{"data":{"id":15036,"title":"Weekly Development Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15036-Weekly-Development-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15036","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15036","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":4196,"name":"StarCitizenDev-2015-10-16-14-17-57-96.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/6wb72ku3b4erfr\/source\/StarCitizenDev-2015-10-16-14-17-57-96.jpg","alt":"","size":279813,"mime_type":"image\/jpeg","last_modified":"2015-10-16T21:29:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4196","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4196\/similar"},{"id":4225,"name":"StarCitizenDev-2015-10-16-16-14-40-94.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/18zgz04w2s65er\/source\/StarCitizenDev-2015-10-16-16-14-40-94.jpg","alt":"","size":104043,"mime_type":"image\/jpeg","last_modified":"2015-10-28T19:40:34+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4225","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4225\/similar"},{"id":4226,"name":"StarCitizenDev-2015-10-16-15-49-05-04.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/00pwmybe0y6ewr\/source\/StarCitizenDev-2015-10-16-15-49-05-04.jpg","alt":"","size":87981,"mime_type":"image\/jpeg","last_modified":"2015-10-28T19:40:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4226","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4226\/similar"},{"id":4227,"name":"StarCitizenDev-2015-10-16-13-15-52-05.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/8p74cd63xdir2r\/source\/StarCitizenDev-2015-10-16-13-15-52-05.jpg","alt":"","size":254165,"mime_type":"image\/jpeg","last_modified":"2015-10-28T19:39:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4227","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4227\/similar"}],"images_count":4,"translations":{"en_EN":"Greetings Citizens,\nWelcome back to our third weekly update on Star Citizen Alpha 2.0. development!\n\nWe\u2019re getting just as excited as you guys are to get this release out so the team are pushing hard every single day to make that happen! The patience and understanding of game development in the Star Citizen Community is often astounding and refreshing to hear so we wanted to let you know that it really drives the team on to hear such words of encouragement. We are really not that far from delivering this huge amount of new content to you all but game development is a complex process that takes time to pull everything together and stabilize it to be ready for a good user experience. We totally understand any frustrations you may have in waiting for such a tantalizing release so we will always do our best to give you visibility on the progress of it, warts and all, so you\u2019re not left in the dark and we\u2019ll keep addressing the main priorities and look to release it the very moment that it\u2019s good and ready!\n\nWe\u2019ve described much of the content that\u2019s been implemented already, so you should have a good idea of all the cool new features you\u2019re going to be getting your hands on, we\u2019ve got the ships and environment ready and we are very much in to the polish phase of the release with the addition of things like energy Recharge Stations to various satellites. The vast majority of the gameplay experience is there to play and we\u2019re really locking things down in terms of avoiding any major new additions to the code base in order to stabilize the build and avoid the risk of knock-ons.\n\nPerformance improvements are a typical part of any video game release. Despite making things as optimal as possible along the way, there\u2019s always a big push towards the back-end of the development cycle in order to bring everything in to acceptable frame rate levels\u2026 and we\u2019re not quite there, yet! If we released it to you now, it really wouldn\u2019t do any of the content justice because it needs to play nice and smoothly and be relatively crash-free. Some crashes are inevitable with introduction of new codebase systems coming online so essentially just bugs that we just need to churn through as fast as we can.