{"data":{"id":14927,"title":"Welcome to ArcCorp - Star Citizen 1.2 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:3969,"name":"MicroTech_LookFeel_Concept_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/yk0ax3z7sd598r\/source\/MicroTech_LookFeel_Concept_01.jpg","alt":"MicroTech Concept Art","size":4506554,"mime_type":"image\/jpeg","last_modified":"2015-08-28T22:44:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3969","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3969\/similar"},{"id":22561,"name":"Mining-Icons.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/0llcdzbsihzqbr\/source\/Mining-Icons.png","alt":"","size":5154,"mime_type":"image\/png","last_modified":"2015-02-21T01:01:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22561","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22561\/similar"}],"images_count":15,"translations":{"en_EN":"Greetings Citizens,\nThe first release of Star Citizen\u2019s Social Module is now available on the live server! We would like to thank the thousands of backers who helped stress test this release on the PTU early in the week; now we\u2019re excited to make it available to everyone. You can access the complete patch notes for today\u2019s release, Star Citizen Alpha 1.2, here.\n\nThe Social Module represents our first step into Star Citizen\u2019s Persistent Universe. In the coming months, you will begin to see Star Citizen\u2019s formerly-disparate modules come together into our long term vision for the game. Today, you can enter your Hangar, load up Arena Commander and take the elevator to explore ArcCorp with other players. From here, expect to see the universe expand!\n\nRead on for word directly from Tony Zurovec, Star Citizen\u2019s Persistent Universe Director. Tony has written an introduction to the Social Module and an outline of what\u2019s coming next. We hope you enjoy your first steps outside your Hangar, and now we can truly say: we\u2019ll see you in the \u2018Verse!\n\nThe Social Module By: Tony Zurovec\n\nStar Citizen is comprised of two fundamental pillars. Squadron 42, a single-player experience, is story-driven and linear in its progression. The Persistent Universe, on the other hand, is completely open-ended. You\u2019ll have free reign to travel wherever you want within a huge, incredibly detailed galaxy filled with places to explore, challenging situations, an endless stream of diverse mission types, and hundreds of thousands of other players and AI characters.\n\nThe Social Module \u2013 which has been undergoing testing in the Public Test Universe for the last several days, and which will be released to the general community starting today \u2013 is the first basic component of the Persistent Universe to come online. As such, I wanted to take a few moments to explain exactly what it is, why we\u2019re releasing it, and how it fits within the longer-term schedule of the Persistent Universe.\n\nThe Social Module allows you to select from any of half a dozen character configurations and explore the first of many planetary landing zones \u2013 ArcCorp\u2019s Area 18 \u2013 with up to 24 other players. You can communicate with other players via a chat system, and express yourself via a variety of different emotes. An augmented reality display system allows you to view additional information about various objects in the environment, including the names of other players. A number of retail shops can be inspected, although they\u2019re not yet open for business.\n\nThere are three primary reasons for the existence of the Social Module. First and foremost, we wanted to open up a bit more of the Star Citizen universe to the community, and allow people to get a sense as to what some of the various cities you\u2019ll be able to visit will look like. We also wanted to allow people to be able to gather together within the actual game and engage in real-time discussions \u2013 associating animating characters with speakers \u2013 rather than having to predominantly rely upon the message forums and the web chat, which equates to a far less personal experience.\n\nThe second major objective of the Social Module is to serve as a testing ground for a multitude of fundamental technologies. We\u2019ll be gathering detailed information on a number of different fronts based upon what we see and using that to improve the game. The networking back-end, in particular, has advanced tremendously since the beginning of the year, and stress testing it now requires fairly large numbers of concurrent players. While we\u2019re only exposing a small amount of actual functionality with this release, what\u2019s going on behind the scenes is far more complex. An intricate dance of network services and systems controls everything from the way that new servers are spun up, registered, and told how to configure themselves. GIM \u2013 the Generic Instance Manager \u2013 and a host of related programs have been designed to support large numbers of simultaneous players, and determine everything from the server to which you\u2019ll be routed to how chat messages are efficiently propagated. There have also been dramatic improvements to what I refer to as the low-latency network functionality \u2013 the code that is responsible for how efficiently information is passed between clients and the server, and which is one of the primary determinants with regard to how many players and NPCs we\u2019ll be able to put onto a given server. Whereas only a couple of months ago fifteen players would absolutely bottleneck a server, the network is now a complete non-issue with twenty-five. Improved animation blending, interpolation, and prediction now renders characters far more smoothly, even on busy servers. All of these features have been tested internally and refined, but we\u2019re now at the point where we need to see how things perform when exposed to a much larger audience. The really exciting thing in this area, though, is that there are still a number of major network performance optimizations in the works, such as event-based animation synchronization and more advanced dead reckoning. Needless to say we\u2019ll be needing your help to test ever larger player counts in the not-too-distant future.