{"data":{"id":14981,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14981-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14981","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14981","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":4047,"name":"Behring_pk1_wip_model.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mm16ogbaz7goxr\/source\/Behring_pk1_wip_model.jpg","alt":"","size":416244,"mime_type":"image\/jpeg","last_modified":"2015-10-03T00:11:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4047","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4047\/similar"},{"id":4049,"name":"PK-1_sweeper_feedback.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ff8e937txgkabr\/source\/PK-1_sweeper_feedback.jpg","alt":"","size":72480,"mime_type":"image\/jpeg","last_modified":"2015-10-03T00:11:50+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4049","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4049\/similar"}],"images_count":3,"translations":{"en_EN":"Greetings Citizens,\nI wish I had a more exciting update for you! The past two weeks have been about fixing crashes, blockers and addressing issues with server stability. The biggest news this week is that Austin QA was able to play a Free Play practice match on a release build while connecting to internal servers! That\u2019s a good indicator of progress, but there\u2019s still work to be done.\n\nWhat kind of issues are we talking about? Let me talk about one example of a complicated issue that we feel we need to resolve before the initial release. That is: something is causing weapon aim not to return to the center of the screen where it needs to go. There\u2019s some type of lag that is keeping the aim offset from the center. We have been working on solutions involving modelling, animation, programming and scripting in order to address this and the team feels confident we\u2019re close\u2026 it\u2019s looking better than it had, and we hope to show you a \u2018before and after\u2019 video next week.\n\nIssues like this are the reason we aren\u2019t ready to release a playable build just yet. We are so eager to get Star Marine in your hands, but it doesn\u2019t help us with development if we ship with issues we know we can solve\u2026 especially issues that prevent you from having fun. We want your feedback, but we want it to be valuable balance feedback rather than have you run into the same issues we\u2019re seeing.\n\nI\u2019ve read the reactions to the \u201cThumb Wars\u201d on the forums and I\u2019m glad you liked my little joke. While we may not do Thumb Wars via thumb-stick any time soon, we will be using the system to add other actions into the game: motions to settle bets or make decisions. That\u2019s coin flips, dice rolls and other RNGs\u2026 even an animated Ro-Sham-Bo emote setup (rock, paper, scissors, lizard, Spock, if you prefer.) After all, in the full game you\u2019ll need to resolve your conflicts in ways beyond just shooting virtual people in the face!\n\nBelow you will find the weekly list of changes, updates, fixes and issues. We\u2019re getting very close to release; those that remember the early days of Arena Commander will remember how frustrating it was that last minute blockers continued to pop up\u2026 and the same is true here. It\u2019s part of the process, for sure, but a part we\u2019ll be happy to be done with very soon.\n\nGameplay & Engineering\nContinued investigating \/ working on weapon issues.\n\nContinued tweaks to the Arrowhead sniper rifle.\n\nFixed weapon animations not playing\n\nCommitted a first pass of the decibel based visor Radar system\n\nFixed crash with decibel based visor Radar system\n\nWorking on sniper overcharge vFX display system as per feedback from game director.