{"data":{"id":14939,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14939-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14939","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14939","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":3857,"name":"Banner-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/jbwyelnn011n0r\/source\/Banner-2.jpg","alt":"","size":250168,"mime_type":"image\/jpeg","last_modified":"2015-08-12T00:03:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3857","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3857\/similar"}],"images_count":1,"translations":{"en_EN":"Howdy folks!\nJason Hutchins, here. I\u2019m working with Disco Lando on the update this week since Ben is in Atlanta for DragonCon! Have a great time, Ben! If you\u2019re at DragonCon this weekend, you should go check out the various Star Citizen panels and tell Ben I miss him.\n\nThe Big Merge Update\nAs we wrap up the staging merge this week, we go into final integrations of the Global Instance Manager that was recently deployed with the Social Module update. Some folks are going to work on this final merge step this coming weekend in order to make ready a code review based on the merge. If all goes as planned, we\u2019ll be on a single dev stream early next week! Great news for the overall project.\n\nTo date, the CryEngine 3.7 SDK has been integrated, and the dev stream we used for both the Social Module release and FPS development have been merged into the game development stream. One of the things this has done is point out some conflicts to us, which we are finding and addressing. Many of them require a manual review, as newer is not always better when streams diverge, but we\u2019re getting it done, and pushing every day towards putting Star Marine in your hands.\n\nAnd now, because we\u2019re talking about our First Person Shooter\u2026 BULLET POINTS! (DL Edit: I\u2019m so sorry\u2026)\n\nUI:\nLast week I mentioned a UI summit. That summit is over, the talking is done and the plans are made. This means that key members of the UI team are in Manchester to lock down the base UI systems that will be used all over Star Citizen \u2013 Visor (AKA Player HUD), Ship\u2019s HUD, Diegetic screen displays, HUG and mobiGlas, they are working together to make sure all the systems integrate well and are unified.\n\nWhile the UI team is looking at the work needed for the next major upcoming releases, they are also working hard to get the HUDs working properly in this pre-merge environment. Once the merge finishes, we can resolve conflicts and get back to work on the new HUD widgets needed for on-foot gameplay.\n\nUp Next: The HUD\u2019s integrated chat widget, and additional Radar functionality.\n\nEngineers and Artists at BHVR are starting work on the interstitial Score Screens and LoadOut Lobbby screens for Star Marine this week.\n\nGameplay:\nMerging staging stream to Game-Dev\n\nSpent much of the week fixing crashes and getting a dedicated server connection to run, largely due to merge conflicts, and we\u2019ve had tremendous success! As of today, we are now able to connect to an internal server.\n\nResolving merge conflicts in the stream, last hand merges should be done by EOD today, to allow for automated merges over the weekend.\n\nEngineers are triaging FPS bugs, in general, looking at what must be fixed for launch and what improvements we can make for the next major release after that. We know you don\u2019t want perfection right off the bat, and we also know you are going to help us find bugs we\u2019re not seeing in our small-scale tests.\n\nThe next Game Mode that we\u2019ll introduce for Star Marine gameplay is shelved and ready to integrate and start testing next week.\n\nCover system progress is being made, fixed up network syncing, other glitches, and moved it into the player\u2019s moving state. This allows for proper transitions, smoother movements, and accurate\n\nArt:\nFinished Arclight laser pistol material\/decal revisions.\n\nStart work on LH68 Gemini ballistic pistol art cleanup, added iron sights to it, other art clean up issues will continue into next week. We\u2019ll have screenshots to share in next week\u2019s report.