\n\nThe last major reason for the existence of the Social Module is the most important with regard to the future. It\u2019s intended to serve as the basic foundation upon which new pieces of the Persistent Universe will be periodically unveiled. That, in turn, brings me to my final point\u2026. What can you expect to see from the Persistent Universe going forward?\n\nThe Future\nThe Persistent Universe will be moving to a more frequent release schedule, with the idea being to routinely put new functionality into your hands to enjoy, provide feedback, and help us verify how well certain systems are performing. One important point to note here is that there is a lot of work involved in releasing something that\u2019s at such an early stage in its development, as no game smoothly proceeds throughout the entire development cycle. At any given moment, there are typically a variety of systems that are in completely different states \u2013 some having only recently been started, and many being in the middle of having new functionality inserted. Locking down the code base to ensure that everything is in an acceptable state for release to the public takes considerable time and effort. Thus, there is absolutely a real cost to releasing updates. For that reason, the next half dozen or so Persistent Universe releases will be considerably more focused upon giving you exposure to new features and ensuring that what we need to get feedback upon or tested is included, and less about trying to give a truly comprehensive sense of the gameplay. To some degree, that will limit the expense of releasing more frequent versions \u2013 minimize the impact to the long-term schedule. In practice, this means that, for example, when the AI finally makes an appearance you\u2019ll see a fair sampling of character behaviors, but the focus will be upon stress testing the underlying Subsumption, animation, and networking systems, and less about trying to give a particularly accurate sense of what a final city will truly feel like. In essence, then, you will often see some basic functionality appear before we really attempt to go \u201cwide\u201d with the implementation. The appearance of new features will be fairly abrupt, but the full exploitation of those systems will arrive more gradually.\n\nAs has been noted elsewhere, Star Citizen\u2019s code base split back in March when Star Marine \u2013 the FPS module \u2013 was targeted for release. The main development branch is called GameDev, whereas Star Marine\u2019s was referred to as 1.2.0. Star Marine\u2019s subsequent delay led to those two streams gradually growing apart, and a considerable delta now exists. The new back-end network service architecture was needed to ensure a smoother launch for Star Marine, and therefore all of the recent development and refinement was done in the 1.2.0 branch. This wasn\u2019t supposed to be an issue for the Social Module because after Star Marine was launched GameDev and 1.2.0 were slated to be re-integrated, and the Social Module was to launch from there. With Star Marine\u2019s latest postponement, though, the decision was made to flip the release dates and allow the Social Module to go out the door \u2013 something that the Persistent Universe group has been wanting to do for quite some time.\n\nThe re-integration of the two disparate branches has already started. Once that\u2019s complete, subsequent updates to the Social Module will have access to other code that we developed earlier this year in the GameDev stream, as well as a number of major graphical and spatial partitioning optimizations done by other studios that should make Area 18 look and run quite a bit better than it already does.\n\nPersistence\nThe next major deliverable for the Persistent Universe will be called Persistence. Its namesake feature won\u2019t generate much in the way of immediate visual rewards, but it\u2019s an absolutely crucial part of the underlying massively multiplayer technology. It will involve everything from communicating with the web platform so that purchased items are converted into actual game items, database abstraction layers and caching functionality, integration with a new global entity ID system that will allow the seamless transition of items from one server to another, and deep integration into various parts of the game server. Ultimately, this update will enable objects to begin to retain state, which sounds simple but \u2013 in the context of a massively multiplayer game with seamless transitions between servers \u2013 is actually quite involved. Shared hangars will come online and grant you the ability to invite others back to your private hangar. You\u2019ll be able to more easily jump into simulated games together\u2026and eventually head out as a group into space. The Casaba Outlet store in the main Area 18 courtyard will be opened up, and you\u2019ll see quite a few more visual upgrades to the city, especially in the realm of store facades and the main Astro Armada building. Players that previously purchased memberships in the Million Mile High Club \u2013 and their invited friends \u2013 will gain access to private lounges