{"data":{"id":14973,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14973-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14973","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14973","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":4031,"name":"ThumbWars_Testing.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/iro66xal9nwo1r\/source\/ThumbWars_Testing.jpg","alt":"Begun the Thumb Wars Have","size":160140,"mime_type":"image\/jpeg","last_modified":"2015-09-26T02:45:18+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4031","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4031\/similar"},{"id":4033,"name":"HUD_WIP_MarineLight.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zgwlw83ia0qvtr\/source\/HUD_WIP_MarineLight.jpg","alt":"Light Marine WIP HUD","size":159520,"mime_type":"image\/jpeg","last_modified":"2015-09-26T02:45:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4033","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4033\/similar"},{"id":4035,"name":"HUD_WIP_MarineMedium.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zi3tlkkhkr7qtr\/source\/HUD_WIP_MarineMedium.jpg","alt":"Medium Marine WIP HUD","size":163243,"mime_type":"image\/jpeg","last_modified":"2015-09-26T02:45:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4035","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4035\/similar"},{"id":4037,"name":"HUD_WIP_MarineHeavy.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/u54tfmxnm6okir\/source\/HUD_WIP_MarineHeavy.jpg","alt":"Heavy Marine WIP HUD","size":183355,"mime_type":"image\/jpeg","last_modified":"2015-09-26T02:45:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4037","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4037\/similar"},{"id":4038,"name":"HUD_WIP_OutlawLight.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/0zlkc5535kqenr\/source\/HUD_WIP_OutlawLight.jpg","alt":"Light Outlaw WIP HUD","size":178690,"mime_type":"image\/jpeg","last_modified":"2015-09-26T02:45:18+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4038","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4038\/similar"},{"id":4039,"name":"HUD_WIP_OutlawMedium.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/fv14yz2hnqtklr\/source\/HUD_WIP_OutlawMedium.jpg","alt":"Medium Outlaw WIP HUD","size":159588,"mime_type":"image\/jpeg","last_modified":"2015-09-26T02:45:18+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4039","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4039\/similar"},{"id":4040,"name":"HUD_WIP_OutlawHeavy.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pprsiei78qxmnr\/source\/HUD_WIP_OutlawHeavy.jpg","alt":"Heavy Outlaw WIP HUD","size":194527,"mime_type":"image\/jpeg","last_modified":"2015-09-26T02:45:14+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4040","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4040\/similar"}],"images_count":8,"translations":{"en_EN":"I just want to shoot other spacemen in the face. Is that too much to ask? Jason Hutchins, reporting for duty.\n\nWhat can I say? Another week where devs across the company are working hard on stabilizing our development branch. Most of this week was fixing crashes, blockers, and continuing work on server stability. This morning ATX QA staff enjoyed the Star Marine Free Play mode on a release build connected to the very servers we hope you\u2019ll soon be playing on! This is great progress, and another important step towards being ready to push to our Public Test Universe for all you backers to play.\n\nEarly in the week we discovered the reason for recent gun handling and ADS problems: a joint that wasn\u2019t being exported properly that related to hand inverse kinematics on the new character rig. After identifying the missing joint, we fixed up the problem tool, and started the process of re-exporting the rig and testing the assets. Once the animation assets are done, code will need to be adjusted to handle the transitions between animations. We do this in code so we don\u2019t have to create bespoke animations for each weapon. It\u2019s another way we work to streamline all aspects of production.