exciting switch! Things will break, but we\u2019ll take the hit now and make the fixes so we can move forward.\n\nAnimation Blockers\nRemember those 3000+ animations we mentioned last week? We are just now starting to burn those down. Retargets are largely finished, now we are on to the NEW stuff on that list. Again, it\u2019s a big task and animators and engineers from all studios are working on it."},"links_count":0,"comment_count":177,"created_at":"2015-08-15T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-12 12:26:22","valid_relations":["images","links"],"prev_id":14902,"next_id":14904}}