\n\nWeapons are almost all done and ready for reviews. What\u2019s left?\n\nSniper VFX\n\nA new gadget model for the Area Denial system, it is essentially an EMP claymore mine. With new VFX to match the gadgets new size. The old gadget we made was too big, so we are going to repurpose it to be another gadget with different functionality.\n\nWorking on line art for helmet interiors for the HUD, this is will continue into early next week.\n\nAnimation:\nEditing the crouch to vault low mocap data.\n\nHelping engineering identify missing assets.\n\nCreating pistol walk slow and run fast sets from the matching stocked set.\n\nAddressed feedback on the pistol mag check animations.\n\nCaptured video of weapon selects, deselects and reload for UK Audio team to review and sync.\n\nWorking on cleaning up sidling (AKA Front Press) left and right mocap data. Sidle and Slide, to very different motions.\n\nReviewing and breaking up Heavy weapon mocap data.\n\nFixed finger pose from re-targeted pistol idle. Finger straight until you are ready to shoot, people! Safety first.\n\nEditing no weapon vaulting mocap data.\n\nEditing the mantling mocap data.\n\nWorking on fall animations from vaulting.\n\nIn order to close down the animations needed for the Star Marine launch, we are systematically cleaning up all available assets, and cranking out the new assets. There\u2019s still a big list to burn down but we have a plan and we are making good progress on it every week. We are all quite eager to get into the unified dev stream and to continue functional testing and playtests. As many people already know, these are not animations isolated to the Star Marine module, these are going to be seen in the hangars, planetside locations, and Arena Commander scenarios!\n\nAudio\nSetting up the general HDR mix this week.\n\nImplemented sniper rifle audio assets.\n\nIterating on weapon reload sounds, using video reference provided by the animators at Illfonic\n\nMusic is being composed and recorded for the Star Marine simulation and its lobby and score screens. We don\u2019t need music to ship it to you for testing of course, so that won\u2019t hold us up.\n\nLast Friday I mentioned that the Foundry 42 audio team did a recording session of a lot of different firearms for use in environmental audio. I\u2019m happy to share that video with you today. Enjoy! Big thanks to Stephen Rutherford, and Matteo Cerquone at Foundry 42 in Manchester for putting this great explainer video together for us, and even bigger thanks for improving the gun sounds in the environments.","de_DE":"Hallo Leute!\nJason Hutchins, hier. Ich arbeite diese Woche mit Disco Lando am Update, da Ben in Atlanta f\u00fcr die DragonCon ist! Viel Spa\u00df noch, Ben! Wenn du dieses Wochenende auf der DragonCon bist, solltest du dir die verschiedenen Star Citizen Panels ansehen und Ben sagen, dass ich ihn vermisse.\n\nDas Big Merge Update\nW\u00e4hrend wir die Zusammenf\u00fchrung der Stages diese Woche abschlie\u00dfen, gehen wir auf die endg\u00fcltige Integration des Global Instance Managers ein, der k\u00fcrzlich mit dem Update des Sozialmoduls eingef\u00fchrt wurde. Einige Leute werden an diesem letzten Zusammenf\u00fchrungsschritt am kommenden Wochenende arbeiten, um eine Code\u00fcberpr\u00fcfung basierend auf dem Zusammenf\u00fchren vorzubereiten. Wenn alles wie geplant l\u00e4uft, werden wir Anfang n\u00e4chster Woche auf einem einzigen Dev-Stream sein! Tolle Neuigkeiten f\u00fcr das Gesamtprojekt.\n\nBisher wurde das CryEngine 3.7 SDK integriert und der Dev-Stream, den wir sowohl f\u00fcr das Social Module Release als auch f\u00fcr die FPS-Entwicklung verwendet haben, in den Game Development Stream integriert. Eines der Dinge, die dies getan hat, ist, uns auf einige Konflikte hinzuweisen, die wir finden und angehen. Viele von ihnen erfordern eine manuelle \u00dcberpr\u00fcfung, da neuere ist nicht immer besser, wenn die Str\u00f6me divergieren, aber wir bekommen es getan, und dr\u00e4ngen jeden Tag auf Star Marine in Ihre H\u00e4nde.