{"data":{"id":14997,"title":"Star Marine Status Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14997-Star-Marine-Status-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14997","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14997","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":4104,"name":"FPS_teaser_shot_1a_final.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/0c9s0kndyxt9pr\/source\/FPS_teaser_shot_1a_final.jpg","alt":"","size":481703,"mime_type":"image\/jpeg","last_modified":"2015-10-09T22:41:11+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4104","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4104\/similar"}],"images_count":2,"translations":{"en_EN":"Greetings Citizens,\nJason Hutchins here for the weekly Star Marine update.\n\nIt has been all hands on deck in all studios working towards all of systems and features of Star Citizen and the on foot first person experience is a no exception. Here\u2019s the good news: I GOT TO SHOOT A SPACEMAN IN THE FACE! Earlier this week the build was stable enough to do some internal playtests. Unfortunately, I can\u2019t tell you too much about what we were testing this week without ruining what we have in store for you at CitizenCon\u2026 so tune in tomorrow to see what we\u2019ve been working on!\n\nI did, however, work with the dedicated QA testers in Austin, and our very talented new video editor, Justin Chambers, from the Santa Monica studio to make you this teaser video. Those shots were literally taken this morning and we put them together this afternoon. Thanks to Pedro for another superb music track to work with. Next week, I\u2019ll share some of the behind the scenes footage that went into making the final trailer you see today.\n\nOf course we also did work to push the FPS development forward, building up to what will be a public release as soon as we can. Thanks for tuning in, see you at CitizenCon 2015!\n\nHere are the bullets.\n\nGameplay and Engineering\nFixed crosshair not showing up on Arrowhead\n\nUpdated Grab Magazine \/ Insert Magazine reload animation timing\n\nAdded alternate fire modes (semi, burst, auto fire) to ATT-4\n\nContinued investigating issues with grenades and gadgets\n\nUpdated P4AR shells helper to align better\n\nStripped down keyframed recoil animations from the P4-AR and made new animation files.\n\nReload animation event timing tweaks for the P4-AR\n\nWorking on procedural weapon sway\/recoil animations for the P4-AR\n\nFixed a bug with the weapon not following when moving the camera up\/down\n\nThen connected these settings to the weapon data.\n\nCrouch and crouch+ADS Procedural animation setup\n\nFixed an issue where guns would float in the air with the owner died. They fall to the floor now. They were leaving their attachments behind, fixed that bug, too.\n\nFixed some bad diagonal sprint strafe blends.\n\nFinished first pass on cover lean system. Will need proper animation assets for the next pass.\n\nStated support for weapon changing, need animation assets to be created\/implemented.\n\nNext up, low cover ADS cover support.\n\nUI\nWorked on Quantum Travel HUD (spoilers!)\n\nWorking on a the Mission manager display for an upcoming release.\n\nHelped the audio team with hooks for the FPS visor HUD\n\nTechnical Art\nThis week we did a huge cleanup of environmental textures that were much larger than they needed to be. This saved almost 1.7 GB in allocated texture memory. As you can imagine, that was a big performance improvement.\n\nAnimation\nThe team in the UK is making excellent progress on base locomotion as well as procedural weapon animations. You\u2019ll see what I mean in the video.\n\nSmoothing start transitions for the first person view\n\nSubmitted fixed Stocked motion set prone transitions\n\nCleaning up the Stocked walk start transitions\n\nRevived the Weapon Pose for Procedural animation clips\n\nLooked into an animation conversion issue\n\nRemoved all ADS and iron transitions \u2013 they looked bad\n\nAdded WeaponSway and WeaponPose to Stocked transitions\n\nAdjusting look poses to correct aim point in ADS\n\nFound an issue with another bone that wasn\u2019t being exported by one of our internal tools.\n\nSniper rifle crosshair adjustments.\n\nStarted working on to\/from prone animation transitions\n\nContinued polishing first person movement on stocked weapon set.\n\nShotgun fire animation tweaks.