\n\nI\u2019ll give you an example. The ATT-4 rifle, the Devastator shotgun, and Laser sniper all share the stocked weapon animation set even though they have slightly different primary hand positions on the weapon and wildly different support hand animations on the weapon. Another example is the camera position in relation to the player\u2019s head and optics or sight system on the weapon are all very different. Once the code is complete, designers will be able to tweak some values in relation to speed to ADS, DoF changes, zeroing, etc.\n\nThe re-export of the animations for stocked weapons is finishing up today. Pistols will finish up early next week. Once all of that is done, we\u2019ll be able to a have the player models hold weapons properly, animate in ADS and firing. As you can imagine, trying to play the game without being able to accurately shoot is not very fun. Our goal is to get another internal playtest going as early as possible.\n\nNow, recently Chris talked about a way for players that want to have a more pacifistic experience in our persistent universe to settle disagreements via the use of thumbwar. QA was able to do an initial test of that system today, and I\u2019ve attached a screenshot so you can see the first phase of thumbwar: initial hand placement. If you are familiar with arm wrestling at all, you know how important initial positioning can be. Future phases will utilize the HAT thumb-stick on your HOTAS set-up, to move your thumb, and you\u2019ll press the hat to deploy your thumb and force your opponent to submit.\n\nThat paragraph was a test to see if anyone is actually reading these things\u2026\n\nI kid, I kid! What that picture really shows is a bug that occurs when you don\u2019t have a weapon equipped in the loadout where we are still playing the stocked weapon animations. Two bugs really. We need to make the UI not allow you to choose no weapons for a match, and the other bug is to properly default to no-weapon animation set when your hands are empty.\n\nOne nice thing I want to point out is that Ladders, which were previously having lots of issues especially in networked games, seem to be in pretty good shape. Character locomotion in both 1st person and 3rd person cameras is looking much better on ladders, too. At the bottom of this post is a short video so you can see for yourself. Please ignore the floating Medpens hanging off he player\u2019s left thigh. We\u2019ll fix that next week.\n\nBesides fixing lots of blocker issues, missing assets and crashes this week, we did many other things outlined below:\n\nGameplay Engineering\nLots of crash fixes and network support to get the game running this week.\n\nFixed a crash with the personal shield & hologram gadgets\n\nContinuing work on the weapon ADS issues with hand IK. There are some tricky math problems in the way we handle this IK. One of our CryEngine animation specialists, Ivo, will be looking into that over the next couple of days.\n\nContinuing work on the decibel system for radar. Gadgets, grenades and guns are all hooked up. Working on the player movement triggers now.\n\nUI\nFixed the hit indicators as they weren\u2019t showing in Game-Dev (the swf needed recompiling) \u2013 needs testing.\n\nFixed a problem with new ammo & magazine counter display widget.\n\nImplemented the kill feed widget and added the player join message.\n\nFixed over scaled radar in helmets.\n\nMoving around the widgets of the HUD \u2013 each helmet type was finished today. I\u2019ve included WIP screenshots of the helmet positions here.\n\nFixed a few asserts that were happening from things in the visor.\n\nFixed an issue where some of the helmets (medium marine and all outlaw) were pointing at the wrong flash setup.