{"data":{"id":14948,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14948-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14948","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14948","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":"The (Last) Big Merge Update\nJason Hutchins, reporting for duty.\n\nIt all went as planned! After the long weekend of manual merge conflict resolutions as well an enormous code review, we are now on a single dev stream this week! Great news for the overall project. As someone observed on the forums last week, this means the beginnings of persistence!\n\nWhile the merge is done, there are still many challenges waiting to be conquered. Every day we\u2019re finding blockers, fixing them, and finding new blockers, but we have both the team and the tools necessary to persevere, and we\u2019ll be getting into playtest games and iterating on assets in short order.\n\nYou may have noticed that we rolled out a 1.2.1 patch to the PTU last night, the patch has bug and stability fixes for AC, and changes to the Generic Instance Manager. Our server team in Austin is merging that code into the dev stream today and will be cleaning that up next week. This will allow us to run more playtests in the near future.\n\nAnd now it\u2019s time for\u2026 BULLET POINTS! (JH Edit: Don\u2019t be sorry, DiscoLando, that is some high quality punsmanship right there.) (DL Edit: Ugh.)\n\nGameplay\nOn Thursday, the engineers at Illfonic were able to successfully play through a few rounds of the new Headquarters-style game mode which is progressing nicely. Capturing and destroying HQ points is a lot of fun, and the system is being reviewed by our game designers in Frankfurt who will assist with tweaking values such as point acquisition, capture time, spawn times, and more. \u201cHeadquarters\u201d is not the final name, or even final design, of this game mode, but merely the convenient shorthand we\u2019re using internally at this time. People that play popular modern shooters know what that means, and it has a nice quick abbreviation: HQ.\n\nCover system progress continues, fixing up network syncing, remaining glitches, and transitioning it into the player\u2019s moving state. These changes will be committed once other changes to the stream are made.\n\nArt\nFinished LH68 Gemini ballistic pistol art cleanup, added iron sights to it.\n\nLast week I promised that we\u2019d have screenshots to share in week\u2019s report. Other work has prevented this from happening, but check back next week for these images.\n\nArtists are switching over to game-dev and integrating the past several week\u2019s worth of work into that stream.\n\nWeapons are almost all done and ready for reviews.\n\nSniper VFX \u2013 will begin next week.\n\nA new gadget model for the Area Denial system is essentially an EMP claymore mine, and will also begin work next week.\n\nLine art for helmet interiors for the HUD is complete and handed off to the UI implementers so they can put the Visor widgets into their proper place.\n\nUI\nEngineers and artists are working on stream integration, and recently fixed up some data that was causing a widget not to display correctly.\n\nFixed up a collision detection widget. This widget will be used in visors when you are in an EVA or ZeroG situation, and may have difficulty seeing an imminent collision with an object. Imagine you are strafing sideways and tracking an object: Your armor sensors are going to warn you just as it would were in a ship.\n\nWork on the HUD\u2019s integrated chat widget continues, including 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\nAnimation\nEditing of the \u201cno weapon set vaulting\u201d and \u201cmantling\u201d mocap data is ongoing.\n\nCompleted the re-targeting of pistol and stocked hit reactions from v4 to v7.\n\nFixing mannequin errors in game-dev.\n\nAudio\nDesigning the overpowering\/discharge for the sniper rifle\n\nGrenade asset work, cooking, indicators, bounces, explosions.\n\nIterating on weapon reload sounds, per weapon.\n\nEditing additional recording session materials for implementation into the game.","de_DE":"Das (letzte) Big Merge Update\nJason Hutchins meldet sich zum Dienst.