\n\nAudio\nWorking on breathing manager\n\nMade another pass on the bullet cracks\n\nDone a pass on EVA thruster audio\n\nDebugging and fixing environment and props in Gold Horizon\n\nMaking another pass at ADS audio\n\nDebugging audio for grenade cooking, burst fire, and destroyable props\n\nBlocking Issues\nI\u2019m going to start providing a list of the issues that we feel we must fix before we open the tests to backers.\n\nPistol animations need to be implemented and cleaned up, once we finish the stocked weapon set.\n\nAll Armor Types \u2013 Taking damage while swapping weapons causes character to lose weapons.\n\nStocked Weapons clip into the characters face while prone.\n\nDamaging breakable objects causes random objects to move.\n\nUsing the Hologram causes a crash.\n\nWhen pistol is selected user is unable to throw grenades or use gadgets.\n\nAll Armor Classes \u2013 Characters are missing line art\/interior helmet geo\/Hud elements.\n\nP4-AR Ballistic Rifle \u2013 Rear sight and part of gun vanish when user goes into ADS\n\nATT-4 Energy Rifle \u2013 Rear sight and part of gun vanish when user goes into ADS. (JH edit: I think this one was fixed today \u2013 was broken yesterday, though.)\n\nDevastator-12 Energy Shotgun \u2013 Rear sight and part of gun vanish when user goes into ADS.\n\nThrowing a grenade can cause a crash.\n\nAll loadouts \u2013 Sometimes you are unable to shoot your weapon until you cycle through all of the fire modes (press V).","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nJason Hutchins hier f\u00fcr das w\u00f6chentliche Star Marine Update.\n\nEs war alles an Deck in allen Studios, die an allen Systemen und Funktionen von Star Citizen gearbeitet haben, und die erste Person zu Fu\u00df ist da keine Ausnahme. Hier ist die gute Nachricht: Ich muss einen Raumfahrer ins Gesicht schie\u00dfen! Anfang dieser Woche war der Build stabil genug, um einige interne Playtests durchzuf\u00fchren. Leider kann ich Ihnen nicht allzu viel dar\u00fcber erz\u00e4hlen, was wir diese Woche getestet haben, ohne das zu ruinieren, was wir auf der CitizenCon f\u00fcr Sie auf Lager haben.... also schalten Sie morgen ein, um zu sehen, woran wir gearbeitet haben!\n\nIch habe jedoch mit den engagierten QA-Testern in Austin und unserem sehr talentierten neuen Videoeditor Justin Chambers aus dem Studio Santa Monica zusammengearbeitet, um Ihnen dieses Teaser-Video zu erstellen. Diese Aufnahmen wurden heute Morgen buchst\u00e4blich gemacht, und wir haben sie heute Nachmittag zusammengestellt. Vielen Dank an Pedro f\u00fcr einen weiteren gro\u00dfartigen Musiktitel, mit dem man arbeiten kann. N\u00e4chste Woche werde ich einige der Aufnahmen hinter den Kulissen teilen, die bei der Erstellung des letzten Trailers, den Sie heute sehen, verwendet wurden.\n\nNat\u00fcrlich haben wir auch daran gearbeitet, die Entwicklung des FPS voranzutreiben und uns so schnell wie m\u00f6glich zu einer \u00f6ffentlichen Ver\u00f6ffentlichung zu entwickeln. Danke f\u00fcrs Einschalten, bis zur CitizenCon 2015!\n\nHier sind die Kugeln.\n\nGameplay und Technik\nKorrigiertes Fadenkreuz, das nicht auf Arrowhead Updated Grab Magazine \/ Insert Magazine reload animation timing Hinzugef\u00fcgte alternative Feuermodi (Semi, Burst, Auto Fire) zu ATT-4 Fortsetzung der Untersuchung von Problemen mit Granaten und Gadgets Aktualisierte P4AR-Shells Helfer, um besser abgerissene Keyframed-Down-R\u00fccksto\u00dfanimationen aus der P4-AR auszurichten und neue Animationsdateien zu erstellen. Reload Animation Event Timing Optimierungen f\u00fcr das P4-AR Arbeiten an prozeduralen Waffenschwankungs-\/R\u00fccksto\u00dfanimationen f\u00fcr das P4-AR Behebung eines Fehlers, bei dem die Waffe beim Bewegen der Kamera nach oben\/unten nicht mitl\u00e4uft. Anschlie\u00dfend wurden diese Einstellungen mit den Waffendaten verbunden. Crouch und Crouch+ADS Prozedurale Animationseinrichtung Behebt ein Problem, bei dem Waffen in der Luft schweben w\u00fcrden, w\u00e4hrend der Besitzer starb. Sie fallen jetzt auf den Boden. Sie lie\u00dfen ihre Anh\u00e4nge zur\u00fcck, auch dieser Fehler wurde behoben. Einige schlechte diagonale Sprint Strafe Mischungen wurden korrigiert. Fertigstellung des ersten Durchlaufs des Lean-Systems f\u00fcr die Abdeckung. Ben\u00f6tigt f\u00fcr den n\u00e4chsten Durchgang geeignete Animationsobjekte. Angegebene Unterst\u00fctzung f\u00fcr den Waffenwechsel, es m\u00fcssen Animationsobjekte