\n\nLooking into the line work being set incorrectly for helmets when in multiplayer.\n\nAwaiting design feedback from Todd about the reload button prompt and also the HUD ECG line as Luke H would like to add audio to it.\n\nArt\/Weapons\nZe\u2019ev at Illfonic started working on the new AOD (Area of Denial system) gadget this week. He\u2019ll continue working on this gadget through next week.\n\nLee did a first pass on Sniper Rifle vfx, and artists at SQ42-UK are doing final passes on the vfx this week, and syncing up with the UK audio team to mix sound with it.\n\nDuring a performance testing pass, we discovered that there several 4k textures on all of the weapons and gadgets that did not need to be so large. Ze\u2019ev has fixed these is testing them now. This will help with performance on any map that uses FPS weapons and gadgets.\n\nAnimation\nStarts, Stops and Steps are in for the Stocked motion set.\n\nGetting a pass from QA, then some slight polish before getting feedback.\n\nJukes have been temporarily removed in preparation for the PTU launch. We will continue juke R&D work and will add this back in a future release.\n\nWorking on weapon setup in mannequin.\n\nDouble checking on right weapon bone\/locator for pistol locomotion set.\n\nContinued re-exporting all i_Cafs (animation files) for hand IK. Stocked should be finished by EOD and will start on pistol set next week.\n\nInvestigating grenade throw anim issues, this is one of our PTU blockers. Throwing grenades puts you into a default T-pose at best or will throw the grenade in unexpected directions.\n\nAudio\nFinished bullet\/laser crack by sounds.\n\nDone the draw\/holster implementation for the sniper rifle.\n\nChanged \u201cmanagedAudio Object\u201d on the audio anchors point on the prefabs to better manage audio leaks of virtual voices.\n\nDone a first pass implementation of the sniper overheat to match new visuals and a fix in the audio code to finalize.\n\nWorking on an audio pass for gadgets.\n\nStarted working on the footsteps and Foley for the ladder animations \u2013 there\u2019s a bug here with audio being triggered multiple times.\n\nWorking on audio for the energy weapon recharge station, will need coding support with flowgraph set up.\n\nWill work on bullet cases next week, ties into work needed to have sounds attached to grenade bounces.\n\nSubmitted work on the code for the medpen sounds.\n\nWorking on the radar displaying audio generated from other players.\n\nFinishing putting in the music into the lobby.\n\nTried to fix up the walk animation audio as it\u2019s missing 4 of the 6 triggers in the animation cycle.\n\nFinished the code for the downed (injury) states and now a start on UI audio code.\n\nPut the metal sound effect in as the default footstep audio for FPS as a backup.\n\nSo when do we get to play Star Marine on the PTU?\nOverall, it\u2019s been another week of terrific progress. I\u2019m proud of this team and the things we\u2019re accomplishing as each day we move closer and closer to an initial PTU push. At present, we\u2019re working on a patch release based on the new code-base for Star Citizen. We\u2019ll need your help testing Star Citizen\u2019s new code base and server changes in 1.3.0 and we hope you\u2019ll get that very soon. If Star Marine is in the bare minimum shape to release it to you on PTU we will include it in 1.3.0. If it isn\u2019t, we\u2019re going to hold it until we feel it is. These are the hard choices, but it\u2019s important we have something that you can test for us effectively before we go to PTU. Just know that everyone here wants this in your hands as much as you do, and we look forward to everyone seeing the very first iteration of Star Marine as soon as we can. It\u2019s almost here!","de_DE":"Ich will nur anderen Raumfahrern ins Gesicht schie\u00dfen. Ist das zu viel verlangt? Jason Hutchins meldet sich zum Dienst.