accessible from their hangar elevator. Additional emotes will be unveiled, with the intent being to really ramp up the variety and allow players to start to really express themselves in the way that they want. The chat system will be dramatically enhanced, with private conversations, the ability to ignore other players, and a much more robust user interface made available. The maximum player count will rise, with the goal being at least forty players in a given server instance. There\u2019s a lot more that will be going on under the hood, including a massive update of the Hub Service that acts as the intermediary between your client application and all of the back-end services, and a considerable enhancement to the communications layer on the game servers. A lot of work will also, of course, be getting done in areas that won\u2019t be exposed until subsequent milestones arrive.\n\nIt is possible that Persistence will be split into two separate releases. The rationale is that once we\u2019re back into GameDev we\u2019ll be very close to being able to improve upon some of the basic features of the existing Social Module, and thus we might try to push an update out as soon as possible rather than wait for everything desired to be completed.\n\nShops\nFollowing Persistence will come the Shopping release. It will allow a variety of items to be purchased in the Area 18 shops, including clothing so that you can begin the process of customizing your character. This update will devote considerable attention to the entirety of the shopping experience, including the augmented reality and mobiGlas interfaces, product delivery options, and how things like the medical scanner and healing apparatus in the hospital function. This release will also ensure that things like the product selection, pricing, and quantities available are connected to the appropriate back-end systems, which is a necessary step to eventually allowing such things to be impacted in real-time by the actions of players and NPCs. As will typically be the case, there will again be a lot of work expended in areas that are either improving the basic foundation \u2013 like a streamlined user interface programming architecture \u2013 or that won\u2019t be ready for release until a bit later, such as facial customization. I\u2019d expect a few surprises with regard to the types of things that you can purchase\u2026and use\u2026in Area 18 with this release.\n\nSubsumption\nThe next major update will be Subsumption, which will showcase some of the hard work that\u2019s been going into the development of systems that will allow us to construct environments filled with intelligent NPCs going about their business and that really feels alive. We\u2019ll be aiming to deliver a completely new environment \u2013 Nyx \u2013 with that release as well. Final Frontier will follow and enable you and your friends to accept some simple missions while planetside and then head out into space together to accomplish them. Quantum will unveil the full-blown solar system navigation map and allow easy access to any part of the current system, including cities on three other Stanton planets: Hurston, Microtech, and Crusader.\n\nMore details will be provided on these updates as they get closer, but that\u2019s the basic roadmap for the near future. In between the major releases it\u2019s quite possible that you\u2019ll see smaller revisions since delivering content becomes far easier as more and more of the underlying foundation comes online. While there\u2019s still a tremendous amount of work to do, the clouds are finally starting to part and the stars are coming into view\u2026.\n\nSic itur ad astra.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nDas erste Release von Star Citizen's Social Module ist jetzt auf dem Live-Server verf\u00fcgbar! Wir m\u00f6chten uns bei den Tausenden von Geldgebern bedanken, die geholfen haben, diese Version Anfang der Woche auf der PTU zu testen; jetzt freuen wir uns, sie allen zur Verf\u00fcgung zu stellen. Die vollst\u00e4ndigen Patch-Notes f\u00fcr das heutige Release, Star Citizen Alpha 1.2, finden Sie hier.\n\nDas Sozialmodul stellt unseren ersten Schritt in das Star Citizen's Persistent Universe dar. In den kommenden Monaten werden Sie sehen, wie die ehemals unterschiedlichen Module von Star Citizen in unserer langfristigen Vision f\u00fcr das Spiel zusammenkommen. Heute k\u00f6nnen Sie Ihren Hangar betreten, den Arena Commander laden und mit dem Aufzug ArcCorp mit anderen Spielern erkunden. Erwarten Sie von hier aus, dass sich das Universum ausdehnt!\n\nLesen Sie weiter und zwar direkt von Tony Zurovec, Star Citizen's Persistent Universe Director. Tony hat eine Einf\u00fchrung in das Sozialmodul und einen \u00dcberblick dar\u00fcber geschrieben, was als n\u00e4chstes kommt. Wir hoffen, dass Ihnen die ersten Schritte au\u00dferhalb Ihres Hangars gefallen, und jetzt k\u00f6nnen wir wirklich sagen: Wir sehen Sie in der Strophe!\n\nDas Sozialmodul von: Tony Zurovec\n\nStar Citizen besteht aus zwei Grundpfeilern. Squadron 42, ein Einzelspielerlebnis, ist story-driven und linear in seiner Entwicklung. Das persistente Universum hingegen ist v\u00f6llig offen. Sie haben die freie Wahl, wohin Sie reisen m\u00f6chten, in einer riesigen, unglaublich detaillierten Galaxie mit Orten, die Sie erkunden k\u00f6nnen, herausfordernden Situationen, einem endlosen Strom von verschiedenen Missionstypen und Hunderttausenden von anderen Spielern und KI-Charakteren.