erstellt\/implementiert werden. Als n\u00e4chstes wird die Unterst\u00fctzung f\u00fcr ADS-Deckungen mit geringer Abdeckung angeboten. UI\nArbeitete an Quantum Travel HUD (Spoiler!) Arbeitete an einer Anzeige des Missionsmanagers f\u00fcr eine kommende Version. Unterst\u00fctzung des Audio-Teams mit Haken f\u00fcr das FPS-Visier HUD Technical Art\nDiese Woche haben wir eine riesige Bereinigung von Umwelttexturen durchgef\u00fchrt, die viel gr\u00f6\u00dfer waren, als sie es sein mussten. Dadurch wurden fast 1,7 GB im zugewiesenen Texturspeicher gespeichert. Wie Sie sich vorstellen k\u00f6nnen, war das eine gro\u00dfe Leistungssteigerung. Animation\nDas Team in Gro\u00dfbritannien macht ausgezeichnete Fortschritte bei der Basisbewegung sowie bei prozeduralen Waffenanimationen. Du wirst sehen, was ich im Video meine. Gl\u00e4ttung der Start-\u00dcberg\u00e4nge f\u00fcr die First-Person-Ansicht Eingereicht fixed Stocked Motion Set anf\u00e4llige \u00dcberg\u00e4nge Bereinigung der Stocked Walk-Start-\u00dcberg\u00e4nge Wiederbelebung der Weapon Pose f\u00fcr Procedural-Animationsclips In ein Animationskonvertierungsproblem \u00fcberf\u00fchrt Alle ADS- und Eisen\u00fcberg\u00e4nge entfernt - sie sahen schlecht aus Hinzugef\u00fcgte WeaponSway und WeaponPose to Stocked Transitions Anpassen der Look-Posen an den richtigen Zielpunkt in ADS Ein Problem mit einem anderen Knochen, der nicht von einem unserer internen Tools exportiert wurde. Scharfsch\u00fctzengewehr Fadenkreuz-Einstellungen. Begonnen mit der Arbeit an\/von anf\u00e4lligen Animations\u00fcberg\u00e4ngen Fortgef\u00fchrtes Polieren der Bewegung der ersten Person am Waffen-Set. Die Feueranimation der Schrotflinte wird optimiert. Audio\nArbeit am Atemmanager machte einen weiteren Durchgang auf die Kugelbr\u00fcche Fertig einen Durchgang auf EVA Thruster Audio Debugging und Fixierung Umgebung und Requisiten in Gold Horizon Machen Sie einen weiteren Durchgang auf ADS Audio Debugging Audio f\u00fcr Granate Kochen, Burst Feuer, und zerst\u00f6rbare Requisiten Blocking Issues\nIch werde anfangen, eine Liste der Probleme bereitzustellen, die wir unserer Meinung nach beheben m\u00fcssen, bevor wir die Tests f\u00fcr Geldgeber \u00f6ffnen.\n\nPistolenanimationen m\u00fcssen implementiert und bereinigt werden, sobald wir das Waffen-Set fertig haben. Alle R\u00fcstungstypen - Beim Waffentausch Schaden zu erleiden, f\u00fchrt dazu, dass der Charakter Waffen verliert. Die gelagerten Waffen werden in das Gesicht der Figur gesteckt, w\u00e4hrend sie anf\u00e4llig sind. Besch\u00e4digende, zerbrechliche Objekte bewirken, dass sich zuf\u00e4llige Objekte bewegen. Die Verwendung des Hologramms f\u00fchrt zu einem Absturz. Wenn die Pistole ausgew\u00e4hlt ist, kann der Benutzer keine Granaten werfen oder Gadgets verwenden. Alle R\u00fcstungsklassen - Charaktere fehlende Linienkunst\/Innenhelm Geo-\/Hud-Elemente. P4-AR Ballistic Rifle - Kimme und Teil der Waffe verschwinden, wenn der Benutzer in ADS ATT-4 Energy Rifle geht - Kimme und Teil der Waffe verschwinden, wenn der Benutzer in ADS geht. (JH bearbeiten Sie: Ich denke, dass dieses heute repariert wurde - war gestern, zwar gebrochen.) Zerst\u00f6rer-12 Energie-Schrotflinte - Kimme und Teil der Gewehr verschwinden, wenn Benutzer in ADS einsteigt. Das Werfen einer Granate kann einen Unfall verursachen. Alle Ladungen - Manchmal kannst du nicht mit deiner Waffe schie\u00dfen, bis du alle Feuerarten durchlaufen hast (dr\u00fccke V).","zh_CN":"Greetings Citizens,\nJason Hutchins here for the weekly Star Marine update.\n\nIt has been all hands on deck in all studios working towards all of systems and features of Star Citizen and the on foot first person experience is a no exception. Here\u2019s the good news: I GOT TO SHOOT A SPACEMAN IN THE FACE! Earlier this week the build was stable enough to do some internal playtests. Unfortunately, I can\u2019t tell you too much about what we were testing this week without ruining what we have in store for you at CitizenCon\u2026 so tune in tomorrow to see what we\u2019ve been working on!\n\nI did, however, work with the dedicated QA testers in Austin, and our very talented new video editor, Justin Chambers, from the Santa Monica studio to make you this teaser video. Those shots were literally taken this morning and we put them together this afternoon. Thanks to Pedro for another superb music track to work with. Next week, I\u2019ll share some of the behind the scenes footage that went into making the final trailer you see today.