{"data":{"id":15045,"title":"Weekly Development Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15045-Weekly-Development-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15045","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15045","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":4197,"name":"StarCitizenDev-2015-10-16-16-13-07-17.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ew3nzs9o5wnf2r\/source\/StarCitizenDev-2015-10-16-16-13-07-17.jpg","alt":"","size":232814,"mime_type":"image\/jpeg","last_modified":"2015-10-16T21:29:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4197","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4197\/similar"},{"id":4246,"name":"StarCitizenDev-2015-10-16-15-48-57-07.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ziy9ve4r27fuzr\/source\/StarCitizenDev-2015-10-16-15-48-57-07.jpg","alt":"","size":84469,"mime_type":"image\/jpeg","last_modified":"2015-10-28T19:40:32+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4246","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4246\/similar"},{"id":4248,"name":"StarCitizenDev-2015-10-16-13-32-17-28.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/q3vi7nbgdsbbqr\/source\/StarCitizenDev-2015-10-16-13-32-17-28.jpg","alt":"","size":236105,"mime_type":"image\/jpeg","last_modified":"2015-10-28T19:40:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4248","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4248\/similar"},{"id":4250,"name":"StarCitizenDev-2015-10-16-13-15-22-08.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zgd6dim65sis9r\/source\/StarCitizenDev-2015-10-16-13-15-22-08.jpg","alt":"","size":132590,"mime_type":"image\/jpeg","last_modified":"2015-10-28T19:39:50+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4250","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4250\/similar"}],"images_count":5,"translations":{"en_EN":"Greetings Citizens,\nWhat has happened this past week in Star Citizen Alpha 2.0. development I hear you cry?\n\nWell we\u2019ve still been tweaking, polishing, and refining any remaining pieces of content whilst the rest of team go to battle with the list of Blocker and Critical bugs so this week\u2019s report will read a little more like a QA report! We are battening down the hatches and getting on with some good old fashioned bug smashing!\n\nThe 2.0 release stream is in lockdown now and the Star Citizen Team are doing everything in their power to get this build ship-shape for you guys. Each developer has to be extra careful in testing their work and getting it peer reviewed with risk assessment for approval by Production before it\u2019s allowed in to our precious stream. This is welcome news to Production because we\u2019ve encountered some really frustrating bugs recently, that on top of our more persistent issues we could really have done without. Huge new technological systems like Large World, EVA and Multicrew Ships taking a little longer than expected is no big surprise, in fact it\u2019s more or less expected! But what you don\u2019t want (or at least do your best to reduce) is delays on the logistical side of managing the build process.\n\nOne issue we had recently was with our exclusion system \u2013 Exludibur! \u2013 a system that we use to configure what is and is not in any given build (without an exclusion system, we\u2019d be releasing hundreds of gigabytes of un-optimized, partially-completed game elements with each release!) So when some of the environmental geometry had not been listed for inclusion in the QA build from the 2.0 release stream, it was no surprise that when it got tested that it simply wasn\u2019t there in the game! And what makes it worse is that when that happens, the code still tries to call the geometry that isn\u2019t there, gets very upset, and crashes! We still managed to test our main Game Dev stream to progress with our work but it\u2019s things like this that still take time in our Production and we need to focus to get it right.\n\nAnother issue we might have been able to avoid was to do with a new Main Menu that we\u2019re making for you. As you may or may not know, we have internal versions of the build called \u201cProfile\u201d that can sometimes produce slightly different test results when compared to a \u201cRelease\u201d version of the game. Release is the best for the most authentic testing conditions but we sometimes need the Profile build for some debug options or to get around issues such as a black screen hang that was happing in one of our Release builds earlier in the week. The black screen was due to the introduction of a new main menu screen that wasn\u2019t hooked up in that mode and therefore unable to test. The Profile build however was able to bypass the issue, so we could continue our work and test the rest of the content in the game. Again, it\u2019s just another consideration in the Production that we have to make sure is checked off to get it ready for release.\n\nI\u2019m sure you\u2019re all wanting to hear a little more about the Main Menu now \u2013 right? So the call for the Main Menu was a decision made to improve your user experience by helping players get in to the game more quickly with the initial boot up and also when coming back out of any standalone gameplay such as a gamemode in the Arena Commander simulation. We are now allowing the player choose whatever they want to load with this new menu, and avoid having to wait for content that they\u2019re not looking to access. You guys have been speaking up about this on the forums, so we\u2019ve listened and are doing something about it! We hope you approve of it once it\u2019s all implemented in 2.0 and I\u2019m sure you\u2019ll let us know if you don\u2019t! Just please note that it\u2019s a first iteration.