{"data":{"id":14961,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14961-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14961","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14961","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"},{"id":4011,"name":"In_Game_Loadout_Annotated.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/hb54akhnll2u8r\/source\/In_Game_Loadout_Annotated.jpg","alt":"Lobby Menu Loadout Screen Annotated","size":316623,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4011","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4011\/similar"},{"id":4012,"name":"Outlaw-Light-Loadout-Lobby-UI.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/0oa5rv85bq34nr\/source\/Outlaw-Light-Loadout-Lobby-UI.jpg","alt":"Lobby Menu Loadout Screen","size":377481,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4012","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4012\/similar"},{"id":4013,"name":"ScreenShot0004.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/fets3u1bfw5z8r\/source\/ScreenShot0004.jpg","alt":"Gemini LH86 Ballistic Pistol","size":589959,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4013","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4013\/similar"},{"id":4014,"name":"ScreenShot0001.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/stb56lqayp9wkr\/source\/ScreenShot0001.jpg","alt":"Gemini LH86 PBR Test","size":491087,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4014","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4014\/similar"},{"id":4016,"name":"ScreenShot0002.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xllv7vdc03fjlr\/source\/ScreenShot0002.jpg","alt":"New Iron Sights for the Gemini LH86 Ballistic Pistol","size":456139,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4016","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4016\/similar"},{"id":4017,"name":"ScreenShot0003.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/nnrm668kvtbzur\/source\/ScreenShot0003.jpg","alt":"Gemini LH86 PBR Test","size":517290,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4017","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4017\/similar"},{"id":4018,"name":"ScreenShot000.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/lfe98e908c5uqr\/source\/ScreenShot000.jpg","alt":"Gemini LH86 PBR Test","size":484278,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4018","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4018\/similar"},{"id":4019,"name":"Light-Marine-Helmet-Visor-Line-Art-Example.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/m2z5itnrtg5c4r\/source\/Light-Marine-Helmet-Visor-Line-Art-Example.jpg","alt":"Light Marine Helmet Visor Line Art Sample","size":747461,"mime_type":"image\/jpeg","last_modified":"2015-09-18T21:51:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4019","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4019\/similar"}],"images_count":9,"translations":{"en_EN":"Life in a post-Big-merge world.\nJason Hutchins, reporting for duty.\n\nMy production partner at Illfonic, David, sums it up well this week. \u201cFor the most part, this week has been spent stabilizing game-dev and getting everything back in order there after the merge, which is still ongoing.\u201d\n\nAcross the company, people are working hard on stabilizing our development branch in order to get us back into the shape we were in for the release of 1.2.0. The unified development focus is a great thing, and necessary to carry us across the finish line. Nobody wants to play this module as much as I do. Well, maybe Tyler does. He just figured out how to double jump.\n\nNote to self: Talk to Todd and Tony about double jumping\u2026\n\nLast week I said I hoped we\u2019d be doing some playtests this week, and QA has been able to do just that! The next segment of Which Glitch promises to be a good one.