\n\nWas soll ich sagen? Eine weitere Woche, in der die Entwickler im gesamten Unternehmen hart daran arbeiten, unsere Entwicklungsabteilung zu stabilisieren. Der gr\u00f6\u00dfte Teil dieser Woche war die Behebung von Abst\u00fcrzen, Blockern und die Fortsetzung der Arbeit an der Serverstabilit\u00e4t. Heute Morgen genossen die ATX QA-Mitarbeiter den Star Marine Free Play-Modus auf einem Release Build, der mit den Servern verbunden ist, auf denen Sie hoffentlich bald spielen werden! Dies ist ein gro\u00dfer Fortschritt und ein weiterer wichtiger Schritt, um bereit zu sein, auf unser \u00f6ffentliches Testuniversum zu dr\u00e4ngen, damit alle, die Sie unterst\u00fctzen, spielen k\u00f6nnen.\n\nAnfang der Woche entdeckten wir den Grund f\u00fcr die j\u00fcngsten Probleme mit der Handhabung von Waffen und ADS: eine Verbindung, die nicht richtig exportiert wurde, was mit der handinversen Kinematik auf dem neuen Charakter-Rig verbunden war. Nachdem wir die fehlende Verbindung identifiziert hatten, haben wir das Problemwerkzeug repariert und den Prozess des Re-Exports der Anlage und der Pr\u00fcfung der Anlagen gestartet. Sobald die Animationsobjekte fertig sind, muss der Code angepasst werden, um die \u00dcberg\u00e4nge zwischen den Animationen zu bew\u00e4ltigen. Wir tun dies im Code, so dass wir nicht f\u00fcr jede Waffe eine ma\u00dfgeschneiderte Animation erstellen m\u00fcssen. Es ist eine weitere M\u00f6glichkeit, wie wir daran arbeiten, alle Aspekte der Produktion zu rationalisieren.\n\nIch nenne dir ein Beispiel. Das ATT-4 Gewehr, die Zerst\u00f6rer-Schrotflinte und der Laserscharfsch\u00fctze teilen sich alle das auf Lager befindliche Waffenanimationsset, obwohl sie leicht unterschiedliche prim\u00e4re Handpositionen auf der Waffe und wild unterschiedliche Unterst\u00fctzungshandanimationen auf der Waffe haben. Ein weiteres Beispiel ist die Kameraposition in Bezug auf den Kopf des Spielers und die Optik oder das Visiersystem auf der Waffe sind sehr unterschiedlich. Sobald der Code vollst\u00e4ndig ist, k\u00f6nnen die Designer einige Werte in Bezug auf die Geschwindigkeit in Bezug auf ADS, DoF-\u00c4nderungen, Nullsetzen usw. anpassen.\n\nDer Re-Export der Animationen f\u00fcr Waffenlager endet heute. Die Pistolen werden Anfang n\u00e4chster Woche fertig gestellt. Sobald all das erledigt ist, k\u00f6nnen wir die Spielermodelle die Waffen richtig halten, in ADS animieren und feuern lassen. Wie Sie sich vorstellen k\u00f6nnen, macht es keinen gro\u00dfen Spa\u00df, das Spiel zu spielen, ohne genau schie\u00dfen zu k\u00f6nnen. Unser Ziel ist es, einen weiteren internen Spieltest so fr\u00fch wie m\u00f6glich in Gang zu bringen.\n\nNun, vor kurzem sprach Chris \u00fcber eine M\u00f6glichkeit f\u00fcr Spieler, die eine pazifistischere Erfahrung in unserem hartn\u00e4ckigen Universum machen wollen, Meinungsverschiedenheiten durch den Einsatz von Daumenkrieg beizulegen. QA konnte heute einen ersten Test dieses Systems durchf\u00fchren, und ich habe einen Screenshot beigef\u00fcgt, damit Sie die erste Phase des Daumenkriegs sehen k\u00f6nnen: die erste Handplatzierung. Wenn du mit dem Armdr\u00fccken \u00fcberhaupt vertraut bist, wei\u00dft du, wie wichtig die Erstpositionierung sein kann. Zuk\u00fcnftige Phasen werden den HAT-Daumenstab an Ihrem HOTAS-Setup verwenden, um Ihren Daumen zu bewegen, und Sie werden den Hut dr\u00fccken, um Ihren Daumen einzusetzen und Ihren Gegner zur Abgabe zu zwingen.\n\nDieser Absatz war ein Test, um zu sehen, ob jemand diese Dinge tats\u00e4chlich liest.....\n\nIch scherze, ich scherze! Was dieses Bild wirklich zeigt, ist ein Fehler, der auftritt, wenn man keine Waffe in der Ladefl\u00e4che hat, wo wir immer noch die gelagerten Waffenanimationen spielen. Zwei K\u00e4fer wirklich. Wir m\u00fcssen daf\u00fcr sorgen, dass die Benutzeroberfl\u00e4che es Ihnen nicht erlaubt, keine Waffen f\u00fcr ein Spiel auszuw\u00e4hlen, und der andere Fehler ist, dass Sie bei leeren H\u00e4nden ordnungsgem\u00e4\u00df auf eine Animation ohne Waffe zur\u00fcckgreifen.