\n\nCurrently tracking down animation issues with weapons\/IK\n\nLooking into crashes caused by API changes the network spawning of gadgets\n\nUpdated left hand IK bone rotations on all stocked weapons to fix broken wrists\n\nUpdated medium character item attachpoints to be better aligned\n\nLooking at various cover\/ladder\/MedPen bugs\n\nFixed ladder footstep SFX triggering incorrectly now\n\nFixed crash relating to Area Denial asset\n\nFixed missing crosshairs on some weapons\n\nTrialed xml position\/rotation offsets on weapons now code is in, but ran into some issues.\n\nUnified recharge rate for energy weapons\n\nsame speed of recharge for all of them but some take longer due to larger mags\n\nLooking at bugs moving slightly out of cover\n\nInvestigating additional audio hook ups to the breathing manager, to hook into stamina and player injury states\n\nTech artists removed old shoulder flashlight that mysteriously reappeared after the 1.2.0 merge, and hooked up new illumination devices that are helmet mounted. This will be a good thing when you are investigating that asteroid you landed on, walking the ArcCorp dark alleys, or clearing that dark corner on the abandoned Gold Horizon station. The lights on GH are flaky and easily broken!\n\nUI\nFixing bugs related to HUD visor widgets and internal helmet Geo\n\nChanged the size and color of the FPS indicators\n\nReviewed the new line work on the light helmets for both Marine and Outlaw\n\nWeapon Art\nAlmost ready to roll out weapon manufacturer style guides. Artists will use this to unify our concept art so we can start cranking out additional concepts and then get more weapons and gadgets into full production.\n\nDid a large weapons texture clean-up last week. This will help reduce used texture memory in the Star Marine and Persistent Universe or Arena Commander maps that have any personal weapons in them.\n\nFixed P4-AR iron sight alignment issues in the art asset.\n\nInvestigated issues with personal shield gadget collision issues.\n\nContinued work on new Area of Denial gadget.\n\nIncluded is a shot of the WIP on the high poly model that we received last night, which is much smaller than the old briefcase sized gadget.\n\nAttached is also a picture of my feedback, which needs to be approved by Todd and Tobi early next week. Todd is on a much needed holiday today, and by the time I sent my feedback for Tobias to review he\u2019d already gone for the night. Ah, the challenges of distributed development\u2026\n\nAnimation\nWorking on weapon fire animations, to address feedback and changes regarding procedural code and the new rig. This work will continue into next week.\n\nRe-targeting of some animations as needed when bugs are found by tech design and engineering.\n\nCreated missing stocked crouch forward and backward turn animations\n\nFixed prone roll popping bugs.\n\nWorking on 1st person movement for stocked weapon locomotion set.\n\nHelped fix the Fixed P4-AR iron sight alignment issues in the art asset.\n\nTo give a little more detail on this, we are using the P4AR Ballistic rifle as our gold standard once we have animations, IK issues, camera positions, and designer set up all working we will use that as our basis for the way other stocked weapons are set up, as well as the basis for pistol type weapons, and in a future Star Citizen or Star Marine module release, heavy weapons.\n\nInvestigate issues with throwing grenades. This work will continue into next week.\n\nAudio\nPlayer hit feedback is now submitted\n\nLooking into the UI\/Radar feedback\n\nHooking up sounds to the energy recharge stations\n\nTested grenade cooking audio\n\nFixed up some material SFX\n\nDowned sound is tested and checked in, need to review in game.\n\nIn closing, it\u2019s been another week of solid progress. We get closer and closer to putting this into your hands. I hope to have a video for you next week detailing one of the major blockers that\u2019s kept Star Marine out of your hands thus far, including the solution we\u2019re in the process of implementing even as I write this.