\n\nIt\u2019s typical in these cases to find some missing assets, and once missing assets are restored to find that related code got clobbered. Each and every day is the dance of finding blockers, fixing blockers, and revealing the next blocker. I\u2019m proud of what our team is accomplishing each and every day in our pursuit of bringing Star Marine to the masses. With that, let\u2019s take it to the bullet points:\n\nGameplay Engineering\nThis week, there was plenty of work on the gameplay engineering side! We finished off code support for reloading while in cover and added a feature where a player\u2019s item in hand will be placed back onto the body where it was pulled from. This is for holstering weapons, gadgets, and eventually looting or swapping equipment. Additionally, we added a hurt speed scale to all armor sets, which makes it so that designers can modify the speed of player movement when they are in an injured state on a per armor set basis. This way some armors may be very heavy, and slow you down more, or armor could give a power assist to slow the player or NPC down less.\n\nThere was plenty of cleanup, too. We went through all the V7 loadouts\/weapons\/armor and then engineers removed references to old v5\/v6 weapons\/armor\/loadouts. Next, we investigated other cover issues in which some interactions in prone are broken. Support was added for area shapes to HQ capture points, and we rapped up and handed off the Headquarters game mode to designers at Foundry 42 UK. We restored the necessary gadget xmld that didn\u2019t survive the merge, and are now working on a list of other glitches related to the cover animation.\n\nThere were plenty of plain old fixes this week, listed below:\n\nFixed an issue with entering cover while ADS and ADS Firing.\n\nFixed a crash when joining\/ending a round due to a bug in GameObject extension cleanup and dependencies.\n\nFixed allowed game rules for Gold Horizon.\n\nFixed breath stabilization in prone.\n\nFixed and cleaned up prone rolling.\n\nFixed bone names to reflect new v7 rig.\n\nFixed weapon accessory attach points.\n\nAnimation\nOur animators were hard at work this week dealing with the new weapon rigs. They regretted and explored all weapon animations to the new rigs and then reskinned and exported all weapons.We\u2019ve zeroed the sights on the weapons based on updated numbers from John Crewe and re-exported all the stocked and pistol animations. Fixes to mannequin errors caused by missing assets are done, and work is ongoing on Juke assets by an animation engineer. We also updated the pistol animation assets and the stocked animation sets with ADS and Hand IK bones this week, and troubleshot a number o fasset errors found in the editor.\n\nUI\nIn the attached screenshots, you can see that the Lobby and in-game load out screens have been implemented in the game using the new player character art by HVR. QA testing has revealed some minor issues, as noted on the screenshot. These issues won\u2019t stop us from the initial releasing to PTU, and can be polished up later. The UI team also submitted code for the collision detection widget. A \u2018press R to reload\u2019 UI hint is ready and has flown off for code review. We also made a fix to the MedPack item, changing the keybindings for healing others so that it requires a hold.\n\nAudio\nAudio engineers finished attaching sound to reloading animations (klick!) and they implemented the holster\/draw foley audio for the shotgun (ker-woosh). Ongoing work includes teaming up with programmers to fix some issues with the mannequin which are preventing other weapon drawing animations to play, bullet and laser crackles and player hit UI feedback. We also expect to review injured\/dying state audio early next week. And finally, audio ended the week working on grenade sound effects, which was blocked by some of the animation bugs earlier in the week.\n\nNetwork Engineering\nWhile the programmers in Austin are working on GIM, chat services, and overall network stability fixes we have engineers at BHVR, Turbulent, Wyrmbyte, and F42-UK setting up to test the backend services needed in order to send leaderboard data to the website, as well as platform package info to earn and spend REC on Star Marine equipment. This will determine what you can equip during Star Marine matches. Some backers will have access to some stretch goal weapons in Star Marine, though everything will be available for REC. This deserves its own post, and we\u2019ll have more for you when we\u2019re ready to launch to the PTU.\n\nArt\/Weapons\nMeanwhile, at Foundry 42 Frankfurt, Tobias and Todd are working on a couple of new ship\u2019s weapons. In an effort to consolidate our weapon designs Tobias is looking at the way ship\u2019s components are made so the look and feel of manufacturers that also make personal weapons is consistent and visually distinct. A Behr looks like a Behr, a Gemini like a Gemini, for example. We\u2019ll cover that in another feature story at some point.