\n\nEs lief alles wie geplant! Nach dem langen Wochenende der manuellen Merge-Konfliktl\u00f6sung sowie einer enormen Code-Review sind wir nun diese Woche auf einem einzigen Dev-Stream! Tolle Neuigkeiten f\u00fcr das Gesamtprojekt. Wie jemand letzte Woche im Forum beobachtet hat, bedeutet dies den Beginn der Beharrlichkeit!\n\nW\u00e4hrend der Zusammenf\u00fchrung gibt es noch viele Herausforderungen, die auf ihre Bew\u00e4ltigung warten. Jeden Tag finden wir Blocker, reparieren sie und finden neue Blocker, aber wir haben sowohl das Team als auch die notwendigen Werkzeuge, um durchzuhalten, und wir werden in Spieletests einsteigen und in kurzer Zeit auf Assets iterieren.\n\nSie haben vielleicht bemerkt, dass wir gestern Abend einen 1.2.1-Patch auf die PTU verteilt haben, der Patch hat Fehler- und Stabilit\u00e4tskorrekturen f\u00fcr AC und \u00c4nderungen am Generic Instance Manager. Unser Server-Team in Austin f\u00fchrt diesen Code heute in den Dev-Stream ein und wird ihn n\u00e4chste Woche bereinigen. Dies wird es uns erm\u00f6glichen, in naher Zukunft weitere Playtests durchzuf\u00fchren.\n\nUnd jetzt ist es Zeit f\u00fcr.... BULLET POINTS! (JH Edit: Es tut mir nicht leid, DiscoLando, das ist eine qualitativ hochwertige Punktik.) (DL Edit: Ugh.)\n\nGameplay\nAm Donnerstag konnten die Ingenieure von Illfonic einige Runden des neuen Spielmodus im Stil der Zentrale erfolgreich durchspielen, der sich gut entwickelt. Das Erfassen und Zerst\u00f6ren von HQ-Punkten macht viel Spa\u00df, und das System wird von unseren Gamedesignern in Frankfurt \u00fcberpr\u00fcft, die bei der Optimierung von Werten wie Punkteerfassung, Erfassungszeit, Spawnzeiten und mehr helfen werden. \"Headquarters\" ist nicht der endg\u00fcltige Name oder gar das endg\u00fcltige Design dieses Spielmodus, sondern lediglich die praktische Abk\u00fcrzung, die wir derzeit intern verwenden. Leute, die popul\u00e4re moderne Shooter spielen, wissen, was das bedeutet, und es hat eine sch\u00f6ne schnelle Abk\u00fcrzung: HAUPTQUARTIER. Der Systemfortschritt wird fortgesetzt, indem die Netzwerksynchronisierung, verbleibende St\u00f6rungen und der \u00dcbergang in den Bewegungszustand des Players behoben werden. Diese \u00c4nderungen werden \u00fcbernommen, sobald weitere \u00c4nderungen am Stream vorgenommen werden. Kunst\nFertiggestellte LH68 Gemini ballistische Pistolenkunstreinigung, erg\u00e4nzt durch Eisenvisiere. Letzte Woche habe ich versprochen, dass wir Screenshots haben werden, die wir im Wochenbericht ver\u00f6ffentlichen k\u00f6nnen. Andere Arbeiten haben dies verhindert, aber schauen Sie n\u00e4chste Woche wieder vorbei, um diese Bilder zu sehen. K\u00fcnstler wechseln auf Game-Dev und integrieren die Arbeit der letzten Woche in diesen Stream. Die Waffen sind fast alle fertig und bereit f\u00fcr Reviews. Sniper VFX - wird n\u00e4chste Woche beginnen. Ein neues Gadget-Modell f\u00fcr das Area Denial-System ist im Wesentlichen eine EMP Claymore-Mine und wird ebenfalls n\u00e4chste Woche mit der Arbeit beginnen. Line Art f\u00fcr Helminnenr\u00e4ume f\u00fcr das HUD ist komplett und wird an die UI-Implementierer \u00fcbergeben, damit sie die Visor-Widgets an ihren richtigen Platz bringen k\u00f6nnen. UI\nIngenieure und K\u00fcnstler arbeiten an der Stream-Integration und haben k\u00fcrzlich einige Daten korrigiert, die dazu f\u00fchrten, dass ein Widget nicht korrekt angezeigt wurde. Ein Kollisionserkennungs-Widget wurde korrigiert. Dieses Widget wird in Visieren verwendet, wenn Sie sich in einer EVA- oder ZeroG-Situation befinden, und kann Schwierigkeiten haben, eine bevorstehende Kollision mit einem Objekt zu sehen. Stellen Sie sich vor, Sie bewegen sich seitw\u00e4rts und verfolgen ein Objekt: Deine R\u00fcstungssensoren werden dich wie auf einem Schiff warnen. Die Arbeit am integrierten Chat-Widget des HUD wird fortgesetzt, einschlie\u00dflich zus\u00e4tzlicher 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. Animation\nDie Bearbeitung der Daten \"no weapon set vaulting\" und \"mantling\" mocap ist im Gange. Erledigte die Neuausrichtung der Pistole und f\u00fchrte die Trefferreaktionen von v4 auf v7 durch. Behebung von Mannequin-Fehlern in Game-Ger\u00e4ten. Audio\nDesign der \u00dcberw\u00e4ltigung\/Entladung f\u00fcr das Scharfsch\u00fctzengewehr Granate Asset Arbeit, Kochen, Indikatoren, Spr\u00fcnge, Explosionen. Iteration auf Waffennachladeger\u00e4usche, pro Waffe. Bearbeitung zus\u00e4tzlicher Aufnahmematerialien f\u00fcr die Implementierung in das Spiel.","zh_CN":"The (Last) Big Merge Update\nJason Hutchins, reporting for duty.