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nIch w\u00fcnschte, ich h\u00e4tte ein aufregenderes Update f\u00fcr dich! In den letzten zwei Wochen ging es um die Behebung von Abst\u00fcrzen, Blockern und die Behebung von Problemen mit der Serverstabilit\u00e4t. Die gr\u00f6\u00dfte Neuigkeit dieser Woche ist, dass Austin QA in der Lage war, ein Freispiel\u00fcbungsspiel auf einem Release Build zu spielen, w\u00e4hrend er sich mit internen Servern verband! Das ist ein guter Indikator f\u00fcr Fortschritte, aber es gibt noch viel zu tun.\n\n\u00dcber welche Art von Themen sprechen wir? Lassen Sie mich auf ein Beispiel f\u00fcr ein kompliziertes Problem eingehen, das wir vor der ersten Ver\u00f6ffentlichung l\u00f6sen m\u00fcssen. Das hei\u00dft: Etwas verursacht, dass das Ziel der Waffe nicht in die Mitte des Bildschirms zur\u00fcckkehrt, wo es hin muss. Es gibt eine Art Verz\u00f6gerung, die das Ziel vom Zentrum aus versetzt h\u00e4lt. Wir haben an L\u00f6sungen f\u00fcr Modellierung, Animation, Programmierung und Skripting gearbeitet, um dies zu beheben, und das Team ist zuversichtlich, dass wir nah dran sind.... es sieht besser aus als bisher, und wir hoffen, Ihnen n\u00e4chste Woche ein Vorher-Nachher-Video zu zeigen.\n\nSolche Probleme sind der Grund, warum wir noch nicht bereit sind, einen spielbaren Build zu ver\u00f6ffentlichen. Wir sind so begierig darauf, Star Marine in Ihre H\u00e4nde zu bekommen, aber es hilft uns nicht bei der Entwicklung, wenn wir mit Problemen liefern, von denen wir wissen, dass wir sie l\u00f6sen k\u00f6nnen.... vor allem Probleme, die Sie daran hindern, Spa\u00df zu haben. Wir wollen Ihr Feedback, aber wir wollen, dass es wertvolles Bilanzfeedback ist, anstatt dass Sie auf die gleichen Probleme sto\u00dfen, die wir sehen.\n\nIch habe die Reaktionen auf die \"Thumb Wars\" im Forum gelesen und bin froh, dass dir mein kleiner Witz gefallen hat. Auch wenn wir in absehbarer Zeit keine Daumenkriege \u00fcber den Daumenstab f\u00fchren werden, werden wir das System nutzen, um weitere Aktionen in das Spiel einzubauen: Bewegungen zur Abrechnung von Wetten oder Entscheidungen. Das sind Coin Flips, W\u00fcrfelw\u00fcrfe und andere RNGs.... sogar ein animiertes Ro-Sham-Bo Emote-Setup (Stein, Papier, Schere, Eidechse, Spock, wenn Sie es vorziehen.) Schlie\u00dflich m\u00fcssen Sie im gesamten Spiel Ihre Konflikte auf eine Weise l\u00f6sen, die \u00fcber das blo\u00dfe Erschie\u00dfen virtueller Menschen hinausgeht!\n\nNachfolgend finden Sie die w\u00f6chentliche Liste der \u00c4nderungen, Updates, Korrekturen und Probleme. Wir stehen kurz vor der Ver\u00f6ffentlichung; diejenigen, die sich an die Anf\u00e4nge von Arena Commander erinnern, werden sich daran erinnern, wie frustrierend es war, dass in letzter Minute immer wieder Blocker auftauchten.... und das Gleiche gilt hier. Es ist sicher Teil des Prozesses, aber ein Teil, mit dem wir gerne sehr bald fertig werden.\n\nGameplay & Technik\nFortlaufende Untersuchung \/ Bearbeitung von Waffenproblemen. Anhaltende Optimierungen am Arrowhead Scharfsch\u00fctzengewehr. Fixierte Waffenanimationen, die nicht abgespielt wurden Committed a first pass of the decibel based visor Radar system Fixed crash with decibel based visor Radar system Working on sniper overcharge vFX display system as per feedback from game director. Derzeit auf der Spur Animationsprobleme mit Waffen\/IK Untersuchen von Abst\u00fcrzen durch API-\u00c4nderungen das Netzwerk Spawning von Gadgets Aktualisierte linke IK-Knochenrotation an allen lagernden Waffen, um gebrochene Handgelenke zu reparieren Aktualisierte mittlere Charakter-Elementbefestigungspunkte, um besser ausgerichtet zu sein, Untersuchen verschiedener Cover\/Leiter\/MedPen-Bugs Feste Leiter Schritt SFX-Ausl\u00f6sung falsch jetzt Fixed