\n\nHere\u2019s an example of missing assets discovered after the merge, and during general clean up:\n\nLast week, we had an artist create some line art that designates the bounds of the interior helmet geometry. An example is attached so you see what I mean. A UI artist will use this to tell where they can place the various visor widgets in the UI: Radar, health, chat widget, etc. Some of the helmet views are more obstructed than others. This line art can also be colored to match helmet manufacturer color schemes, as needed. The art was done using the v6 rig, rather than v7. We then, in a fit of zealous asset clean up, removed all the v6 work that was no longer being referenced. Don\u2019t worry, the assets aren\u2019t gone as we aren\u2019t destructive in our asset clean-up, it simply manifests in a bug where nobody has helmets, even though they are called for in the loadout. An honest mistake, and one easy to make when so many moving pieces are involved.\n\nAll of the weapons will need their skin weights adjusted for the v7 rig, as well as the corresponding weapon rigs updated to zero out the sights at the proper ranges. Bryan is doing this on most of the weapons now (the LH86 and Devastator being the exceptions). Ze\u2019ev is currently fixing the missing work on the LH86 (as shown in the screenshots this week, and Devastator 12 (shown in previous updates), and Bryan will get those adjusted once he is finished.\n\nWhat\u2019s left for weapon art? Not a lot. Lee Amarakoon in Austin is working on new VFX for the laser sniper as of today. We\u2019ll be reviewing and tweaking that next week.\n\nZe\u2019ev will start on the new smaller ADS gadget next week as well, as soon as the asset adjustments above are done.\n\nConclusion\nThat about does it for this week\u2019s Star Marine report. I know that this still seems like a lot of work each week, but the absolute truth is that we\u2019re getting these tasks knocked down and are moving ever-closer to our goal of getting the game in your hands. We are still dealing with the aftershocks of the code merge, but everyone on the team agrees that we can see everything coming together. Next week, we\u2019re hoping to have a company-wide play test. The results will be valuable, and almost as importantly we\u2019re eager to share our progress with the rest of CIG. First the whole of Cloud Imperium, then the world!\n\nP.S. We\u2019ll leave you with a fun bug we discovered this week below. Presenting: The STAR MARINE LUNCH TRAY DISPENSER!","de_DE":"Das Leben in einer Welt nach der gro\u00dfen Fusion.\nJason Hutchins meldet sich zum Dienst.\n\nMein Produktionspartner bei Illfonic, David, fasst es diese Woche gut zusammen. \"Meistens wurde diese Woche damit verbracht, den Game-Dev zu stabilisieren und alles wieder in Ordnung zu bringen, nachdem die Fusion, die noch andauert, stattgefunden hat.\"\n\nIm gesamten Unternehmen wird hart an der Stabilisierung unseres Entwicklungszweiges gearbeitet, um uns wieder in die Lage zu versetzen, in der wir f\u00fcr das Release 1.2.0 standen. Der einheitliche Entwicklungsschwerpunkt ist eine gro\u00dfartige Sache und notwendig, um uns \u00fcber die Ziellinie zu bringen. Niemand will dieses Modul so sehr spielen wie ich. Nun, vielleicht hat Tyler das. Er hat gerade herausgefunden, wie man einen Doppelsprung macht.\n\nNotiz f\u00fcr sich selbst: Sprich mit Todd und Tony \u00fcber Doppelspringen.....\n\nLetzte Woche sagte ich, dass ich hoffte, dass wir diese Woche einige Spieltests machen w\u00fcrden, und die QA war in der Lage, genau das zu tun! Das n\u00e4chste Segment von Which Glitch verspricht, ein gutes zu werden.