\n\nOne of the most exciting things about this release is the story element. Arena Commander was our testbed for implementing the ship systems that you see today but with Crusader we will be opening it right up to whole new level of gameplay. For one, the Audio team have implemented some new computer system voices for things like the airlocks and the Comms Array terminals and the vending machines which really brings things to life, and yet we still have even more dialogue to implement that will really hit home those levels of immersion. In this scenario you\u2019re picking up a job on your mobiGlas as a Space Technician and we leave you exploring the beautiful environment, investigating the backstory of events, taking on pirates, working with the UEE security teams and doing things in whichever way you wish! It\u2019s a real sandbox of random scenarios with traders, UEE and pirates quantum jumping around and making you feel a part of something\u2026 and yet this is all just be the tip of the iceberg!\n\nIn terms of FPS-specific work, the team has put together a mixed armor set for use in 2.0 this week, complete with the light marine armor, RSI helmet, 2 medPens, helmet, EVA jets and an ArcLight laser pistol as the default loadout for all players adventuring on the Crusader map. There will also be P4-AR Ballistic Rifles available for pick-up on Kareah station. This will be the first taste of Star Marine in the 2.0.0 release, with more to come down the line.\n\nWork continues on Star Marine proper as well, although the priority is getting Alpha 2.0 (which jumps ahead and introduces FPS gameplay to the persistent universe) ready for launch. To that end, we\u2019re focusing on Star Marine-related tasks that will impact both planned releases, and we are broadening our weekly update to focus more on the task at hand. Expect to hear more about Star Marine proper after 2.0 is released, but know that much of the FPS work happening right now will apply to both releases.\n\nLet\u2019s get on with the high level breakdown of items from the various teams\u2026\n\nGameplay and Engineering\nAdded energy Recharge Stations to various satellites\n\nAdded feedback for when a EZ Hab pod is locked to you\n\nRestored rotating rings to Port Olisar\n\nFinalised the Research Satellite method of mission giving\n\nMark-up for all Asteroids added using the new, more automated method\n\nMoving EVA to an improved physical control model\n\nImplementing ragdoll animation whilst in EVA\n\nImproved ragdoll animation \u2013 see WIP video\n\n1st pass implementation of breaking apart of the Retaliator (on destruction) Will be more visually impressive and realistic\n\n\n\nPerformance improvements\/optimisations\n\nNetwork optimisations\n\nGeneral bug fixing * Fixed a bug with health pens not working\n\nWeapons not physicalize properly, they remain floating in space, upon death.\\\n\nFixing bugs on weapon select\/deselect\/holstering.\n\nReviewing look poses for Pistol firing with the animation team.\n\nProcedural weapon animation work is still in progress. Work on positioning, weapon sway, weapon cant, will go into next week. Recoil is feeling good.\n\nAmmo boxes are broken, investigating. Energy recharge stations are working! Lasers; pew pew!\n\nUI\nMulti Crew screens polish\n\nMission manager UI polish\n\nQuantum Travel UI polish\n\nScreens for Crusader station\n\nGeneral reticule polish\n\nMulti Crew screens polish\n\nMaking a first pass and simplified Main Menu, so players don\u2019t have to load into the Hangar every time they start the game or finish a match.\n\nBase implementation of a reticule for the EVA HUD.\n\nBug fixing\n\nArt\nConstellation flight ready\n\nRetaliator flight ready\n\nCutlass Black flight ready Updated to support the new damage tech.\n\nUpdated to support multi-crew functionality\n\n\n\nFinal layout polish for the space station interiors with bug fixing galore, profiling, optimising, testing\n\nFinal lighting polish for the space station interiors\n\nLayout and signposting changes to the Cry Astro Fuel facility\n\nSpace station exterior lighting pass\n\nMulti-crew ship damage VFX implementation, including: Exterior damage effects from minor damage through to 100% damage explosions\n\nInterior damage effects, including cockpits \u2013 triggered when receiving damage and \u201cstate\u201d switching when ship health is low\n\n\n\nGeneral ship damage effects polish\n\nGeneral ship thruster effects polish\n\nCrusader map ambient effects \u2013 including: Airlock pressurisation\/depressurisation\n\nDerelict space station ambience\n\nGiant asteroid field ambience\n\n\n\nRepair drone effects polish\n\nShip landing dust effects polish\n\nQuantum Travel effects polish\n\nMissile effects polish\n\nGeneral effects optimisation\n\nAnimation\nRefining base character locomotion\n\nFinalising stocked and pistol locomotion * Pistol animation set was reviewed, still needs starts\/stop, select\/deselect, lowered set-up in mannequin, prone look pose, and crouch look poses. These should be started, and hopefully finished next week.