Crash in Bezug auf Area Denial Asset Fixed fehlende Fadenkreuze an einigen Waffen Triallierte Xml-Position\/Rotations-Offsets an Waffen, in denen sich jetzt Code befindet, aber in einige Probleme geriet. Einheitliche Aufladerate f\u00fcr Energiewaffen gleiche Aufladegeschwindigkeit f\u00fcr alle von ihnen, aber einige dauern l\u00e4nger aufgrund gr\u00f6\u00dferer Magazine, die sich leicht aus der Abdeckung bewegen, um zus\u00e4tzliche Audioanschl\u00fcsse f\u00fcr den Atemmanager zu untersuchen, um in die Ausdauer einzusteigen und Spieler zu verletzen, erkl\u00e4rten Tech-K\u00fcnstler, dass sie alte Schulterblitze entfernt haben, die auf mysteri\u00f6se Weise nach dem Zusammenf\u00fchren von 1.2.0 wieder auftauchten, und neue Beleuchtungsger\u00e4te angeschlossen haben, die am Helm montiert sind. Dies wird eine gute Sache sein, wenn Sie den Asteroiden untersuchen, auf dem Sie gelandet sind, die dunklen Gassen von ArcCorp durchqueren oder diese dunkle Ecke auf der verlassenen Gold Horizon Station r\u00e4umen. Die Lichter auf GH sind flockig und leicht zu brechen! UI\nBehebung von Fehlern im Zusammenhang mit HUD-Visier-Widgets und internem Helm Geo Gr\u00f6\u00dfe und Farbe der FPS-Indikatoren ge\u00e4ndert \u00dcberpr\u00fcfung der neuen Linie Arbeit an den leichten Helmen f\u00fcr Marine und Outlaw Weapon Art\nFast bereit f\u00fcr die Einf\u00fchrung von Style Guides der Waffenhersteller. K\u00fcnstler werden dies nutzen, um unsere Konzeptkunst zu vereinheitlichen, so dass wir anfangen k\u00f6nnen, zus\u00e4tzliche Konzepte zu entwickeln und dann mehr Waffen und Gadgets in die Serienproduktion zu bringen. Hat letzte Woche eine gro\u00dfe Waffentexturreinigung durchgef\u00fchrt. Dies wird dazu beitragen, den verwendeten Texturspeicher in den Karten der Sternenmarine und des Persistenten Universums oder des Arenakommandanten zu reduzieren, die pers\u00f6nliche Waffen enthalten. Es wurden Probleme bei der Ausrichtung des Eisenvisieres P4-AR im Kunstobjekt behoben. Untersucht wurden Probleme mit Kollisionsproblemen bei pers\u00f6nlichen Schildger\u00e4ten. Fortgef\u00fchrte Arbeiten am neuen Area of Denial Gadget. Enthalten ist eine Aufnahme des WIP auf dem High-Poly-Modell, das wir gestern Abend erhalten haben, das viel kleiner ist als das alte Ger\u00e4t in Aktentaschengr\u00f6\u00dfe. Anbei auch ein Bild von meinem Feedback, das von Todd und Tobi Anfang n\u00e4chster Woche genehmigt werden muss. Todd ist heute in einem dringend ben\u00f6tigten Urlaub, und als ich mein Feedback an Tobias geschickt habe, um es zu \u00fcberpr\u00fcfen, war er bereits f\u00fcr die Nacht weg. Ah, die Herausforderungen der verteilten Entwicklung.... Animation\nArbeit an Waffenfeueranimationen, um Feedback und \u00c4nderungen in Bezug auf Verfahrensregeln und die neue Anlage zu behandeln. Diese Arbeit wird bis in die n\u00e4chste Woche fortgesetzt. Re-Targeting einiger Animationen nach Bedarf, wenn Fehler von Tech Design und Engineering gefunden werden. Erstelltes fehlendes Lager hockt vorw\u00e4rts und r\u00fcckw\u00e4rts Drehanimationen Fixed prone roll popping bugs. Arbeit an der Bewegung der 1. Person f\u00fcr den gelagerten Waffenbewegungssatz. Hilft bei der Behebung der Probleme mit der Ausrichtung der festen P4-AR Eisenvisierung im Kunstwerk. Um etwas detaillierter darauf einzugehen, verwenden wir das ballistische Gewehr P4AR als Goldstandard, sobald wir Animationen, IK-Probleme, Kamerapositionen und Designer eingerichtet haben, werden wir dies als Grundlage f\u00fcr die Art und Weise verwenden, wie andere Waffen mit Lagerbestand aufgestellt werden, sowie als Grundlage f\u00fcr Pistolenwaffen und in einer zuk\u00fcnftigen Star Citizen- oder Star Marine Modulversion schwere Waffen. Untersuchen Sie Probleme mit dem Werfen von Granaten. Diese Arbeit wird bis in die n\u00e4chste Woche fortgesetzt. Audio\nSpieler-Hit-Feedback wird nun \u00fcbermittelt Ein Blick in die UI\/Radar-Feedback Hooking up Sounds an die Energieladestationen Getestete Granate Kochen Audio Fixed up einige Materialien SFX Downed Sound wird getestet und eingecheckt, m\u00fcssen im Spiel \u00fcberpr\u00fcfen. Abschlie\u00dfend m\u00f6chte ich sagen, dass es eine weitere Woche mit soliden Fortschritten war. Wir kommen immer n\u00e4her, um Ihnen das in die H\u00e4nde zu legen. Ich hoffe, dass ich n\u00e4chste Woche ein Video f\u00fcr dich haben werde, in dem einer der gr\u00f6\u00dften Blocker beschrieben wird, der Star Marine bisher aus deinen H\u00e4nden gehalten hat, einschlie\u00dflich der L\u00f6sung, die wir gerade implementieren, w\u00e4hrend ich dies schreibe.","zh_CN":"Greetings Citizens,\nI wish I had a more exciting update for you! The past two weeks have been about fixing crashes, blockers and addressing issues with server stability. The biggest news this week is that Austin QA was able to play a Free Play practice match on a release build while connecting to internal servers! That\u2019s a good indicator of progress, but there\u2019s still work to be done.\n\nWhat kind of issues are we talking about? Let me talk about one example of a complicated issue that we feel we need to resolve before the initial release. That is: something is causing weapon aim not to return to the center of the screen where it needs to go. There\u2019s some type of lag that is keeping the aim offset from the center. We have been working on solutions involving modelling, animation, programming and scripting in order to address this and the team feels confident we\u2019re close\u2026 it\u2019s looking better than it had, and we hope to show you a \u2018before and after\u2019 video next week.\n\nIssues like this are the reason we aren\u2019t ready to release a playable build just yet. We are so eager to get Star Marine in your hands, but it doesn\u2019t help us with development if we ship with issues we know we can solve\u2026 especially issues that prevent you from having fun. We want your feedback, but we want it to be valuable balance feedback rather than have you run into the same issues we\u2019re seeing.\n\nI\u2019ve read the reactions to the \u201cThumb Wars\u201d on the forums and I\u2019m glad you liked my little joke. While we may not do Thumb Wars via thumb-stick any time soon, we will be using the system to add other actions into the game: motions to settle bets or make decisions. That\u2019s coin flips, dice rolls and other RNGs\u2026 even an animated Ro-Sham-Bo emote setup (rock, paper, scissors, lizard, Spock, if you prefer.) After all, in the full game you\u2019ll need to resolve your conflicts in ways beyond just shooting virtual people in the face!\n\nBelow you will find the weekly list of changes, updates, fixes and issues. We\u2019re getting very close to release; those that remember the early days of Arena Commander will remember how frustrating it was that last minute blockers continued to pop up\u2026 and the same is true here. It\u2019s part of the process, for sure, but a part we\u2019ll be happy to be done with very soon.\n\nGameplay & Engineering\nContinued investigating \/ working on weapon issues.\n\nContinued tweaks to the Arrowhead sniper rifle.\n\nFixed weapon animations not playing\n\nCommitted a first pass of the decibel based visor Radar system\n\nFixed crash with decibel based visor Radar system\n\nWorking on sniper overcharge vFX display system as per feedback from game director.\n\nCurrently tracking down animation issues with weapons\/IK\n\nLooking into crashes caused by API changes the network spawning of gadgets\n\nUpdated left hand IK bone rotations on all stocked weapons to fix broken wrists\n\nUpdated medium character item attachpoints to be better aligned\n\nLooking at various cover\/ladder\/MedPen bugs\n\nFixed ladder footstep SFX triggering incorrectly now\n\nFixed crash relating to Area Denial asset\n\nFixed missing crosshairs on some weapons\n\nTrialed xml position\/rotation offsets on weapons now code is in, but ran into some issues.