\n\nEs ist typisch f\u00fcr diese F\u00e4lle, einige fehlende Verm\u00f6genswerte zu finden, und sobald fehlende Verm\u00f6genswerte wiederhergestellt werden, um festzustellen, dass der zugeh\u00f6rige Code besch\u00e4digt wurde. Jeder Tag ist der Tanz, bei dem man Blocker findet, Blocker repariert und den n\u00e4chsten Blocker aufdeckt. Ich bin stolz auf das, was unser Team jeden Tag erreicht, um Star Marine in die Massen zu bringen. Damit wollen wir zu den Stichpunkten kommen:\n\nGameplay-Engineering\nDiese Woche gab es viel Arbeit auf der Seite der Gameplay-Engineering! Wir haben die Code-Unterst\u00fctzung f\u00fcr das Nachladen im Cover beendet und eine Funktion hinzugef\u00fcgt, bei der das in der Hand befindliche Item eines Spielers wieder auf den K\u00f6rper gelegt wird, von dem es gezogen wurde. Dies ist f\u00fcr das Einsperren von Waffen, Gadgets und schlie\u00dflich Pl\u00fcndern oder Tauschen von Ausr\u00fcstung. Zus\u00e4tzlich haben wir allen R\u00fcstungss\u00e4tzen eine Skala f\u00fcr verletzte Geschwindigkeiten hinzugef\u00fcgt, die es erm\u00f6glicht, dass Designer die Geschwindigkeit der Spielerbewegung \u00e4ndern k\u00f6nnen, wenn sie sich in einem verletzten Zustand befinden, auf einer Basis pro R\u00fcstungssatz. Auf diese Weise k\u00f6nnen einige R\u00fcstungen sehr schwer sein und dich mehr verlangsamen, oder die R\u00fcstung k\u00f6nnte eine Kraftunterst\u00fctzung geben, um den Spieler oder NSC weniger zu verlangsamen.\n\nEs gab auch viele Aufr\u00e4umarbeiten. Wir gingen alle V7 Ladungen\/Waffen\/R\u00fcstungen durch und dann entfernten die Ingenieure Referenzen zu alten v5\/v6-Waffen\/R\u00fcstungen\/Ladungen. Als n\u00e4chstes untersuchten wir andere Themen, bei denen einige Wechselwirkungen in der Anf\u00e4lligkeit gebrochen sind. Die Unterst\u00fctzung f\u00fcr Fl\u00e4chenformen an den HQ-Erfassungspunkten wurde hinzugef\u00fcgt, und wir haben den Spielmodus der Zentrale an die Designer der Gie\u00dferei 42 UK \u00fcbergeben. Wir haben das notwendige Gadget xmld wiederhergestellt, das den Zusammenschluss nicht \u00fcberlebt hat, und arbeiten nun an einer Liste anderer Fehler im Zusammenhang mit der Cover-Animation.\n\nEs gab diese Woche viele einfache alte Korrekturen, die unten aufgef\u00fchrt sind:\n\nEs wurde ein Problem beim Eintreten in die Deckung w\u00e4hrend des ADS- und ADS-Feuers behoben. Ein Absturz beim Beitreten\/Beenden einer Runde wurde behoben, der auf einen Fehler in der Bereinigung der Spielobjekt-Erweiterung und Abh\u00e4ngigkeiten zur\u00fcckzuf\u00fchren war. Die zul\u00e4ssigen Spielregeln f\u00fcr Gold Horizon wurden korrigiert. Die Atemstabilisierung bei Bauchschmerzen wurde korrigiert. Fixiert und bereinigt, wenn die Rollen anf\u00e4llig sind. Die Knochennamen wurden korrigiert, um das neue v7-Rigg wiederzugeben. Fixierte Befestigungspunkte f\u00fcr Waffenzubeh\u00f6r. Animation\nUnsere Animatoren waren diese Woche hart bei der Arbeit mit den neuen Waffenger\u00e4ten. Sie bedauerten und erkundeten alle Waffenanimationen zu den neuen Bohrinseln und h\u00e4uteten und exportierten dann alle Waffen, wir haben die Sicht auf die Waffen auf der Grundlage aktualisierter Zahlen von John Crewe auf Null gesetzt und alle gelagerten und Pistolenanimationen wieder exportiert. Korrekturen an Mannequin-Fehlern, die durch fehlende Assets verursacht werden, sind erledigt, und ein Animationstechniker arbeitet derzeit an Juke-Assets. Wir haben auch die Pistolenanimationsbest\u00e4nde und die lagerhaltigen Animationssets mit ADS- und Hand IK-Knochen diese Woche aktualisiert und eine Reihe von im Editor gefundenen Kassettenfehlern behoben.\n\nUI\nIn den beigef\u00fcgten Screenshots sehen Sie, dass die Lobby und die Ladebildschirme im Spiel mit der neuen Player Character Art von HVR umgesetzt wurden. Der QS-Test hat einige kleinere Probleme ergeben, wie auf dem Screenshot zu sehen ist. Diese Probleme werden uns nicht von der ersten Freigabe an PTU abhalten und k\u00f6nnen sp\u00e4ter weiterverarbeitet werden. Das UI-Team hat auch Code f\u00fcr das Kollisionserkennungs-Widget eingereicht. Ein'press R to reload' UI-Hinweis ist bereit und wurde zur Code\u00fcberpr\u00fcfung gestartet. Wir haben auch eine Korrektur am MedPack-Element vorgenommen, indem wir die Tastenkombinationen zur Heilung anderer so ge\u00e4ndert haben, dass sie einen Halt erfordern.\n\nAudio\nDie Toningenieure beendeten das Anbringen von Sound an Nachladen von Animationen (klick!) und implementierten das Holster\/Draw Foley-Audio f\u00fcr die Schrotflinte (ker-woosh). Die laufende Arbeit beinhaltet die Zusammenarbeit mit Programmierern, um einige Probleme mit der Schaufensterpuppe zu beheben, die verhindern, dass andere Waffenzeichnungen Animationen zum Spielen, Kugel- und Laserknistern und Spieler-Hit-UI-Feedback verwenden. Wir erwarten auch, dass wir Anfang n\u00e4chster Woche verletztes\/sterbliches Zustandsaudio \u00fcberpr\u00fcfen werden. Und schlie\u00dflich beendete Audio die Woche mit der Arbeit an Granaten-Soundeffekten, die durch einige der Animationsfehler Anfang der Woche blockiert wurden.