\n\nDas Sozialmodul - das seit einigen Tagen im \u00f6ffentlichen Testuniversum getestet wird und ab heute der allgemeinen Gemeinschaft zur Verf\u00fcgung steht - ist die erste Basiskomponente des persistenten Universums, die online geht. Deshalb wollte ich mir ein paar Minuten Zeit nehmen, um genau zu erkl\u00e4ren, was es ist, warum wir es ver\u00f6ffentlichen und wie es in den l\u00e4ngerfristigen Zeitplan des Persistent Universe passt.\n\nDas Sozialmodul erm\u00f6glicht es Ihnen, aus einer beliebigen Konfiguration von einem halben Dutzend Charakteren auszuw\u00e4hlen und die erste von vielen planetarischen Landezonen - ArcCorp's Area 18 - mit bis zu 24 anderen Spielern zu erkunden. Du kannst mit anderen Spielern \u00fcber ein Chatsystem kommunizieren und dich \u00fcber eine Vielzahl von Emotes ausdr\u00fccken. Ein Augmented-Reality-Darstellungssystem erm\u00f6glicht es Ihnen, zus\u00e4tzliche Informationen \u00fcber verschiedene Objekte in der Umgebung anzuzeigen, einschlie\u00dflich der Namen anderer Spieler. Eine Reihe von Einzelhandelsgesch\u00e4ften k\u00f6nnen besichtigt werden, obwohl sie noch nicht f\u00fcr den Handel ge\u00f6ffnet sind.\n\nEs gibt drei Hauptgr\u00fcnde f\u00fcr die Existenz des Sozialmoduls. In erster Linie wollten wir der Gemeinschaft ein wenig mehr vom Star Citizen-Universum \u00f6ffnen und den Menschen ein Gef\u00fchl daf\u00fcr geben, wie einige der verschiedenen St\u00e4dte aussehen werden, die Sie besuchen k\u00f6nnen. Wir wollten auch, dass sich die Leute im eigentlichen Spiel versammeln und in Echtzeit diskutieren k\u00f6nnen - indem sie animierte Charaktere mit Sprechern verbinden -, anstatt sich \u00fcberwiegend auf die Nachrichtenforen und den Webchat verlassen zu m\u00fcssen, was einer weitaus weniger pers\u00f6nlichen Erfahrung entspricht.\n\nDas zweite Hauptziel des Sozialmoduls ist es, als Testgebiet f\u00fcr eine Vielzahl von grundlegenden Technologien zu dienen. Wir werden detaillierte Informationen \u00fcber eine Reihe von verschiedenen Bereichen sammeln, basierend auf dem, was wir sehen, und diese nutzen, um das Spiel zu verbessern. Vor allem das Networking-Backend hat sich seit Anfang des Jahres enorm weiterentwickelt, und Stresstests erfordern inzwischen eine ziemlich gro\u00dfe Anzahl gleichzeitiger Spieler. W\u00e4hrend wir mit dieser Version nur eine kleine Menge an tats\u00e4chlicher Funktionalit\u00e4t offenbaren, ist das, was hinter den Kulissen vor sich geht, viel komplexer. Ein komplizierter Tanz von Netzwerkdiensten und -systemen steuert alles, von der Art und Weise, wie neue Server aufgerollt, registriert und konfiguriert werden. GIM - der Generic Instance Manager - und eine Vielzahl verwandter Programme wurden entwickelt, um eine gro\u00dfe Anzahl gleichzeitiger Spieler zu unterst\u00fctzen und alles vom Server, an den Sie weitergeleitet werden, bis hin zur effizienten Verbreitung von Chatnachrichten zu bestimmen. Es gab auch dramatische Verbesserungen bei der so genannten Low-Latency-Netzwerkfunktionalit\u00e4t - dem Code, der daf\u00fcr verantwortlich ist, wie effizient Informationen zwischen Clients und dem Server ausgetauscht werden, und der eine der wichtigsten Determinanten daf\u00fcr ist, wie viele Spieler und NSCs wir auf einen bestimmten Server setzen k\u00f6nnen. W\u00e4hrend noch vor wenigen Monaten f\u00fcnfzehn Spieler einen Server absolut in einen Engpass brachten, ist das Netzwerk mit f\u00fcnfundzwanzig nun ein komplettes Nicht-Problem. Verbessertes Animationsmischen, Interpolieren und Vorhersagen machen Zeichen nun auch auf stark frequentierten Servern wesentlich fl\u00fcssiger. Alle diese Funktionen wurden intern getestet und verfeinert, aber wir sind jetzt an dem Punkt, an dem wir sehen m\u00fcssen, wie sich die Dinge verhalten, wenn sie einem viel gr\u00f6\u00dferen Publikum ausgesetzt sind. Das wirklich Spannende in diesem Bereich ist jedoch, dass es noch eine Reihe wichtiger Optimierungen der Netzwerkleistung gibt, wie z.B. ereignisbasierte Animationssynchronisation und fortgeschrittenere Dead Reckoning. Nat\u00fcrlich brauchen wir Ihre Hilfe, um in nicht allzu ferner Zukunft immer gr\u00f6\u00dfere Spielerzahlen zu testen.\n\nDer letzte wesentliche Grund f\u00fcr die Existenz des Sozialmoduls ist der wichtigste f\u00fcr die Zukunft. Es soll als Grundlage dienen, auf der regelm\u00e4\u00dfig neue St\u00fccke des Persistenten Universums enth\u00fcllt werden. Das wiederum bringt mich zu meinem letzten Punkt....... Was k\u00f6nnen Sie vom persistenten Universum in Zukunft erwarten?\n\nDie Zukunft\nThe Persistent Universe wird zu einem h\u00e4ufigeren Release-Terminplan \u00fcbergehen, mit der Idee, routinem\u00e4\u00dfig neue Funktionen in die H\u00e4nde zu legen, um zu genie\u00dfen, Feedback zu geben und uns zu helfen, zu \u00fcberpr\u00fcfen, wie gut bestimmte Systeme funktionieren. Ein wichtiger Punkt, der hier zu beachten ist, ist, dass viel Arbeit damit verbunden ist, etwas zu ver\u00f6ffentlichen, das sich in einem so fr\u00fchen Entwicklungsstadium befindet, da kein Spiel w\u00e4hrend des gesamten Entwicklungszyklus reibungslos verl\u00e4uft. Zu jedem Zeitpunkt gibt es typischerweise eine Vielzahl von Systemen, die sich in v\u00f6llig unterschiedlichen Zust\u00e4nden befinden - einige sind erst k\u00fcrzlich gestartet worden, andere sind gerade dabei, neue Funktionen einzubauen. Die Sperrung der Codebasis, um sicherzustellen, dass sich alles in einem akzeptablen Zustand befindet, der f\u00fcr die \u00d6ffentlichkeit freigegeben werden kann, erfordert viel Zeit und M\u00fche. Somit entstehen absolut echte Kosten f\u00fcr die Ver\u00f6ffentlichung von Updates. Aus diesem Grund werden sich die n\u00e4chsten etwa ein halbes Dutzend Persistent Universe-Versionen wesentlich st\u00e4rker darauf konzentrieren, Ihnen Zugang zu neuen Features zu geben und sicherzustellen, dass das, was wir ben\u00f6tigen, um Feedback zu erhalten oder zu testen, enthalten