\n\nRifle animation set reviewed, ADS is currently broken, still needs lowered look pose, better weapon pickup anim, and prone look pose need to be exported and hooked up.\n\nRifle look poses for fire are fixed, but firing has a problem with the weapon moving in the hands, investigating now.\n\nAudio\nAnother dialogue recording session for some additional lines and some re-records\n\nMade improvements to the ship flyby sounds\n\nContinued implementation music\n\nFinalising audio for map locations\n\nGeneral bug fixing\n\nBlocking Issues\nFrame rate is very sluggish at times\n\nWe have a few crashes which are currently blocking the comms array gameplay\n\nUnable to spawn Multicrew ships in release mode\n\nEVA needs to be more responsive and much less buggy! Player can spin out of control and also suffer latency issues \u2013 hopefully these are fixed in next build with some recent animation code fixes\n\nWalking on to a ship can cause it to have no flight functionality but works fine if you debug spawn straight in to the cockpit; probably related to a recent IFCS code change\n\nServer Crashes when AI units fire weapons. This blocks other testing, of course.\n\nPistol ADS animations are blocked until we finalize Stocked (rifle) ADS system.\n\nCharacter Sprint animations needs a review once the [weapon] lowered pose is finalized. This is a potential blocker.\n\nEVA needs to support personal weapon usage, this will require code support as well as adjustments to the base poses.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nWillkommen zur\u00fcck zu unserem dritten w\u00f6chentlichen Update \u00fcber die Entwicklung von Star Citizen Alpha 2.0!\n\nWir sind genauso begeistert wie ihr, diese Ver\u00f6ffentlichung herauszubringen, so dass das Team jeden Tag hart daran arbeitet, dies zu erreichen! Die Geduld und das Verst\u00e4ndnis f\u00fcr die Spieleentwicklung in der Star Citizen Community ist oft erstaunlich und erfrischend zu h\u00f6ren, deshalb wollten wir Sie wissen lassen, dass es das Team wirklich antreibt, solche Worte der Ermutigung zu h\u00f6ren. Wir sind wirklich nicht weit davon entfernt, euch allen diese riesige Menge an neuen Inhalten zu liefern, aber die Spieleentwicklung ist ein komplexer Prozess, der Zeit braucht, um alles zusammenzufassen und zu stabilisieren, um f\u00fcr eine gute Benutzererfahrung bereit zu sein. Wir verstehen alle Frustrationen, die Sie haben, wenn Sie auf eine so verlockende Ver\u00f6ffentlichung warten, dass wir immer unser Bestes tun werden, um Ihnen einen \u00dcberblick \u00fcber den Fortschritt der Ver\u00f6ffentlichung zu geben, damit Sie nicht im Dunkeln gelassen werden, und wir werden die wichtigsten Priorit\u00e4ten weiterhin ansprechen und versuchen, sie sofort freizugeben, wenn sie gut und bereit ist!\n\nWir haben einen Gro\u00dfteil der bereits implementierten Inhalte beschrieben, also sollten Sie eine gute Vorstellung von all den coolen neuen Features haben, die Sie in die Finger bekommen werden, wir haben die Schiffe und die Umgebung vorbereitet und wir sind sehr nah dran an der polnischen Phase der Ver\u00f6ffentlichung mit dem Hinzuf\u00fcgen von Dingen wie Energy Recharge Stations zu verschiedenen Satelliten. Der \u00fcberwiegende Teil des Gameplay-Erlebnisses ist zum Spielen da, und wir sperren die Dinge wirklich, um gr\u00f6\u00dfere Neuerungen in der Codebasis zu vermeiden, um den Build zu stabilisieren und das Risiko von Knock-Ons zu vermeiden.