\n\nNetzwerktechnik\nW\u00e4hrend die Programmierer in Austin an GIM, Chat-Diensten und allgemeinen Netzwerkstabilit\u00e4tskorrekturen arbeiten, haben wir Ingenieure bei BHVR, Turbulent, Wyrmbyte und F42-UK, die die Backend-Dienste testen, die ben\u00f6tigt werden, um Ranglistendaten an die Website zu senden, sowie Informationen zu Plattformpaketen, um REC f\u00fcr Star Marine-Ausr\u00fcstung zu verdienen und auszugeben. Dies wird bestimmen, was du w\u00e4hrend der Star Marine Matches ausr\u00fcsten kannst. Einige Geldgeber werden Zugang zu einigen Stretch Goal Waffen in Star Marine haben, obwohl alles f\u00fcr REC verf\u00fcgbar sein wird. Das verdient einen eigenen Beitrag, und wir werden mehr f\u00fcr dich haben, wenn wir bereit sind, zur PTU zu starten.\n\nKunst\/Waffen\nIn der Gie\u00dferei 42 Frankfurt arbeiten Tobias und Todd an ein paar neuen Schiffswaffen. In dem Bestreben, unsere Waffendesigns zu konsolidieren, betrachtet Tobias die Art und Weise, wie Schiffskomponenten hergestellt werden, damit das Erscheinungsbild der Hersteller, die auch pers\u00f6nliche Waffen herstellen, konsistent und visuell unterschiedlich ist. Ein Behr sieht aus wie ein Behr, ein Gemini wie ein Gemini, zum Beispiel. Wir werden das irgendwann in einer anderen Reportage behandeln.\n\nHier ist ein Beispiel f\u00fcr fehlende Assets, die nach dem Zusammenf\u00fchren und w\u00e4hrend der allgemeinen Bereinigung entdeckt wurden:\n\nLetzte Woche lie\u00dfen wir einen K\u00fcnstler eine Linienkunst kreieren, die die Grenzen der Innenhelmgeometrie festlegt. Ein Beispiel ist beigef\u00fcgt, damit du siehst, was ich meine. Ein UI-K\u00fcnstler wird dies verwenden, um zu sagen, wo er die verschiedenen Visier-Widgets in der Benutzeroberfl\u00e4che platzieren kann: Radar, Gesundheit, Chat-Widget, etc. Einige der Helmansichten sind st\u00e4rker behindert als andere. Diese Linienkunst kann auch farblich passend zur Farbgebung des Helmherstellers gestaltet werden. Die Kunst wurde mit dem v6-Rigg und nicht mit v7 gemacht, und wir haben dann, in einem Anfall von eifriger Asset-Bereinigung, alle v6-Arbeiten entfernt, die nicht mehr referenziert wurden. Keine Sorge, die Verm\u00f6genswerte sind nicht weg, da wir bei der Bereinigung unserer Verm\u00f6genswerte nicht zerst\u00f6rerisch sind, es manifestiert sich einfach in einem Fehler, bei dem niemand Helme hat, obwohl sie bei der Verladung gefordert werden. Ein ehrlicher Fehler, der leicht zu machen ist, wenn so viele bewegliche Teile involviert sind.\n\nAlle Waffen ben\u00f6tigen ihre Hautgewichte, die auf das v7-Rig angepasst sind, sowie die entsprechenden Waffen-Rigs, die so aktualisiert wurden, dass sie in den richtigen Entfernungen keine Visiere haben. Bryan macht dies jetzt bei den meisten Waffen (wobei der LH86 und der Devastator die Ausnahmen sind). Ze'ev repariert derzeit die fehlenden Arbeiten am LH86 (wie in den Screenshots diese Woche gezeigt, und am Devastator 12 (wie in fr\u00fcheren Updates gezeigt), und Bryan wird diese nach Fertigstellung anpassen lassen.\n\nWas bleibt f\u00fcr die Waffenkunst? Nicht viel. Lee Amarakoon in Austin arbeitet ab heute an einem neuen VFX f\u00fcr den Laser-Sniper. Wir werden das n\u00e4chste Woche \u00fcberpr\u00fcfen und optimieren.\n\nZe'ev wird n\u00e4chste Woche auch mit dem neuen kleineren ADS-Gadget beginnen, sobald die oben genannten Anpassungen abgeschlossen sind.\n\nFazit\nDas war's dann auch schon f\u00fcr den Bericht von Star Marine diese Woche. Ich wei\u00df, dass dies immer noch jede Woche nach viel Arbeit aussieht, aber die absolute Wahrheit ist, dass wir diese Aufgaben erledigt bekommen und uns unserem Ziel, das Spiel in Ihre H\u00e4nde zu bekommen, immer n\u00e4her kommen. Wir haben es immer noch mit den Nachwirkungen des Zusammenschlusses des Codes zu tun, aber alle im Team sind sich einig, dass wir sehen k\u00f6nnen, dass alles zusammenkommt. N\u00e4chste Woche hoffen wir auf einen unternehmensweiten Spieltest. Die Ergebnisse werden wertvoll sein, und fast ebenso wichtig ist es, dass wir unsere Fortschritte mit dem Rest der CIG teilen. Zuerst die ganze Cloud Imperium, dann die Welt!