ist, und weniger darauf, einen wirklich umfassenden Eindruck vom Gameplay zu vermitteln. Bis zu einem gewissen Grad wird das die Kosten f\u00fcr die Ver\u00f6ffentlichung h\u00e4ufigerer Versionen begrenzen - die Auswirkungen auf den langfristigen Zeitplan minimieren. In der Praxis bedeutet dies, dass, wenn die KI endlich auftaucht, Sie eine faire Stichprobe des Charakterverhaltens sehen werden, aber der Fokus liegt auf dem Stresstest der zugrunde liegenden Subsumptions-, Animations- und Netzwerksysteme und weniger darauf, einen besonders genauen Eindruck davon zu vermitteln, wie sich eine endg\u00fcltige Stadt wirklich anf\u00fchlen wird. Im Wesentlichen werden Sie dann oft einige grundlegende Funktionen sehen, bevor wir wirklich versuchen, mit der Implementierung \"weit zu gehen\". Das Erscheinen neuer Funktionen wird ziemlich abrupt sein, aber die volle Ausnutzung dieser Systeme wird allm\u00e4hlich erfolgen.\n\nWie bereits an anderer Stelle erw\u00e4hnt, teilte sich die Codebasis von Star Citizen bereits im M\u00e4rz, als Star Marine - das FPS-Modul - f\u00fcr die Ver\u00f6ffentlichung vorgesehen war. Der wichtigste Entwicklungszweig hei\u00dft GameDev, w\u00e4hrend Star Marine's als 1.2.0 bezeichnet wurde. Die anschlie\u00dfende Verz\u00f6gerung von Star Marine f\u00fchrte dazu, dass diese beiden B\u00e4che allm\u00e4hlich auseinander wuchsen, und es existiert nun ein betr\u00e4chtliches Delta. Die neue Back-End-Netzwerkdienstarchitektur wurde ben\u00f6tigt, um einen reibungsloseren Start von Star Marine zu gew\u00e4hrleisten, und deshalb wurde die gesamte j\u00fcngste Entwicklung und Verfeinerung in der Filiale 1.2.0 durchgef\u00fchrt. Dies sollte kein Problem f\u00fcr das Sozialmodul sein, denn nach dem Start von Star Marine sollte GameDev und 1.2.0 wieder integriert werden, und das Sozialmodul sollte von dort aus starten. Mit der letzten Verschiebung von Star Marine wurde jedoch die Entscheidung getroffen, die Ver\u00f6ffentlichungstermine zu verschieben und das Sozialmodul aus der T\u00fcr gehen zu lassen - etwas, was die Gruppe Persistent Universe seit geraumer Zeit tun wollte.\n\nDie Wiedereingliederung der beiden unterschiedlichen Zweige hat bereits begonnen. Sobald das abgeschlossen ist, haben sp\u00e4tere Updates des Sozialmoduls Zugriff auf anderen Code, den wir Anfang des Jahres im GameDev-Stream entwickelt haben, sowie auf eine Reihe wichtiger grafischer und r\u00e4umlicher Partitionierungsoptimierungen, die von anderen Studios durchgef\u00fchrt wurden und die Area 18 ein wenig besser aussehen und laufen lassen sollten, als es bereits der Fall ist.\n\nAusdauer\nDas n\u00e4chste gro\u00dfe Ergebnis f\u00fcr das Persistente Universum wird Persistenz hei\u00dfen. Seine namensgebende Funktion wird nicht viel in Form von unmittelbaren visuellen Belohnungen generieren, aber sie ist ein absolut wichtiger Bestandteil der zugrundeliegenden Massively Multiplayer-Technologie. Es wird alles beinhalten, von der Kommunikation mit der Webplattform, so dass gekaufte Gegenst\u00e4nde in echte Spielelemente umgewandelt werden, \u00fcber Datenbank-Abstraktionsschichten und Caching-Funktionen, bis hin zur Integration mit einem neuen globalen Entity-ID-System, das den nahtlosen \u00dcbergang von Elementen von einem Server zum anderen erm\u00f6glicht, und der tiefen Integration in verschiedene Teile des Spielservers. Letztendlich wird dieses Update es Objekten erm\u00f6glichen, den Zustand beizubehalten, was einfach klingt, aber - im Kontext eines Massively Multiplayer Games mit nahtlosen \u00dcberg\u00e4ngen zwischen den Servern - eigentlich recht aufw\u00e4ndig ist. Gemeinsame Hangars werden online gehen und Ihnen die M\u00f6glichkeit geben, andere zu Ihrem privaten Hangar einzuladen. Du wirst in der Lage sein, leichter in simulierte Spiele zusammen zu springen.... und schlie\u00dflich als Gruppe ins All zu gehen. Der Casaba Outlet Store im Innenhof des Hauptbereichs 18 wird er\u00f6ffnet, und Sie werden noch einige weitere optische Verbesserungen der Stadt sehen, insbesondere im Bereich der Ladenfassaden und des Hauptgeb\u00e4udes der Astro Armada. Spieler, die zuvor Mitgliedschaften im Million Mile High Club erworben haben - und ihre eingeladenen Freunde - erhalten Zugang zu privaten Lounges, die von ihrem Hangaraufzug aus zug\u00e4nglich sind. Zus\u00e4tzliche Emotionen werden enth\u00fcllt, mit der Absicht, die Vielfalt wirklich zu steigern und es den Spielern zu erm\u00f6glichen, sich wirklich so auszudr\u00fccken, wie sie es wollen. Das Chat-System wird dramatisch erweitert, mit privaten Gespr\u00e4chen, der M\u00f6glichkeit, andere Spieler zu ignorieren und einer viel robusteren Benutzeroberfl\u00e4che. Die maximale Spielerzahl steigt, mit dem Ziel, mindestens vierzig Spieler in einer bestimmten Serverinstanz zu haben. Es gibt noch viel mehr, was unter der Haube passieren wird, darunter ein massives Update des Hub Service, der als Vermittler zwischen Ihrer Client-Anwendung und allen Backend-Diensten fungiert, und eine erhebliche Verbesserung der Kommunikationsschicht auf den Spielservern. Viel Arbeit wird nat\u00fcrlich auch in Bereichen geleistet, die erst nach Eintreffen sp\u00e4terer Meilensteine sichtbar werden.\n\nEs ist m\u00f6glich, dass die Persistenz in zwei getrennte Releases aufgeteilt wird. Die Begr\u00fcndung ist, dass wir, sobald wir wieder in GameDev sind, sehr nahe dran sein werden, einige der grundlegenden Funktionen des bestehenden Sozialmoduls zu verbessern, und deshalb k\u00f6nnten wir versuchen, ein Update so schnell wie m\u00f6glich herauszubringen, anstatt darauf zu warten, dass alles, was gew\u00fcnscht wird, abgeschlossen ist.