\n\nUnified recharge rate for energy weapons\n\nsame speed of recharge for all of them but some take longer due to larger mags\n\nLooking at bugs moving slightly out of cover\n\nInvestigating additional audio hook ups to the breathing manager, to hook into stamina and player injury states\n\nTech artists removed old shoulder flashlight that mysteriously reappeared after the 1.2.0 merge, and hooked up new illumination devices that are helmet mounted. This will be a good thing when you are investigating that asteroid you landed on, walking the ArcCorp dark alleys, or clearing that dark corner on the abandoned Gold Horizon station. The lights on GH are flaky and easily broken!\n\nUI\nFixing bugs related to HUD visor widgets and internal helmet Geo\n\nChanged the size and color of the FPS indicators\n\nReviewed the new line work on the light helmets for both Marine and Outlaw\n\nWeapon Art\nAlmost ready to roll out weapon manufacturer style guides. Artists will use this to unify our concept art so we can start cranking out additional concepts and then get more weapons and gadgets into full production.\n\nDid a large weapons texture clean-up last week. This will help reduce used texture memory in the Star Marine and Persistent Universe or Arena Commander maps that have any personal weapons in them.\n\nFixed P4-AR iron sight alignment issues in the art asset.\n\nInvestigated issues with personal shield gadget collision issues.\n\nContinued work on new Area of Denial gadget.\n\nIncluded is a shot of the WIP on the high poly model that we received last night, which is much smaller than the old briefcase sized gadget.\n\nAttached is also a picture of my feedback, which needs to be approved by Todd and Tobi early next week. Todd is on a much needed holiday today, and by the time I sent my feedback for Tobias to review he\u2019d already gone for the night. Ah, the challenges of distributed development\u2026\n\nAnimation\nWorking on weapon fire animations, to address feedback and changes regarding procedural code and the new rig. This work will continue into next week.\n\nRe-targeting of some animations as needed when bugs are found by tech design and engineering.\n\nCreated missing stocked crouch forward and backward turn animations\n\nFixed prone roll popping bugs.\n\nWorking on 1st person movement for stocked weapon locomotion set.\n\nHelped fix the Fixed P4-AR iron sight alignment issues in the art asset.\n\nTo give a little more detail on this, we are using the P4AR Ballistic rifle as our gold standard once we have animations, IK issues, camera positions, and designer set up all working we will use that as our basis for the way other stocked weapons are set up, as well as the basis for pistol type weapons, and in a future Star Citizen or Star Marine module release, heavy weapons.\n\nInvestigate issues with throwing grenades. This work will continue into next week.\n\nAudio\nPlayer hit feedback is now submitted\n\nLooking into the UI\/Radar feedback\n\nHooking up sounds to the energy recharge stations\n\nTested grenade cooking audio\n\nFixed up some material SFX\n\nDowned sound is tested and checked in, need to review in game.\n\nIn closing, it\u2019s been another week of solid progress. We get closer and closer to putting this into your hands. I hope to have a video for you next week detailing one of the major blockers that\u2019s kept Star Marine out of your hands thus far, including the solution we\u2019re in the process of implementing even as I write this."},"links_count":0,"comment_count":219,"created_at":"2015-10-03T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 15:08:51","valid_relations":["images","links"],"prev_id":14980,"next_id":14982}}