\n\nP.S. Wir lassen dich mit einem lustigen Bug zur\u00fcck, den wir diese Woche unten entdeckt haben. Pr\u00e4sentieren: Der STAR MARINE Lunch Tablett-Spender!","zh_CN":"Life in a post-Big-merge world.\nJason Hutchins, reporting for duty.\n\nMy production partner at Illfonic, David, sums it up well this week. \u201cFor the most part, this week has been spent stabilizing game-dev and getting everything back in order there after the merge, which is still ongoing.\u201d\n\nAcross the company, people are working hard on stabilizing our development branch in order to get us back into the shape we were in for the release of 1.2.0. The unified development focus is a great thing, and necessary to carry us across the finish line. Nobody wants to play this module as much as I do. Well, maybe Tyler does. He just figured out how to double jump.\n\nNote to self: Talk to Todd and Tony about double jumping\u2026\n\nLast week I said I hoped we\u2019d be doing some playtests this week, and QA has been able to do just that! The next segment of Which Glitch promises to be a good one.\n\nIt\u2019s typical in these cases to find some missing assets, and once missing assets are restored to find that related code got clobbered. Each and every day is the dance of finding blockers, fixing blockers, and revealing the next blocker. I\u2019m proud of what our team is accomplishing each and every day in our pursuit of bringing Star Marine to the masses. With that, let\u2019s take it to the bullet points:\n\nGameplay Engineering\nThis week, there was plenty of work on the gameplay engineering side! We finished off code support for reloading while in cover and added a feature where a player\u2019s item in hand will be placed back onto the body where it was pulled from. This is for holstering weapons, gadgets, and eventually looting or swapping equipment. Additionally, we added a hurt speed scale to all armor sets, which makes it so that designers can modify the speed of player movement when they are in an injured state on a per armor set basis. This way some armors may be very heavy, and slow you down more, or armor could give a power assist to slow the player or NPC down less.\n\nThere was plenty of cleanup, too. We went through all the V7 loadouts\/weapons\/armor and then engineers removed references to old v5\/v6 weapons\/armor\/loadouts. Next, we investigated other cover issues in which some interactions in prone are broken. Support was added for area shapes to HQ capture points, and we rapped up and handed off the Headquarters game mode to designers at Foundry 42 UK. We restored the necessary gadget xmld that didn\u2019t survive the merge, and are now working on a list of other glitches related to the cover animation.\n\nThere were plenty of plain old fixes this week, listed below:\n\nFixed an issue with entering cover while ADS and ADS Firing.\n\nFixed a crash when joining\/ending a round due to a bug in GameObject extension cleanup and dependencies.\n\nFixed allowed game rules for Gold Horizon.\n\nFixed breath stabilization in prone.\n\nFixed and cleaned up prone rolling.\n\nFixed bone names to reflect new v7 rig.\n\nFixed weapon accessory attach points.\n\nAnimation\nOur animators were hard at work this week dealing with the new weapon rigs. They regretted and explored all weapon animations to the new rigs and then reskinned and exported all weapons.We\u2019ve zeroed the sights on the weapons based on updated numbers from John Crewe and re-exported all the stocked and pistol animations. Fixes to mannequin errors caused by missing assets are done, and work is ongoing on Juke assets by an animation engineer. We also updated the pistol animation assets and the stocked animation sets with ADS and Hand IK bones this week, and troubleshot a number o fasset errors found in the editor.\n\nUI\nIn the attached screenshots, you can see that the Lobby and in-game load out screens have been implemented in the game using the new player character art by HVR. QA testing has revealed some minor issues, as noted on the screenshot. These issues won\u2019t stop us from the initial releasing to PTU, and can be polished up later. The UI team also submitted code for the collision detection widget. A \u2018press R to reload\u2019 UI hint is ready and has flown off for code review. We also made a fix to the MedPack item, changing the keybindings for healing others so that it requires a hold.