\n\nGesch\u00e4fte\nNach der Persistenz wird die Shopping-Freigabe kommen. Es wird es erm\u00f6glichen, eine Vielzahl von Gegenst\u00e4nden in den Gesch\u00e4ften der Area 18 zu kaufen, einschlie\u00dflich Kleidung, so dass Sie mit dem Prozess der Anpassung Ihres Charakters beginnen k\u00f6nnen. Dieses Update wird der Gesamtheit des Einkaufserlebnisses gro\u00dfe Aufmerksamkeit schenken, einschlie\u00dflich der Augmented Reality und mobiGlas Schnittstellen, der Produktlieferoptionen und der Funktionsweise von medizinischen Scannern und Heilger\u00e4ten im Krankenhaus. Diese Version wird auch sicherstellen, dass Dinge wie die Produktauswahl, die Preisgestaltung und die verf\u00fcgbaren Mengen an die entsprechenden Backend-Systeme angebunden werden, was ein notwendiger Schritt ist, damit solche Dinge schlie\u00dflich in Echtzeit durch die Aktionen von Spielern und NSCs beeinflusst werden k\u00f6nnen. Wie \u00fcblich, wird es wieder viel Arbeit in Bereichen geben, die entweder die grundlegende Grundlage verbessern - wie eine optimierte Programmierarchitektur f\u00fcr die Benutzeroberfl\u00e4che - oder die erst etwas sp\u00e4ter zur Ver\u00f6ffentlichung bereit sind, wie z.B. die Gesichtsanpassung. Ich erwartete ein paar \u00dcberraschungen in Bezug auf die Art der Dinge, die Sie kaufen k\u00f6nnen....und verwenden...in Area 18 mit dieser Version.\n\nUnterordnung\nDas n\u00e4chste gro\u00dfe Update wird Subsumption sein, das einige der harten Arbeit zeigt, die in die Entwicklung von Systemen investiert wurde, die es uns erm\u00f6glichen, Umgebungen mit intelligenten NSCs zu bauen, die ihr Gesch\u00e4ft betreiben und sich wirklich lebendig f\u00fchlen. Unser Ziel ist es, mit dieser Version auch eine v\u00f6llig neue Umgebung - Nyx - bereitzustellen. Final Frontier wird folgen und es dir und deinen Freunden erm\u00f6glichen, einige einfache Missionen auf dem Planeten zu akzeptieren und dann gemeinsam ins All zu gehen, um sie zu erf\u00fcllen. Quantum wird die vollst\u00e4ndig ausgearbeitete Navigationskarte des Sonnensystems enth\u00fcllen und einen einfachen Zugang zu jedem Teil des aktuellen Systems erm\u00f6glichen, einschlie\u00dflich der St\u00e4dte auf drei anderen Stanton-Planeten: Hurston, Microtech und Crusader.\n\nWeitere Details zu diesen Updates werden folgen, wenn sie n\u00e4her r\u00fccken, aber das ist der grundlegende Fahrplan f\u00fcr die nahe Zukunft. Zwischen den Hauptversionen ist es durchaus m\u00f6glich, dass Sie kleinere Revisionen sehen werden, da die Bereitstellung von Inhalten wesentlich einfacher wird, da immer mehr der zugrunde liegenden Grundlage online geht. W\u00e4hrend es noch viel zu tun gibt, beginnen sich die Wolken endlich zu teilen und die Sterne kommen in Sichtweite.......\n\nSic itur ad astra.","zh_CN":"Greetings Citizens,\nThe first release of Star Citizen\u2019s Social Module is now available on the live server! We would like to thank the thousands of backers who helped stress test this release on the PTU early in the week; now we\u2019re excited to make it available to everyone. You can access the complete patch notes for today\u2019s release, Star Citizen Alpha 1.2, here.\n\nThe Social Module represents our first step into Star Citizen\u2019s Persistent Universe. In the coming months, you will begin to see Star Citizen\u2019s formerly-disparate modules come together into our long term vision for the game. Today, you can enter your Hangar, load up Arena Commander and take the elevator to explore ArcCorp with other players. From here, expect to see the universe expand!\n\nRead on for word directly from Tony Zurovec, Star Citizen\u2019s Persistent Universe Director. Tony has written an introduction to the Social Module and an outline of what\u2019s coming next. We hope you enjoy your first steps outside your Hangar, and now we can truly say: we\u2019ll see you in the \u2018Verse!\n\nThe Social Module By: Tony Zurovec\n\nStar Citizen is comprised of two fundamental pillars. Squadron 42, a single-player experience, is story-driven and linear in its progression. The Persistent Universe, on the other hand, is completely open-ended. You\u2019ll have free reign to travel wherever you want within a huge, incredibly detailed galaxy filled with places to explore, challenging situations, an endless stream of diverse mission types, and hundreds of thousands of other players and AI characters.\n\nThe Social Module \u2013 which has been undergoing testing in the Public Test Universe for the last several days, and which will be released to the general community starting today \u2013 is the first basic component of the Persistent Universe to come online. As such, I wanted to take a few moments to explain exactly what it is, why we\u2019re releasing it, and how it fits within the longer-term schedule of the Persistent Universe.\n\nThe Social Module allows you to select from any of half a dozen character configurations and explore the first of many planetary landing zones \u2013 ArcCorp\u2019s Area 18 \u2013 with up to 24 other players. You can communicate with other players via a chat system, and express yourself via a variety of different emotes. An augmented reality display system allows you to view additional information about various objects in the environment, including the names of other players. A number of retail shops can be inspected, although they\u2019re not yet open for business.\n\nThere are three primary reasons for the existence of the Social Module. First and foremost, we wanted to open up a bit more of the Star Citizen universe to the community, and allow people to get a sense as to what some of the various cities you\u2019ll be able to visit will look like. We also wanted to allow people to be able to gather together within the actual game and engage in real-time discussions \u2013 associating animating characters with speakers \u2013 rather than having to predominantly rely upon the message forums and the web chat, which equates to a far less personal experience.