\n\nEine sch\u00f6ne Sache, die ich hervorheben m\u00f6chte, ist, dass Ladders, die vorher viele Probleme hatten, besonders in vernetzten Spielen, in ziemlich guter Verfassung zu sein scheinen. Die Charakterbewegung in der 1. und 3. Person Kamera sieht auch auf Leitern viel besser aus. Am Ende dieses Beitrags befindet sich ein kurzes Video, damit du es dir selbst ansehen kannst. Bitte ignorieren Sie die schwebenden Medpens, die am linken Oberschenkel des Spielers h\u00e4ngen. Wir werden das n\u00e4chste Woche in Ordnung bringen.\n\nNeben der Behebung vieler Blocker-Probleme, fehlender Assets und Abst\u00fcrze in dieser Woche haben wir viele andere Dinge getan, die unten beschrieben sind:\n\nGameplay-Engineering\nViele Absturzbehebungen und Netzwerkunterst\u00fctzung, um das Spiel diese Woche zum Laufen zu bringen. Behebt einen Absturz mit dem pers\u00f6nlichen Schild & Hologramm Gadgets Fortlaufende Arbeit an den Waffen-ADS-Problemen mit Hand IK. Es gibt einige knifflige mathematische Probleme in der Art und Weise, wie wir mit dieser IK umgehen. Einer unserer CryEngine-Animationsspezialisten, Ivo, wird sich in den n\u00e4chsten Tagen damit befassen. Fortsetzung der Arbeiten am Dezibel-System f\u00fcr Radar. Gadgets, Granaten und Waffen sind alle angeschlossen. Das Arbeiten an der Spielerbewegung l\u00f6st nun aus. UI\nDie Trefferindikatoren wurden korrigiert, da sie in Game-Dev nicht angezeigt wurden (der swf musste neu kompiliert werden) - muss getestet werden. Ein Problem mit dem neuen Munitions- und Magazinz\u00e4hleranzeige-Widget wurde behoben. Das Kill-Feed-Widget wurde implementiert und die Player Join-Meldung hinzugef\u00fcgt. \u00dcberdimensionales Radar in Helmen befestigt. Bewegend um die Widgets des HUD - jeder Helmtyp wurde heute fertig gestellt. Ich habe hier WIP-Screenshots der Helmpositionen eingef\u00fcgt. Es wurden ein paar Behauptungen behoben, die durch Dinge im Visier verursacht wurden. Es wurde ein Problem behoben, bei dem einige der Helme (mittlere Marine und alle Gesetzlosen) auf die falsche Blitzanlage zeigten. Untersuchen der Linienarbeit, die bei Helmen im Mehrspieler-Modus falsch eingestellt ist. In Erwartung des Design-Feedbacks von Todd \u00fcber den Reload-Button-Prompt und auch die HUD-EKG-Linie, da Luke H Audio hinzuf\u00fcgen m\u00f6chte. Kunst\/Waffen\nZe'ev bei Illfonic begann diese Woche mit der Arbeit an dem neuen AOD (Area of Denial System) Gadget. Er wird bis n\u00e4chste Woche an diesem Ger\u00e4t weiterarbeiten. Lee hat einen ersten Durchgang auf Sniper Rifle vfx gemacht, und die K\u00fcnstler von SQ42-UK machen diese Woche letzte Durchg\u00e4nge auf dem vfx und synchronisieren sich mit dem britischen Audioteam, um den Sound damit zu mischen. W\u00e4hrend eines Leistungstests entdeckten wir, dass es mehrere 4k Texturen auf allen Waffen und Gadgets gibt, die nicht so gro\u00df sein mussten. Ze'ev hat diese behoben und testet sie jetzt. Dies hilft bei der Leistung auf jeder Karte, die FPS-Waffen und Gadgets verwendet. Animation\nStarts, Stopps und Steps sind f\u00fcr den Stocked Motion Set vorgesehen. Erhalten eines Durchlaufs von QA, dann etwas geringf\u00fcgiges Polieren, bevor man Feedback erh\u00e4lt. Jukes wurden zur Vorbereitung auf den PTU-Start vor\u00fcbergehend entfernt. Wir werden die Forschungs- und Entwicklungsarbeit von juke fortsetzen und diese in einer zuk\u00fcnftigen Version wieder hinzuf\u00fcgen. Arbeit an der Waffenkonfiguration in der Schaufensterpuppe. Doppelte \u00dcberpr\u00fcfung der rechten Waffe Knochen\/Locator f\u00fcr Pistolenbewegungssatz. Fortsetzung des Re-Exports aller i_Cafs (Animationsdateien) f\u00fcr Hand IK. Die Lagerhaltung sollte von EOD abgeschlossen sein und wird n\u00e4chste Woche mit dem Pistolensatz beginnen. Bei der Untersuchung