\n\nUnd jetzt, weil wir \u00fcber unseren First Person Shooter sprechen.... BULLET POINTS! (DL Edit: Es tut mir so leid....)\n\nBENUTZEROBERFL\u00c4CHE:\nLetzte Woche habe ich einen UI-Gipfel erw\u00e4hnt. Dieser Gipfel ist vorbei, die Gespr\u00e4che sind beendet und die Pl\u00e4ne sind gemacht. Das bedeutet, dass sich die wichtigsten Mitglieder des UI-Teams in Manchester befinden, um die Basis-UI-Systeme zu sperren, die \u00fcberall auf Star Citizen - Visor (AKA Player HUD), Ship's HUD, Diegetic Screen Displays, HUG und mobiGlas verwendet werden, sie arbeiten zusammen, um sicherzustellen, dass alle Systeme gut integriert und einheitlich sind. W\u00e4hrend sich das UI-Team mit der Arbeit besch\u00e4ftigt, die f\u00fcr die n\u00e4chsten gro\u00dfen kommenden Releases erforderlich ist, arbeitet es auch hart daran, die HUDs in dieser Pre-Merge-Umgebung ordnungsgem\u00e4\u00df zu betreiben. Sobald der Zusammenschluss abgeschlossen ist, k\u00f6nnen wir Konflikte l\u00f6sen und mit der Arbeit an den neuen HUD-Widgets beginnen, die f\u00fcr das Spiel vor Ort ben\u00f6tigt werden. Als n\u00e4chstes: Das integrierte Chat-Widget des HUD und zus\u00e4tzliche Radarfunktionen. Ingenieure und K\u00fcnstler bei BHVR beginnen diese Woche mit den Arbeiten an den interstitiellen Score Screens und LoadOut Lobbby Screens f\u00fcr Star Marine. Gameplay:\nDie Zusammenf\u00fchrung von Staging-Stream und Game-Dev verbrachte einen Gro\u00dfteil der Woche damit, Abst\u00fcrze zu beheben und eine dedizierte Serververbindung zum Laufen zu bringen, haupts\u00e4chlich aufgrund von Zusammenf\u00fchrungskonflikten, und wir hatten einen enormen Erfolg! Seit heute sind wir in der Lage, uns mit einem internen Server zu verbinden. Die L\u00f6sung von Merge-Konflikten im Stream, Last Hand Merges sollte heute von EOD durchgef\u00fchrt werden, um automatisierte Merges \u00fcber das Wochenende zu erm\u00f6glichen. Ingenieure testen FPS-Fehler im Allgemeinen und pr\u00fcfen, was f\u00fcr den Start behoben werden muss und welche Verbesserungen wir f\u00fcr das n\u00e4chste gro\u00dfe Release danach vornehmen k\u00f6nnen. Wir wissen, dass Sie keine Perfektion von Anfang an wollen, und wir wissen auch, dass Sie uns helfen werden, Fehler zu finden, die wir in unseren kleinen Tests nicht sehen. Der n\u00e4chste Spielmodus, den wir f\u00fcr das Star Marine Gameplay einf\u00fchren werden, ist auf Eis gelegt und bereit f\u00fcr die Integration und den Test n\u00e4chste Woche. Das Cover-System wird weiterentwickelt, die Netzwerksynchronisierung und andere St\u00f6rungen behoben und in den Bewegungszustand des Players versetzt. Dies erm\u00f6glicht korrekte \u00dcberg\u00e4nge, sanftere Bewegungen und pr\u00e4zise Art:\nFertige Arclight Laserpistole Material-\/Dekor\u00fcberarbeitungen. Beginnen Sie mit der Arbeit an der LH68 Gemini ballistische Pistole Kunst Reinigung, f\u00fcgte Eisen Sehensw\u00fcrdigkeiten hinzu, andere Kunst Reinigung Fragen werden in der n\u00e4chsten Woche fortgesetzt. Wir werden Screenshots haben, die wir im Bericht der n\u00e4chsten Woche ver\u00f6ffentlichen werden. Die Waffen sind fast alle fertig und bereit f\u00fcr Reviews. Was ist noch \u00fcbrig? Sniper VFX Ein neues Gadget-Modell f\u00fcr das Area Denial System, es ist im Wesentlichen eine EMP Claymore Mine. Mit neuem VFX, der zu den Gadgets passt, neue Gr\u00f6\u00dfe. Das alte Gadget, das wir gemacht haben, war zu gro\u00df, also werden wir es zu einem anderen Gadget mit anderer Funktionalit\u00e4t umwandeln. Working on line Kunst f\u00fcr Helm-Innenr\u00e4ume f\u00fcr das HUD, dies wird bis Anfang n\u00e4chster Woche fortgesetzt. Animation:\nBearbeiten der Hocke, um Low-Mocap-Daten zu \u00fcbernehmen. Unterst\u00fctzung des Engineerings bei der Identifizierung fehlender Anlagen. Erstellen Pistole gehen langsam und laufen schnelle Sets von der passenden Stocked Set. Adressierte R\u00fcckmeldungen zum Pistolenmagazin \u00fcberpr\u00fcfen Animationen. Aufgenommenes Video von Waffenauswahl, Abwahl und Nachladen f\u00fcr das UK Audio Team zur \u00dcberpr\u00fcfung und Synchronisierung. Arbeiten zur Bereinigung von Sidling (AKA Front Press) linken und rechten Mocap-Daten. Sidle und Slide, zu sehr