\n\nLeistungssteigerungen sind ein typischer Bestandteil jeder Videospiel-Version. Obwohl wir die Dinge auf dem Weg dorthin so optimal wie m\u00f6glich gestalten, gibt es immer einen gro\u00dfen Schub in Richtung Backend des Entwicklungszyklus, um alles auf ein akzeptables Bildratenniveau zu bringen.... und wir sind noch nicht ganz da! Wenn wir es jetzt an Sie freigeben w\u00fcrden, w\u00fcrde es wirklich keinem der Inhalte gerecht werden, denn es muss sch\u00f6n und reibungslos spielen und relativ crashfrei sein. Einige Abst\u00fcrze sind unvermeidlich bei der Einf\u00fchrung neuer Codebanksysteme, die online gehen, so dass wir im Wesentlichen nur Fehler haben, die wir einfach so schnell wie m\u00f6glich durchspielen m\u00fcssen.\n\nEines der aufregendsten Dinge an dieser Version ist das Story-Element. Arena Commander war unser Testbett f\u00fcr die Implementierung der Schiffssysteme, die Sie heute sehen, aber mit Crusader werden wir es bis zu einem ganz neuen Level des Gameplays \u00f6ffnen. Zum einen hat das Audio-Team einige neue Computersystemstimmen f\u00fcr Dinge wie die Luftschleusen und die Comms-Array-Terminals und die Verkaufsautomaten implementiert, die die Dinge wirklich zum Leben erwecken, und doch haben wir noch mehr Dialog zu realisieren, der diese Ebenen des Eintauchens wirklich erreichen wird. In diesem Szenario nehmen Sie einen Job auf Ihrem mobiGlas als Weltraumtechniker an und wir \u00fcberlassen Ihnen die Erkundung der sch\u00f6nen Umgebung, die Erforschung der Hintergr\u00fcnde von Ereignissen, die \u00dcbernahme von Piraten, die Zusammenarbeit mit den UEE-Sicherheitsteams und das Tun, wie Sie wollen! Es ist ein echter Sandkasten von zuf\u00e4lligen Szenarien mit H\u00e4ndlern, UEE und Piraten, die Quantenspr\u00fcnge machen und einem das Gef\u00fchl geben, Teil von etwas zu sein.... und doch ist das alles nur die Spitze des Eisbergs!\n\nIm Hinblick auf die FPS-spezifische Arbeit hat das Team ein gemischtes R\u00fcstungsset f\u00fcr den Einsatz in 2.0 diese Woche zusammengestellt, komplett mit der leichten Marinepanzerung, dem RSI-Helm, 2 medPens, Helm, EVA-Jets und einer ArcLight-Laserpistole als Standardauslastung f\u00fcr alle Spieler, die sich auf der Kreuzfahrerkarte befinden. Es werden auch P4-AR Ballistikgewehre zur Abholung auf der Station Kareah zur Verf\u00fcgung stehen. Dies wird der erste Vorgeschmack auf Star Marine in der Version 2.0.0.0 sein, und es werden noch mehr folgen.\n\nDie Arbeit an Star Marine selbst geht weiter, obwohl die Priorit\u00e4t darin besteht, Alpha 2.0 (das vorw\u00e4rts springt und das FPS-Gameplay in das anhaltende Universum einf\u00fchrt) f\u00fcr den Start vorzubereiten. Zu diesem Zweck konzentrieren wir uns auf Aufgaben im Zusammenhang mit Star Marine-Projekten, die sich auf beide geplanten Versionen auswirken werden, und wir erweitern unser w\u00f6chentliches Update, um uns mehr auf die jeweilige Aufgabe zu konzentrieren. Erwarten Sie, mehr \u00fcber Star Marine zu h\u00f6ren, nachdem 2.0 ver\u00f6ffentlicht wurde, aber wissen Sie, dass ein Gro\u00dfteil der FPS-Arbeit, die gerade jetzt stattfindet, f\u00fcr beide Versionen gelten wird.\n\nLassen Sie uns mit der hochrangigen Aufschl\u00fcsselung der Gegenst\u00e4nde aus den verschiedenen Teams fortfahren.....\n\nGameplay und Technik\nZus\u00e4tzliche Energieladestationen f\u00fcr verschiedene Satelliten Zus\u00e4tzliche R\u00fcckmeldung, wann ein EZ Hab Pod an Sie angeschlossen ist Wiederhergestellte rotierende Ringe in Port Olisar Abgeschlossene Methode der Mission des Forschungssatelliten, die einen Aufschlag f\u00fcr alle Asteroiden gibt, die mit dem Neuen hinzugef\u00fcgt wurden, automatisierteres Verfahren Verschieben von EVA in ein verbessertes physisches Kontrollmodell Implementieren von Ragdoll-Animationen w\u00e4hrend der EVA Verbesserte Ragdoll-Animationen - siehe WIP-Video 1. Durchgang Implementierung des Auseinanderbrechens des Vergelters (bei Zerst\u00f6rung) Wird optisch beeindruckender und realistischer sein Leistungsverbesserungen\/Optimierungen Netzwerkoptimierungen Allgemeine Fehlerbehebung * Behebung eines Fehlers mit nicht funktionierenden Gesundheitsstiften Waffen werden nicht richtig physisiert, sie bleiben im Raum schwebend, nach dem Tod.Fehlerbehebung bei der Auswahl, Abwahl und Polsterung von Waffen. Das \u00dcberpr\u00fcfen des Aussehens stellt sich f\u00fcr den Pistolenschuss mit dem Animationsteam dar. Die verfahrenstechnische Waffenanimation ist noch im Gange. Die Arbeiten an der Positionierung, dem Pendeln der Waffe, der \u00dcberh\u00f6hung der Waffe, werden in die n\u00e4chste Woche gehen. Recoil f\u00fchlt sich gut an. Die Munitionskisten sind kaputt, untersuchend. Die