von Granatenwurf-Animationen ist dies einer unserer PTU-Blocker. Das Werfen von Granaten versetzt dich bestenfalls in eine Standard-T-Pose oder wirft die Granate in unerwartete Richtungen. Audio\nFertiggeschoss\/Laser knackt durch Ger\u00e4usche. Die Zug-\/Holsterimplementierung f\u00fcr das Scharfsch\u00fctzengewehr ist abgeschlossen. Das \"managedAudio Object\" am Audio-Ankerpunkt auf den Prefabs wurde ge\u00e4ndert, um Audio-Lecks von virtuellen Stimmen besser zu verwalten. Eine First-Pass-Implementierung der Scharfsch\u00fctzen\u00fcberhitzung wurde durchgef\u00fchrt, um neue visuelle Darstellungen und eine Korrektur im Audiocode abzuschlie\u00dfen. Arbeiten an einem Audio-Pass f\u00fcr Gadgets. Ich habe mit der Arbeit an den Schritten und Foley f\u00fcr die Leiteranimationen begonnen - es gibt hier einen Fehler, bei dem Audio mehrfach getriggert wird. Bei der Arbeit an Audio f\u00fcr die Energiewaffen-Ladestation wird eine Codierunterst\u00fctzung mit Flie\u00dfbilderstellung ben\u00f6tigt. Wird n\u00e4chste Woche an Kugelf\u00e4llen arbeiten, Verbindungen zur Arbeit, die ben\u00f6tigt werden, um Ger\u00e4usche zu haben, die an Granatenh\u00fcpfen befestigt sind. Eingereichte Arbeit am Code f\u00fcr die Medpen-Sounds. Arbeiten auf dem Radar, das Audio anzeigt, das von anderen Spielern erzeugt wurde. Ich beende das Einbringen der Musik in die Lobby. Es wurde versucht, das Audio der Gehanimation zu reparieren, da 4 der 6 Ausl\u00f6ser im Animationszyklus fehlen. Der Code f\u00fcr die heruntergefahrenen (Verletzungs-)Zust\u00e4nde wurde fertiggestellt und nun ein Start f\u00fcr den UI-Audio-Code. Setzen Sie den Metal-Soundeffekt als Standard-Schritt-Audio f\u00fcr FPS als Backup ein. Also, wann k\u00f6nnen wir Star Marine auf der PTU spielen?\nInsgesamt war es eine weitere Woche mit tollen Fortschritten. Ich bin stolz auf dieses Team und die Dinge, die wir erreichen, wenn wir jeden Tag einem ersten PTU-Push immer n\u00e4her kommen. Derzeit arbeiten wir an einem Patch-Release auf Basis der neuen Code-Basis f\u00fcr Star Citizen. Wir ben\u00f6tigen Ihre Hilfe beim Testen der neuen Codebasis und Server\u00e4nderungen von Star Citizen in 1.3.0 und wir hoffen, dass Sie diese sehr bald erhalten werden. Wenn Star Marine in der absoluten Mindestform ist, um es Ihnen auf PTU zur Verf\u00fcgung zu stellen, werden wir es in 1.3.0 aufnehmen. Wenn nicht, werden wir es halten, bis wir es f\u00fchlen. Das sind die schwierigen Entscheidungen, aber es ist wichtig, dass wir etwas haben, das Sie f\u00fcr uns effektiv testen k\u00f6nnen, bevor wir zur PTU gehen. Wissen Sie einfach, dass jeder hier dieses in Ihren H\u00e4nden so sehr w\u00fcnscht, wie Sie es tun, und wir freuen uns darauf, dass jeder die allererste Iteration von Star Marine so schnell wie m\u00f6glich sieht. Es ist fast da!","zh_CN":"I just want to shoot other spacemen in the face. Is that too much to ask? Jason Hutchins, reporting for duty.\n\nWhat can I say? Another week where devs across the company are working hard on stabilizing our development branch. Most of this week was fixing crashes, blockers, and continuing work on server stability. This morning ATX QA staff enjoyed the Star Marine Free Play mode on a release build connected to the very servers we hope you\u2019ll soon be playing on! This is great progress, and another important step towards being ready to push to our Public Test Universe for all you backers to play.\n\nEarly in the week we discovered the reason for recent gun handling and ADS problems: a joint that wasn\u2019t being exported properly that related to hand inverse kinematics on the new character rig. After identifying the missing joint, we fixed up the problem tool, and started the process of re-exporting the rig and testing the assets. Once the animation assets are done, code will need to be adjusted to handle the transitions between animations. We do this in code so we don\u2019t have to create bespoke animations for each weapon. It\u2019s another way we work to streamline all aspects of production.