\n\nThe second major objective of the Social Module is to serve as a testing ground for a multitude of fundamental technologies. We\u2019ll be gathering detailed information on a number of different fronts based upon what we see and using that to improve the game. The networking back-end, in particular, has advanced tremendously since the beginning of the year, and stress testing it now requires fairly large numbers of concurrent players. While we\u2019re only exposing a small amount of actual functionality with this release, what\u2019s going on behind the scenes is far more complex. An intricate dance of network services and systems controls everything from the way that new servers are spun up, registered, and told how to configure themselves. GIM \u2013 the Generic Instance Manager \u2013 and a host of related programs have been designed to support large numbers of simultaneous players, and determine everything from the server to which you\u2019ll be routed to how chat messages are efficiently propagated. There have also been dramatic improvements to what I refer to as the low-latency network functionality \u2013 the code that is responsible for how efficiently information is passed between clients and the server, and which is one of the primary determinants with regard to how many players and NPCs we\u2019ll be able to put onto a given server. Whereas only a couple of months ago fifteen players would absolutely bottleneck a server, the network is now a complete non-issue with twenty-five. Improved animation blending, interpolation, and prediction now renders characters far more smoothly, even on busy servers. All of these features have been tested internally and refined, but we\u2019re now at the point where we need to see how things perform when exposed to a much larger audience. The really exciting thing in this area, though, is that there are still a number of major network performance optimizations in the works, such as event-based animation synchronization and more advanced dead reckoning. Needless to say we\u2019ll be needing your help to test ever larger player counts in the not-too-distant future.\n\nThe last major reason for the existence of the Social Module is the most important with regard to the future. It\u2019s intended to serve as the basic foundation upon which new pieces of the Persistent Universe will be periodically unveiled. That, in turn, brings me to my final point\u2026. What can you expect to see from the Persistent Universe going forward?\n\nThe Future\nThe Persistent Universe will be moving to a more frequent release schedule, with the idea being to routinely put new functionality into your hands to enjoy, provide feedback, and help us verify how well certain systems are performing. One important point to note here is that there is a lot of work involved in releasing something that\u2019s at such an early stage in its development, as no game smoothly proceeds throughout the entire development cycle. At any given moment, there are typically a variety of systems that are in completely different states \u2013 some having only recently been started, and many being in the middle of having new functionality inserted. Locking down the code base to ensure that everything is in an acceptable state for release to the public takes considerable time and effort. Thus, there is absolutely a real cost to releasing updates. For that reason, the next half dozen or so Persistent Universe releases will be considerably more focused upon giving you exposure to new features and ensuring that what we need to get feedback upon or tested is included, and less about trying to give a truly comprehensive sense of the gameplay. To some degree, that will limit the expense of releasing more frequent versions \u2013 minimize the impact to the long-term schedule. In practice, this means that, for example, when the AI finally makes an appearance you\u2019ll see a fair sampling of character behaviors, but the focus will be upon stress testing the underlying Subsumption, animation, and networking systems, and less about trying to give a particularly accurate sense of what a final city will truly feel like. In essence, then, you will often see some basic functionality appear before we really attempt to go \u201cwide\u201d with the implementation. The appearance of new features will be fairly abrupt, but the full exploitation of those systems will arrive more gradually.\n\nAs has been noted elsewhere, Star Citizen\u2019s code base split back in March when Star Marine \u2013 the FPS module \u2013 was targeted for release. The main development branch is called GameDev, whereas Star Marine\u2019s was referred to as 1.2.0. Star Marine\u2019s subsequent delay led to those two streams gradually growing apart, and a considerable delta now exists. The new back-end network service architecture was needed to ensure a smoother launch for Star Marine, and therefore all of the recent development and refinement was done in the 1.2.0 branch. This wasn\u2019t supposed to be an issue for the Social Module because after Star Marine was launched GameDev and 1.2.0 were slated to be re-integrated, and the Social Module was to launch from there. With Star Marine\u2019s latest postponement, though, the decision was made to flip the release dates and allow the Social Module to go out the door \u2013 something that the Persistent Universe group has been wanting to do for quite some time.