unterschiedlichen Bewegungen. \u00dcberpr\u00fcfung und Aufl\u00f6sung von Heavy Weap Mocap-Daten. Feste Fingerhaltung aus dem Leerlauf der neu ausgerichteten Pistole. Finger gerade halten, bis ihr bereit seid zu schie\u00dfen, Leute! Sicherheit geht vor. Ich bearbeite keine Mocap-Daten f\u00fcr den Waffenvorsto\u00df. Bearbeitung der Mantling-Mocap-Daten. Arbeit an Fallanimationen vom Voltigieren. Um die Animationen f\u00fcr den Start von Star Marine zu schlie\u00dfen, bereinigen wir systematisch alle verf\u00fcgbaren Assets und starten die neuen Assets. Es gibt noch eine gro\u00dfe Liste zu verbrennen, aber wir haben einen Plan und wir machen jede Woche gute Fortschritte. Wir alle sind sehr gespannt darauf, in den vereinheitlichten Dev-Stream einzusteigen und Funktionstests und Playtests fortzusetzen. Wie viele Leute bereits wissen, sind dies keine Animationen, die auf das Star Marine Modul isoliert sind, diese werden in den Hangars, Planetenstandorten und Arena Commander Szenarien zu sehen sein! Audio\nAufbau des allgemeinen HDR-Mixes diese Woche. Implementiert Scharfsch\u00fctzengewehr Audio-Assets. Die von den Animatoren von Illfonic Music zur Verf\u00fcgung gestellte Video-Referenz wird f\u00fcr die Star Marine Simulation und deren Lobby- und Score-Bildschirme komponiert und aufgenommen. Wir brauchen keine Musik, um sie dir zum Testen zu schicken, also wird uns das nicht aufhalten. Letzten Freitag erw\u00e4hnte ich, dass das Foundry 42-Audioteam eine Aufnahmesitzung mit vielen verschiedenen Schusswaffen f\u00fcr den Einsatz in Umweltaudio durchgef\u00fchrt hat. Ich freue mich, dieses Video heute mit dir zu teilen. Viel Spa\u00df! Vielen Dank an Stephen Rutherford und Matteo Cerquone von Foundry 42 in Manchester, die dieses gro\u00dfartige Erkl\u00e4rungsvideo f\u00fcr uns zusammengestellt haben, und noch gr\u00f6\u00dferen Dank f\u00fcr die Verbesserung der Waffenger\u00e4usche in den Umgebungen.","zh_CN":"Howdy folks!\nJason Hutchins, here. I\u2019m working with Disco Lando on the update this week since Ben is in Atlanta for DragonCon! Have a great time, Ben! If you\u2019re at DragonCon this weekend, you should go check out the various Star Citizen panels and tell Ben I miss him.\n\nThe Big Merge Update\nAs we wrap up the staging merge this week, we go into final integrations of the Global Instance Manager that was recently deployed with the Social Module update. Some folks are going to work on this final merge step this coming weekend in order to make ready a code review based on the merge. If all goes as planned, we\u2019ll be on a single dev stream early next week! Great news for the overall project.\n\nTo date, the CryEngine 3.7 SDK has been integrated, and the dev stream we used for both the Social Module release and FPS development have been merged into the game development stream. One of the things this has done is point out some conflicts to us, which we are finding and addressing. Many of them require a manual review, as newer is not always better when streams diverge, but we\u2019re getting it done, and pushing every day towards putting Star Marine in your hands.\n\nAnd now, because we\u2019re talking about our First Person Shooter\u2026 BULLET POINTS! (DL Edit: I\u2019m so sorry\u2026)\n\nUI:\nLast week I mentioned a UI summit. That summit is over, the talking is done and the plans are made. This means that key members of the UI team are in Manchester to lock down the base UI systems that will be used all over Star Citizen \u2013 Visor (AKA Player HUD), Ship\u2019s HUD, Diegetic screen displays, HUG and mobiGlas, they are working together to make sure all the systems integrate well and are unified.\n\nWhile the UI team is looking at the work needed for the next major upcoming releases, they are also working hard to get the HUDs working properly in this pre-merge environment. Once the merge finishes, we can resolve conflicts and get back to work on the new HUD widgets needed for on-foot gameplay.\n\nUp Next: The HUD\u2019s integrated chat widget, and additional Radar functionality.\n\nEngineers and Artists at BHVR are starting work on the interstitial Score Screens and LoadOut Lobbby screens for Star Marine this week.