\n\nAudio\nAudio engineers finished attaching sound to reloading animations (klick!) and they implemented the holster\/draw foley audio for the shotgun (ker-woosh). Ongoing work includes teaming up with programmers to fix some issues with the mannequin which are preventing other weapon drawing animations to play, bullet and laser crackles and player hit UI feedback. We also expect to review injured\/dying state audio early next week. And finally, audio ended the week working on grenade sound effects, which was blocked by some of the animation bugs earlier in the week.\n\nNetwork Engineering\nWhile the programmers in Austin are working on GIM, chat services, and overall network stability fixes we have engineers at BHVR, Turbulent, Wyrmbyte, and F42-UK setting up to test the backend services needed in order to send leaderboard data to the website, as well as platform package info to earn and spend REC on Star Marine equipment. This will determine what you can equip during Star Marine matches. Some backers will have access to some stretch goal weapons in Star Marine, though everything will be available for REC. This deserves its own post, and we\u2019ll have more for you when we\u2019re ready to launch to the PTU.\n\nArt\/Weapons\nMeanwhile, at Foundry 42 Frankfurt, Tobias and Todd are working on a couple of new ship\u2019s weapons. In an effort to consolidate our weapon designs Tobias is looking at the way ship\u2019s components are made so the look and feel of manufacturers that also make personal weapons is consistent and visually distinct. A Behr looks like a Behr, a Gemini like a Gemini, for example. We\u2019ll cover that in another feature story at some point.\n\nHere\u2019s an example of missing assets discovered after the merge, and during general clean up:\n\nLast week, we had an artist create some line art that designates the bounds of the interior helmet geometry. An example is attached so you see what I mean. A UI artist will use this to tell where they can place the various visor widgets in the UI: Radar, health, chat widget, etc. Some of the helmet views are more obstructed than others. This line art can also be colored to match helmet manufacturer color schemes, as needed. The art was done using the v6 rig, rather than v7. We then, in a fit of zealous asset clean up, removed all the v6 work that was no longer being referenced. Don\u2019t worry, the assets aren\u2019t gone as we aren\u2019t destructive in our asset clean-up, it simply manifests in a bug where nobody has helmets, even though they are called for in the loadout. An honest mistake, and one easy to make when so many moving pieces are involved.\n\nAll of the weapons will need their skin weights adjusted for the v7 rig, as well as the corresponding weapon rigs updated to zero out the sights at the proper ranges. Bryan is doing this on most of the weapons now (the LH86 and Devastator being the exceptions). Ze\u2019ev is currently fixing the missing work on the LH86 (as shown in the screenshots this week, and Devastator 12 (shown in previous updates), and Bryan will get those adjusted once he is finished.\n\nWhat\u2019s left for weapon art? Not a lot. Lee Amarakoon in Austin is working on new VFX for the laser sniper as of today. We\u2019ll be reviewing and tweaking that next week.\n\nZe\u2019ev will start on the new smaller ADS gadget next week as well, as soon as the asset adjustments above are done.\n\nConclusion\nThat about does it for this week\u2019s Star Marine report. I know that this still seems like a lot of work each week, but the absolute truth is that we\u2019re getting these tasks knocked down and are moving ever-closer to our goal of getting the game in your hands. We are still dealing with the aftershocks of the code merge, but everyone on the team agrees that we can see everything coming together. Next week, we\u2019re hoping to have a company-wide play test. The results will be valuable, and almost as importantly we\u2019re eager to share our progress with the rest of CIG. First the whole of Cloud Imperium, then the world!\n\nP.S. We\u2019ll leave you with a fun bug we discovered this week below. Presenting: The STAR MARINE LUNCH TRAY DISPENSER!"},"links_count":0,"comment_count":167,"created_at":"2015-09-19T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 11:36:00","valid_relations":["images","links"],"prev_id":14960,"next_id":14962}}