Energieladestationen funktionieren! Laser; Kirchenbank! UI\nMulti Crew Screens polnisch Mission Manager UI polnisch Quantum Travel UI polnisch Screens for Crusader Station General reticule polnisch Multi Crew Screens polnisch Herstellung eines ersten Durchlaufs und vereinfachtes Hauptmen\u00fc, so dass die Spieler nicht jedes Mal, wenn sie das Spiel starten oder ein Spiel beenden, in den Hangar laden m\u00fcssen. Basisimplementierung eines Fadenkreuzes f\u00fcr das EVA HUD. Fehlerbehebung Art\nKonstellation flugbereit Vergeltungsflugbereit Entermesser Schwarz flugbereit Aktualisiert zur Unterst\u00fctzung der neuen Schadenstechnik. Aktualisiert, um die Multi-Crew-Funktionalit\u00e4t zu unterst\u00fctzen Endg\u00fcltige Layoutpolitur f\u00fcr die Innenr\u00e4ume der Raumstation mit Fehlerbehebung in H\u00fclle und F\u00fclle, Profilerstellung, Optimierung, Test Endg\u00fcltige Beleuchtungspolitur f\u00fcr die Innenr\u00e4ume der Raumstation Layout- und Beschilderungs\u00e4nderungen an der Cry Astro Fuel Facility Au\u00dfenbeleuchtung der Raumstation Pass Multi-Crew Schiffsschaden VFX-Implementierung, einschlie\u00dflich....: \u00c4u\u00dfere Schadenseffekte von kleinen Sch\u00e4den bis hin zu 100%igen Schadensexplosionen Innere Schadenseffekte, einschlie\u00dflich Cockpits - ausgel\u00f6st bei Schadensaufnahme und \"Zustandswechsel\" bei niedrigem Schiffszustand Allgemeine Schiffsschadenseffekte Politur Allgemeine Schiffsantriebswirkungen Politur Kreuzritterkarte Umgebungseffekte - einschlie\u00dflich....: Luftschleuse Druckbeaufschlagung \/ Druckentlastung Verlassene Raumstationsumgebung Riesen-Asteroidenfeldumgebung Reparatur-Drohneneffekte Politur Schiffslandestaubeffekte Politur Quantenreiseeffekte Politur Raketeneffekte Politur Allgemeine Effektoptimierung Animation\nVerfeinerung der Basischarakterbewegung Finalisierung der Lager- und Pistolenbewegung * Der Pistolenanimationssatz wurde \u00fcberpr\u00fcft, ben\u00f6tigt noch Starts\/Stopps, Auswahl\/Deselektion, abgesenktes Setup in der Schaufensterpuppe, neigende Pose und Hock-Look-Posen. Diese sollten begonnen und hoffentlich n\u00e4chste Woche abgeschlossen werden. Gewehr-Animationsset \u00fcberarbeitet, ADS ist derzeit kaputt, ben\u00f6tigt immer noch eine reduzierte Look-Pose, bessere Waffen-Aufnahme-Animation und eine anf\u00e4llige Look-Pose m\u00fcssen exportiert und angeschlossen werden. Gewehr Aussehen stellt f\u00fcr das Feuer sind behoben, aber das Schie\u00dfen hat ein Problem mit der Waffe bewegt sich in den H\u00e4nden, die Untersuchung jetzt. Audio\nEine weitere Dialog-Aufnahmesitzung f\u00fcr einige zus\u00e4tzliche Linien und einige Neuaufnahmen Verbesserungen an den Schiffs-Flyby-Sounds Fortsetzung der Implementierungsmusik Finalisierung von Audio f\u00fcr Kartenstandorte Allgemeine Fehlerbehebung Blocking Issues\nDie Bildrate ist manchmal sehr tr\u00e4ge Wir haben ein paar Abst\u00fcrze, die derzeit das Gameplay des Comms-Arrays blockieren Unf\u00e4hig, Multicrew-Schiffe im Release-Modus zu spawnen, muss EVA reaktionsschneller und viel weniger fehleranf\u00e4llig sein! Spieler k\u00f6nnen au\u00dfer Kontrolle geraten und auch Latenzprobleme erleiden - hoffentlich werden diese im n\u00e4chsten Build mit einigen aktuellen Animationscode-Fixes behoben. Das Betreten eines Schiffes kann dazu f\u00fchren, dass es keine Flugfunktionalit\u00e4t hat, funktioniert aber gut, wenn Sie direkt im Cockpit debuggen; wahrscheinlich im Zusammenhang mit einem aktuellen IFCS-Codewechsel Server Crashes, wenn KI-Einheiten Waffen abfeuern. Dies blockiert nat\u00fcrlich andere Tests. Pistolen-ADS-Animationen werden blockiert, bis wir das gelagerte (Gewehr-)ADS-System fertig gestellt haben. Charakter-Sprint-Animationen m\u00fcssen \u00fcberpr\u00fcft werden, sobald die abgesenkte Pose der[Waffe] abgeschlossen ist. Das ist ein potentieller Blocker. EVA muss den pers\u00f6nlichen Waffeneinsatz unterst\u00fctzen, dies erfordert Code-Unterst\u00fctzung sowie Anpassungen der Basis-Posen.","zh_CN":"Greetings Citizens,\nWelcome back to our third weekly update on Star Citizen Alpha 2.0. development!