\n\nGameplay:\nMerging staging stream to Game-Dev\n\nSpent much of the week fixing crashes and getting a dedicated server connection to run, largely due to merge conflicts, and we\u2019ve had tremendous success! As of today, we are now able to connect to an internal server.\n\nResolving merge conflicts in the stream, last hand merges should be done by EOD today, to allow for automated merges over the weekend.\n\nEngineers are triaging FPS bugs, in general, looking at what must be fixed for launch and what improvements we can make for the next major release after that. We know you don\u2019t want perfection right off the bat, and we also know you are going to help us find bugs we\u2019re not seeing in our small-scale tests.\n\nThe next Game Mode that we\u2019ll introduce for Star Marine gameplay is shelved and ready to integrate and start testing next week.\n\nCover system progress is being made, fixed up network syncing, other glitches, and moved it into the player\u2019s moving state. This allows for proper transitions, smoother movements, and accurate\n\nArt:\nFinished Arclight laser pistol material\/decal revisions.\n\nStart work on LH68 Gemini ballistic pistol art cleanup, added iron sights to it, other art clean up issues will continue into next week. We\u2019ll have screenshots to share in next week\u2019s report.\n\nWeapons are almost all done and ready for reviews. What\u2019s left?\n\nSniper VFX\n\nA new gadget model for the Area Denial system, it is essentially an EMP claymore mine. With new VFX to match the gadgets new size. The old gadget we made was too big, so we are going to repurpose it to be another gadget with different functionality.\n\nWorking on line art for helmet interiors for the HUD, this is will continue into early next week.\n\nAnimation:\nEditing the crouch to vault low mocap data.\n\nHelping engineering identify missing assets.\n\nCreating pistol walk slow and run fast sets from the matching stocked set.\n\nAddressed feedback on the pistol mag check animations.\n\nCaptured video of weapon selects, deselects and reload for UK Audio team to review and sync.\n\nWorking on cleaning up sidling (AKA Front Press) left and right mocap data. Sidle and Slide, to very different motions.\n\nReviewing and breaking up Heavy weapon mocap data.\n\nFixed finger pose from re-targeted pistol idle. Finger straight until you are ready to shoot, people! Safety first.\n\nEditing no weapon vaulting mocap data.\n\nEditing the mantling mocap data.\n\nWorking on fall animations from vaulting.\n\nIn order to close down the animations needed for the Star Marine launch, we are systematically cleaning up all available assets, and cranking out the new assets. There\u2019s still a big list to burn down but we have a plan and we are making good progress on it every week. We are all quite eager to get into the unified dev stream and to continue functional testing and playtests. As many people already know, these are not animations isolated to the Star Marine module, these are going to be seen in the hangars, planetside locations, and Arena Commander scenarios!\n\nAudio\nSetting up the general HDR mix this week.\n\nImplemented sniper rifle audio assets.\n\nIterating on weapon reload sounds, using video reference provided by the animators at Illfonic\n\nMusic is being composed and recorded for the Star Marine simulation and its lobby and score screens. We don\u2019t need music to ship it to you for testing of course, so that won\u2019t hold us up.\n\nLast Friday I mentioned that the Foundry 42 audio team did a recording session of a lot of different firearms for use in environmental audio. I\u2019m happy to share that video with you today. Enjoy! Big thanks to Stephen Rutherford, and Matteo Cerquone at Foundry 42 in Manchester for putting this great explainer video together for us, and even bigger thanks for improving the gun sounds in the environments."},"links_count":0,"comment_count":259,"created_at":"2015-09-05T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 18:17:06","valid_relations":["images","links"],"prev_id":14938,"next_id":14940}}