\n\nI\u2019ll give you an example. The ATT-4 rifle, the Devastator shotgun, and Laser sniper all share the stocked weapon animation set even though they have slightly different primary hand positions on the weapon and wildly different support hand animations on the weapon. Another example is the camera position in relation to the player\u2019s head and optics or sight system on the weapon are all very different. Once the code is complete, designers will be able to tweak some values in relation to speed to ADS, DoF changes, zeroing, etc.\n\nThe re-export of the animations for stocked weapons is finishing up today. Pistols will finish up early next week. Once all of that is done, we\u2019ll be able to a have the player models hold weapons properly, animate in ADS and firing. As you can imagine, trying to play the game without being able to accurately shoot is not very fun. Our goal is to get another internal playtest going as early as possible.\n\nNow, recently Chris talked about a way for players that want to have a more pacifistic experience in our persistent universe to settle disagreements via the use of thumbwar. QA was able to do an initial test of that system today, and I\u2019ve attached a screenshot so you can see the first phase of thumbwar: initial hand placement. If you are familiar with arm wrestling at all, you know how important initial positioning can be. Future phases will utilize the HAT thumb-stick on your HOTAS set-up, to move your thumb, and you\u2019ll press the hat to deploy your thumb and force your opponent to submit.\n\nThat paragraph was a test to see if anyone is actually reading these things\u2026\n\nI kid, I kid! What that picture really shows is a bug that occurs when you don\u2019t have a weapon equipped in the loadout where we are still playing the stocked weapon animations. Two bugs really. We need to make the UI not allow you to choose no weapons for a match, and the other bug is to properly default to no-weapon animation set when your hands are empty.\n\nOne nice thing I want to point out is that Ladders, which were previously having lots of issues especially in networked games, seem to be in pretty good shape. Character locomotion in both 1st person and 3rd person cameras is looking much better on ladders, too. At the bottom of this post is a short video so you can see for yourself. Please ignore the floating Medpens hanging off he player\u2019s left thigh. We\u2019ll fix that next week.\n\nBesides fixing lots of blocker issues, missing assets and crashes this week, we did many other things outlined below:\n\nGameplay Engineering\nLots of crash fixes and network support to get the game running this week.\n\nFixed a crash with the personal shield & hologram gadgets\n\nContinuing work on the weapon ADS issues with hand IK. There are some tricky math problems in the way we handle this IK. One of our CryEngine animation specialists, Ivo, will be looking into that over the next couple of days.\n\nContinuing work on the decibel system for radar. Gadgets, grenades and guns are all hooked up. Working on the player movement triggers now.\n\nUI\nFixed the hit indicators as they weren\u2019t showing in Game-Dev (the swf needed recompiling) \u2013 needs testing.\n\nFixed a problem with new ammo & magazine counter display widget.\n\nImplemented the kill feed widget and added the player join message.\n\nFixed over scaled radar in helmets.\n\nMoving around the widgets of the HUD \u2013 each helmet type was finished today. I\u2019ve included WIP screenshots of the helmet positions here.\n\nFixed a few asserts that were happening from things in the visor.\n\nFixed an issue where some of the helmets (medium marine and all outlaw) were pointing at the wrong flash setup.\n\nLooking into the line work being set incorrectly for helmets when in multiplayer.