\n\nWe\u2019re getting just as excited as you guys are to get this release out so the team are pushing hard every single day to make that happen! The patience and understanding of game development in the Star Citizen Community is often astounding and refreshing to hear so we wanted to let you know that it really drives the team on to hear such words of encouragement. We are really not that far from delivering this huge amount of new content to you all but game development is a complex process that takes time to pull everything together and stabilize it to be ready for a good user experience. We totally understand any frustrations you may have in waiting for such a tantalizing release so we will always do our best to give you visibility on the progress of it, warts and all, so you\u2019re not left in the dark and we\u2019ll keep addressing the main priorities and look to release it the very moment that it\u2019s good and ready!\n\nWe\u2019ve described much of the content that\u2019s been implemented already, so you should have a good idea of all the cool new features you\u2019re going to be getting your hands on, we\u2019ve got the ships and environment ready and we are very much in to the polish phase of the release with the addition of things like energy Recharge Stations to various satellites. The vast majority of the gameplay experience is there to play and we\u2019re really locking things down in terms of avoiding any major new additions to the code base in order to stabilize the build and avoid the risk of knock-ons.\n\nPerformance improvements are a typical part of any video game release. Despite making things as optimal as possible along the way, there\u2019s always a big push towards the back-end of the development cycle in order to bring everything in to acceptable frame rate levels\u2026 and we\u2019re not quite there, yet! If we released it to you now, it really wouldn\u2019t do any of the content justice because it needs to play nice and smoothly and be relatively crash-free. Some crashes are inevitable with introduction of new codebase systems coming online so essentially just bugs that we just need to churn through as fast as we can.\n\nOne of the most exciting things about this release is the story element. Arena Commander was our testbed for implementing the ship systems that you see today but with Crusader we will be opening it right up to whole new level of gameplay. For one, the Audio team have implemented some new computer system voices for things like the airlocks and the Comms Array terminals and the vending machines which really brings things to life, and yet we still have even more dialogue to implement that will really hit home those levels of immersion. In this scenario you\u2019re picking up a job on your mobiGlas as a Space Technician and we leave you exploring the beautiful environment, investigating the backstory of events, taking on pirates, working with the UEE security teams and doing things in whichever way you wish! It\u2019s a real sandbox of random scenarios with traders, UEE and pirates quantum jumping around and making you feel a part of something\u2026 and yet this is all just be the tip of the iceberg!\n\nIn terms of FPS-specific work, the team has put together a mixed armor set for use in 2.0 this week, complete with the light marine armor, RSI helmet, 2 medPens, helmet, EVA jets and an ArcLight laser pistol as the default loadout for all players adventuring on the Crusader map. There will also be P4-AR Ballistic Rifles available for pick-up on Kareah station. This will be the first taste of Star Marine in the 2.0.0 release, with more to come down the line.\n\nWork continues on Star Marine proper as well, although the priority is getting Alpha 2.0 (which jumps ahead and introduces FPS gameplay to the persistent universe) ready for launch. To that end, we\u2019re focusing on Star Marine-related tasks that will impact both planned releases, and we are broadening our weekly update to focus more on the task at hand. Expect to hear more about Star Marine proper after 2.0 is released, but know that much of the FPS work happening right now will apply to both releases.