\n\nOf course we also did work to push the FPS development forward, building up to what will be a public release as soon as we can. Thanks for tuning in, see you at CitizenCon 2015!\n\nHere are the bullets.\n\nGameplay and Engineering\nFixed crosshair not showing up on Arrowhead\n\nUpdated Grab Magazine \/ Insert Magazine reload animation timing\n\nAdded alternate fire modes (semi, burst, auto fire) to ATT-4\n\nContinued investigating issues with grenades and gadgets\n\nUpdated P4AR shells helper to align better\n\nStripped down keyframed recoil animations from the P4-AR and made new animation files.\n\nReload animation event timing tweaks for the P4-AR\n\nWorking on procedural weapon sway\/recoil animations for the P4-AR\n\nFixed a bug with the weapon not following when moving the camera up\/down\n\nThen connected these settings to the weapon data.\n\nCrouch and crouch+ADS Procedural animation setup\n\nFixed an issue where guns would float in the air with the owner died. They fall to the floor now. They were leaving their attachments behind, fixed that bug, too.\n\nFixed some bad diagonal sprint strafe blends.\n\nFinished first pass on cover lean system. Will need proper animation assets for the next pass.\n\nStated support for weapon changing, need animation assets to be created\/implemented.\n\nNext up, low cover ADS cover support.\n\nUI\nWorked on Quantum Travel HUD (spoilers!)\n\nWorking on a the Mission manager display for an upcoming release.\n\nHelped the audio team with hooks for the FPS visor HUD\n\nTechnical Art\nThis week we did a huge cleanup of environmental textures that were much larger than they needed to be. This saved almost 1.7 GB in allocated texture memory. As you can imagine, that was a big performance improvement.\n\nAnimation\nThe team in the UK is making excellent progress on base locomotion as well as procedural weapon animations. You\u2019ll see what I mean in the video.\n\nSmoothing start transitions for the first person view\n\nSubmitted fixed Stocked motion set prone transitions\n\nCleaning up the Stocked walk start transitions\n\nRevived the Weapon Pose for Procedural animation clips\n\nLooked into an animation conversion issue\n\nRemoved all ADS and iron transitions \u2013 they looked bad\n\nAdded WeaponSway and WeaponPose to Stocked transitions\n\nAdjusting look poses to correct aim point in ADS\n\nFound an issue with another bone that wasn\u2019t being exported by one of our internal tools.\n\nSniper rifle crosshair adjustments.\n\nStarted working on to\/from prone animation transitions\n\nContinued polishing first person movement on stocked weapon set.\n\nShotgun fire animation tweaks.\n\nAudio\nWorking on breathing manager\n\nMade another pass on the bullet cracks\n\nDone a pass on EVA thruster audio\n\nDebugging and fixing environment and props in Gold Horizon\n\nMaking another pass at ADS audio\n\nDebugging audio for grenade cooking, burst fire, and destroyable props\n\nBlocking Issues\nI\u2019m going to start providing a list of the issues that we feel we must fix before we open the tests to backers.\n\nPistol animations need to be implemented and cleaned up, once we finish the stocked weapon set.\n\nAll Armor Types \u2013 Taking damage while swapping weapons causes character to lose weapons.\n\nStocked Weapons clip into the characters face while prone.\n\nDamaging breakable objects causes random objects to move.\n\nUsing the Hologram causes a crash.\n\nWhen pistol is selected user is unable to throw grenades or use gadgets.\n\nAll Armor Classes \u2013 Characters are missing line art\/interior helmet geo\/Hud elements.\n\nP4-AR Ballistic Rifle \u2013 Rear sight and part of gun vanish when user goes into ADS\n\nATT-4 Energy Rifle \u2013 Rear sight and part of gun vanish when user goes into ADS. (JH edit: I think this one was fixed today \u2013 was broken yesterday, though.)\n\nDevastator-12 Energy Shotgun \u2013 Rear sight and part of gun vanish when user goes into ADS.\n\nThrowing a grenade can cause a crash.\n\nAll loadouts \u2013 Sometimes you are unable to shoot your weapon until you cycle through all of the fire modes (press V)."},"links_count":0,"comment_count":197,"created_at":"2015-10-10T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 10:29:39","valid_relations":["images","links"],"prev_id":14996,"next_id":14998}}