\n\nThe re-integration of the two disparate branches has already started. Once that\u2019s complete, subsequent updates to the Social Module will have access to other code that we developed earlier this year in the GameDev stream, as well as a number of major graphical and spatial partitioning optimizations done by other studios that should make Area 18 look and run quite a bit better than it already does.\n\nPersistence\nThe next major deliverable for the Persistent Universe will be called Persistence. Its namesake feature won\u2019t generate much in the way of immediate visual rewards, but it\u2019s an absolutely crucial part of the underlying massively multiplayer technology. It will involve everything from communicating with the web platform so that purchased items are converted into actual game items, database abstraction layers and caching functionality, integration with a new global entity ID system that will allow the seamless transition of items from one server to another, and deep integration into various parts of the game server. Ultimately, this update will enable objects to begin to retain state, which sounds simple but \u2013 in the context of a massively multiplayer game with seamless transitions between servers \u2013 is actually quite involved. Shared hangars will come online and grant you the ability to invite others back to your private hangar. You\u2019ll be able to more easily jump into simulated games together\u2026and eventually head out as a group into space. The Casaba Outlet store in the main Area 18 courtyard will be opened up, and you\u2019ll see quite a few more visual upgrades to the city, especially in the realm of store facades and the main Astro Armada building. Players that previously purchased memberships in the Million Mile High Club \u2013 and their invited friends \u2013 will gain access to private lounges accessible from their hangar elevator. Additional emotes will be unveiled, with the intent being to really ramp up the variety and allow players to start to really express themselves in the way that they want. The chat system will be dramatically enhanced, with private conversations, the ability to ignore other players, and a much more robust user interface made available. The maximum player count will rise, with the goal being at least forty players in a given server instance. There\u2019s a lot more that will be going on under the hood, including a massive update of the Hub Service that acts as the intermediary between your client application and all of the back-end services, and a considerable enhancement to the communications layer on the game servers. A lot of work will also, of course, be getting done in areas that won\u2019t be exposed until subsequent milestones arrive.\n\nIt is possible that Persistence will be split into two separate releases. The rationale is that once we\u2019re back into GameDev we\u2019ll be very close to being able to improve upon some of the basic features of the existing Social Module, and thus we might try to push an update out as soon as possible rather than wait for everything desired to be completed.\n\nShops\nFollowing Persistence will come the Shopping release. It will allow a variety of items to be purchased in the Area 18 shops, including clothing so that you can begin the process of customizing your character. This update will devote considerable attention to the entirety of the shopping experience, including the augmented reality and mobiGlas interfaces, product delivery options, and how things like the medical scanner and healing apparatus in the hospital function. This release will also ensure that things like the product selection, pricing, and quantities available are connected to the appropriate back-end systems, which is a necessary step to eventually allowing such things to be impacted in real-time by the actions of players and NPCs. As will typically be the case, there will again be a lot of work expended in areas that are either improving the basic foundation \u2013 like a streamlined user interface programming architecture \u2013 or that won\u2019t be ready for release until a bit later, such as facial customization. I\u2019d expect a few surprises with regard to the types of things that you can purchase\u2026and use\u2026in Area 18 with this release.\n\nSubsumption\nThe next major update will be Subsumption, which will showcase some of the hard work that\u2019s been going into the development of systems that will allow us to construct environments filled with intelligent NPCs going about their business and that really feels alive. We\u2019ll be aiming to deliver a completely new environment \u2013 Nyx \u2013 with that release as well. Final Frontier will follow and enable you and your friends to accept some simple missions while planetside and then head out into space together to accomplish them. Quantum will unveil the full-blown solar system navigation map and allow easy access to any part of the current system, including cities on three other Stanton planets: Hurston, Microtech, and Crusader.\n\nMore details will be provided on these updates as they get closer, but that\u2019s the basic roadmap for the near future. In between the major releases it\u2019s quite possible that you\u2019ll see smaller revisions since delivering content becomes far easier as more and more of the underlying foundation comes online. While there\u2019s still a tremendous amount of work to do, the clouds are finally starting to part and the stars are coming into view\u2026.\n\nSic itur ad astra."},"links_count":1,"comment_count":373,"created_at":"2015-08-29T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 05:28:06","valid_relations":["images","links"],"prev_id":14926,"next_id":14928}}