\n\nIt all went as planned! After the long weekend of manual merge conflict resolutions as well an enormous code review, we are now on a single dev stream this week! Great news for the overall project. As someone observed on the forums last week, this means the beginnings of persistence!\n\nWhile the merge is done, there are still many challenges waiting to be conquered. Every day we\u2019re finding blockers, fixing them, and finding new blockers, but we have both the team and the tools necessary to persevere, and we\u2019ll be getting into playtest games and iterating on assets in short order.\n\nYou may have noticed that we rolled out a 1.2.1 patch to the PTU last night, the patch has bug and stability fixes for AC, and changes to the Generic Instance Manager. Our server team in Austin is merging that code into the dev stream today and will be cleaning that up next week. This will allow us to run more playtests in the near future.\n\nAnd now it\u2019s time for\u2026 BULLET POINTS! (JH Edit: Don\u2019t be sorry, DiscoLando, that is some high quality punsmanship right there.) (DL Edit: Ugh.)\n\nGameplay\nOn Thursday, the engineers at Illfonic were able to successfully play through a few rounds of the new Headquarters-style game mode which is progressing nicely. Capturing and destroying HQ points is a lot of fun, and the system is being reviewed by our game designers in Frankfurt who will assist with tweaking values such as point acquisition, capture time, spawn times, and more. \u201cHeadquarters\u201d is not the final name, or even final design, of this game mode, but merely the convenient shorthand we\u2019re using internally at this time. People that play popular modern shooters know what that means, and it has a nice quick abbreviation: HQ.\n\nCover system progress continues, fixing up network syncing, remaining glitches, and transitioning it into the player\u2019s moving state. These changes will be committed once other changes to the stream are made.\n\nArt\nFinished LH68 Gemini ballistic pistol art cleanup, added iron sights to it.\n\nLast week I promised that we\u2019d have screenshots to share in week\u2019s report. Other work has prevented this from happening, but check back next week for these images.\n\nArtists are switching over to game-dev and integrating the past several week\u2019s worth of work into that stream.\n\nWeapons are almost all done and ready for reviews.\n\nSniper VFX \u2013 will begin next week.\n\nA new gadget model for the Area Denial system is essentially an EMP claymore mine, and will also begin work next week.\n\nLine art for helmet interiors for the HUD is complete and handed off to the UI implementers so they can put the Visor widgets into their proper place.\n\nUI\nEngineers and artists are working on stream integration, and recently fixed up some data that was causing a widget not to display correctly.\n\nFixed up a collision detection widget. This widget will be used in visors when you are in an EVA or ZeroG situation, and may have difficulty seeing an imminent collision with an object. Imagine you are strafing sideways and tracking an object: Your armor sensors are going to warn you just as it would were in a ship.\n\nWork on the HUD\u2019s integrated chat widget continues, including 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\nAnimation\nEditing of the \u201cno weapon set vaulting\u201d and \u201cmantling\u201d mocap data is ongoing.\n\nCompleted the re-targeting of pistol and stocked hit reactions from v4 to v7.\n\nFixing mannequin errors in game-dev.\n\nAudio\nDesigning the overpowering\/discharge for the sniper rifle\n\nGrenade asset work, cooking, indicators, bounces, explosions.\n\nIterating on weapon reload sounds, per weapon.\n\nEditing additional recording session materials for implementation into the game."},"links_count":0,"comment_count":218,"created_at":"2015-09-12T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-14 19:27:16","valid_relations":["images","links"],"prev_id":14946,"next_id":14949}}