\n\nLet\u2019s get on with the high level breakdown of items from the various teams\u2026\n\nGameplay and Engineering\nAdded energy Recharge Stations to various satellites\n\nAdded feedback for when a EZ Hab pod is locked to you\n\nRestored rotating rings to Port Olisar\n\nFinalised the Research Satellite method of mission giving\n\nMark-up for all Asteroids added using the new, more automated method\n\nMoving EVA to an improved physical control model\n\nImplementing ragdoll animation whilst in EVA\n\nImproved ragdoll animation \u2013 see WIP video\n\n1st pass implementation of breaking apart of the Retaliator (on destruction) Will be more visually impressive and realistic\n\n\n\nPerformance improvements\/optimisations\n\nNetwork optimisations\n\nGeneral bug fixing * Fixed a bug with health pens not working\n\nWeapons not physicalize properly, they remain floating in space, upon death.\\\n\nFixing bugs on weapon select\/deselect\/holstering.\n\nReviewing look poses for Pistol firing with the animation team.\n\nProcedural weapon animation work is still in progress. Work on positioning, weapon sway, weapon cant, will go into next week. Recoil is feeling good.\n\nAmmo boxes are broken, investigating. Energy recharge stations are working! Lasers; pew pew!\n\nUI\nMulti Crew screens polish\n\nMission manager UI polish\n\nQuantum Travel UI polish\n\nScreens for Crusader station\n\nGeneral reticule polish\n\nMulti Crew screens polish\n\nMaking a first pass and simplified Main Menu, so players don\u2019t have to load into the Hangar every time they start the game or finish a match.\n\nBase implementation of a reticule for the EVA HUD.\n\nBug fixing\n\nArt\nConstellation flight ready\n\nRetaliator flight ready\n\nCutlass Black flight ready Updated to support the new damage tech.\n\nUpdated to support multi-crew functionality\n\n\n\nFinal layout polish for the space station interiors with bug fixing galore, profiling, optimising, testing\n\nFinal lighting polish for the space station interiors\n\nLayout and signposting changes to the Cry Astro Fuel facility\n\nSpace station exterior lighting pass\n\nMulti-crew ship damage VFX implementation, including: Exterior damage effects from minor damage through to 100% damage explosions\n\nInterior damage effects, including cockpits \u2013 triggered when receiving damage and \u201cstate\u201d switching when ship health is low\n\n\n\nGeneral ship damage effects polish\n\nGeneral ship thruster effects polish\n\nCrusader map ambient effects \u2013 including: Airlock pressurisation\/depressurisation\n\nDerelict space station ambience\n\nGiant asteroid field ambience\n\n\n\nRepair drone effects polish\n\nShip landing dust effects polish\n\nQuantum Travel effects polish\n\nMissile effects polish\n\nGeneral effects optimisation\n\nAnimation\nRefining base character locomotion\n\nFinalising stocked and pistol locomotion * Pistol animation set was reviewed, still needs starts\/stop, select\/deselect, lowered set-up in mannequin, prone look pose, and crouch look poses. These should be started, and hopefully finished next week.\n\nRifle animation set reviewed, ADS is currently broken, still needs lowered look pose, better weapon pickup anim, and prone look pose need to be exported and hooked up.\n\nRifle look poses for fire are fixed, but firing has a problem with the weapon moving in the hands, investigating now.\n\nAudio\nAnother dialogue recording session for some additional lines and some re-records\n\nMade improvements to the ship flyby sounds\n\nContinued implementation music\n\nFinalising audio for map locations\n\nGeneral bug fixing\n\nBlocking Issues\nFrame rate is very sluggish at times\n\nWe have a few crashes which are currently blocking the comms array gameplay\n\nUnable to spawn Multicrew ships in release mode\n\nEVA needs to be more responsive and much less buggy! Player can spin out of control and also suffer latency issues \u2013 hopefully these are fixed in next build with some recent animation code fixes\n\nWalking on to a ship can cause it to have no flight functionality but works fine if you debug spawn straight in to the cockpit; probably related to a recent IFCS code change\n\nServer Crashes when AI units fire weapons. This blocks other testing, of course.\n\nPistol ADS animations are blocked until we finalize Stocked (rifle) ADS system.\n\nCharacter Sprint animations needs a review once the [weapon] lowered pose is finalized. This is a potential blocker.\n\nEVA needs to support personal weapon usage, this will require code support as well as adjustments to the base poses."},"links_count":0,"comment_count":291,"created_at":"2015-10-30T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-20 09:26:37","valid_relations":["images","links"],"prev_id":15034,"next_id":15037}}