\n\nAwaiting design feedback from Todd about the reload button prompt and also the HUD ECG line as Luke H would like to add audio to it.\n\nArt\/Weapons\nZe\u2019ev at Illfonic started working on the new AOD (Area of Denial system) gadget this week. He\u2019ll continue working on this gadget through next week.\n\nLee did a first pass on Sniper Rifle vfx, and artists at SQ42-UK are doing final passes on the vfx this week, and syncing up with the UK audio team to mix sound with it.\n\nDuring a performance testing pass, we discovered that there several 4k textures on all of the weapons and gadgets that did not need to be so large. Ze\u2019ev has fixed these is testing them now. This will help with performance on any map that uses FPS weapons and gadgets.\n\nAnimation\nStarts, Stops and Steps are in for the Stocked motion set.\n\nGetting a pass from QA, then some slight polish before getting feedback.\n\nJukes have been temporarily removed in preparation for the PTU launch. We will continue juke R&D work and will add this back in a future release.\n\nWorking on weapon setup in mannequin.\n\nDouble checking on right weapon bone\/locator for pistol locomotion set.\n\nContinued re-exporting all i_Cafs (animation files) for hand IK. Stocked should be finished by EOD and will start on pistol set next week.\n\nInvestigating grenade throw anim issues, this is one of our PTU blockers. Throwing grenades puts you into a default T-pose at best or will throw the grenade in unexpected directions.\n\nAudio\nFinished bullet\/laser crack by sounds.\n\nDone the draw\/holster implementation for the sniper rifle.\n\nChanged \u201cmanagedAudio Object\u201d on the audio anchors point on the prefabs to better manage audio leaks of virtual voices.\n\nDone a first pass implementation of the sniper overheat to match new visuals and a fix in the audio code to finalize.\n\nWorking on an audio pass for gadgets.\n\nStarted working on the footsteps and Foley for the ladder animations \u2013 there\u2019s a bug here with audio being triggered multiple times.\n\nWorking on audio for the energy weapon recharge station, will need coding support with flowgraph set up.\n\nWill work on bullet cases next week, ties into work needed to have sounds attached to grenade bounces.\n\nSubmitted work on the code for the medpen sounds.\n\nWorking on the radar displaying audio generated from other players.\n\nFinishing putting in the music into the lobby.\n\nTried to fix up the walk animation audio as it\u2019s missing 4 of the 6 triggers in the animation cycle.\n\nFinished the code for the downed (injury) states and now a start on UI audio code.\n\nPut the metal sound effect in as the default footstep audio for FPS as a backup.\n\nSo when do we get to play Star Marine on the PTU?\nOverall, it\u2019s been another week of terrific progress. I\u2019m proud of this team and the things we\u2019re accomplishing as each day we move closer and closer to an initial PTU push. At present, we\u2019re working on a patch release based on the new code-base for Star Citizen. We\u2019ll need your help testing Star Citizen\u2019s new code base and server changes in 1.3.0 and we hope you\u2019ll get that very soon. If Star Marine is in the bare minimum shape to release it to you on PTU we will include it in 1.3.0. If it isn\u2019t, we\u2019re going to hold it until we feel it is. These are the hard choices, but it\u2019s important we have something that you can test for us effectively before we go to PTU. Just know that everyone here wants this in your hands as much as you do, and we look forward to everyone seeing the very first iteration of Star Marine as soon as we can. It\u2019s almost here!"},"links_count":0,"comment_count":392,"created_at":"2015-09-26T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-09 02:26:17","valid_relations":["images","links"],"prev_id":14972,"next_id":14974}}