\n\nIn other UI related news, we have been putting the finishing touches on the ship screens which you will see in one of this week\u2019s update videos which shows you the all new and improved Avenger, Cutlass, and Constellation. These are again a first iteration with lots more work left to do (ie. Adding the wireframe ship to the Avenger) and the \u201cSystem Unavailable\u201d messages should give you an indication of cool things still to come with this multi-layered system for managing your beloved spaceships.\n\nSo that\u2019s just about it for this week\u2019s report. We really hope that we won\u2019t need to write another, or many, of these reports because we are certainly \u201cclose\u201d to the 2.0 release, it\u2019s just really, really hard to predict just how close we are. It\u2019s a tough fight in the 2.0 trenches but we have an incredibly talented and dedicated team that no amount of bugs can keep down for too long! So thank you for your patience, we will keep you posted but please know that it IS coming!\n\nNow here are the high level items broken down for you by the team\u2026\n\nGameplay and Engineering\nLooking at a Quantum Travel bug where two ships can come out of travel inside each other\n\nImproved engineering screen FoV for multicrew ships\n\nContinued work to improve the EVA experience\n\nImproving weapon movement for FPS combat\n\nFixed up an issue where dying in FPS combat left the weapon floating in the air\n\nPerformance optimisation\n\nGeneral bug fixing\n\nUI\nAdded support for notification of REC awards\n\nLots of bug fixing & polish: Multicrew ship screens\n\nmobiGlas Mission Manager\n\nmobiGlas Journal\n\nAdded respawn countdown\n\nQuantum Travel HUD\n\nVisual skinning of transport elevator console panel\n\n\n\nMission Manager live updating, when you have it open\n\u2022* More polish and bug fixing\n\nArt\nFinal environmental polish and LODs\n\nFinal lighting changes to Crusader map\n\nFinal VFX polish on Ship damage, Crusader map and EMP\n\nFinalizing LODs for Avenger\n\nOptimisation for Retaliator\n\nAnimation\nFurther refining base character locomotion\n\nAdditional work on finalising stocked and pistol locomotion\n\nAudio\nDialogue session has been completed so the mastering of these assets is now progressing\n\nWorking on improving the sound design for EVA\n\nContinued improvements for ship fly-bys (see video update for more details)\n\nGeneral bug fixing\n\nBlocking Issues\nProbe for Quantum Travel marker isn\u2019t working properly so the player can\u2019t travel to a mission location\n\nMissing space station geometry due to Excludibur (now resolved and verified fixed)\n\nMissing geometry for Arc Corp elevator due to Excludibur\n\nServer crash when spawning Multicrew ships\n\nGeneral server stability issues with 17+ players in-game; but vastly improved from just 2 players when playing two weeks ago!\n\nBlack screen hang on boot in Release (now resolved and verified fixed)","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nWas ist in der vergangenen Woche in der Entwicklung von Star Citizen Alpha 2.0. passiert, ich h\u00f6re dich weinen?\n\nNun, wir haben immer noch alle verbleibenden Inhalte optimiert, poliert und verfeinert, w\u00e4hrend der Rest des Teams mit der Liste der Blocker- und kritischen Fehler k\u00e4mpft, so dass der Bericht dieser Woche ein wenig mehr wie ein QA-Bericht lesen wird! Wir sind dabei, die Luken zu verstopfen und mit einem guten, altmodischen Bug Smashing fortzufahren!\n\nDer 2.0 Release-Strom befindet sich derzeit in der Sperre und das Star Citizen Team tut alles in seiner Macht Stehende, um diese Build Ship-Shape f\u00fcr euch Jungs zu entwickeln. Jeder Entwickler muss besonders vorsichtig sein, wenn er seine Arbeit testet und sie mit einer Risikobewertung zur Genehmigung durch die Produktion begutachten l\u00e4sst, bevor sie in unseren kostbaren Strom einflie\u00dfen kann. Dies ist eine willkommene Nachricht f\u00fcr die Produktion, da wir in letzter Zeit auf einige wirklich frustrierende Fehler gesto\u00dfen sind, die wir zus\u00e4tzlich zu unseren hartn\u00e4ckigeren Problemen wirklich h\u00e4tten vermeiden k\u00f6nnen. Riesige neue technologische Systeme wie Large World, EVA und Multicrew Ships, die etwas l\u00e4nger als erwartet brauchen, sind keine gro\u00dfe \u00dcberraschung, sondern mehr oder weniger erwartet! Aber was Sie nicht wollen (oder zumindest Ihr Bestes tun, um es zu reduzieren), sind Verz\u00f6gerungen auf der logistischen Seite des Managements des Build-Prozesses.\n\nEin Problem, das wir k\u00fcrzlich hatten, war unser Ausschluss-System - Exludibur! - ein System, mit dem wir konfigurieren, was in einem bestimmten Build ist und was nicht (ohne ein Ausschlusssystem w\u00fcrden wir mit jeder Ver\u00f6ffentlichung Hunderte von Gigabyte nicht optimierter, teilweise fertiggestellter Spielelemente ver\u00f6ffentlichen!). Als also ein Teil der Umgebungsgeometrie nicht f\u00fcr die Aufnahme in den QA-Build aus dem 2.0-Release-Stream aufgelistet war, war es keine \u00dcberraschung, dass sie beim Test einfach nicht im Spiel war! Und was es noch schlimmer macht, ist, dass der Code in diesem Fall immer noch versucht, die Geometrie aufzurufen, die nicht da ist, sich sehr aufregt und abst\u00fcrzt! Wir haben es immer noch geschafft, unseren Haupt-Stream Game Dev zu testen, um mit unserer Arbeit voranzukommen, aber es sind Dinge wie diese, die immer noch Zeit in unserer Produktion brauchen, und wir m\u00fcssen uns konzentrieren, um es richtig zu machen.\n\nEin weiteres Problem, das wir vielleicht h\u00e4tten vermeiden k\u00f6nnen, war das mit einem neuen Hauptmen\u00fc, das wir f\u00fcr Sie erstellen. Wie Sie vielleicht wissen oder auch nicht, haben wir interne Versionen des Build namens \"Profile\", die manchmal etwas andere Testergebnisse liefern k\u00f6nnen als eine \"Release\"-Version des Spiels. Die Ver\u00f6ffentlichung ist die beste f\u00fcr die authentischsten Testbedingungen, aber manchmal ben\u00f6tigen wir das Profil-Build f\u00fcr einige Debug-Optionen oder um Probleme wie einen Blackscreen-Hang zu umgehen, der Anfang der Woche in einem unserer Release Builds gehackt wurde. Der schwarze Bildschirm war auf die Einf\u00fchrung eines neuen Hauptmen\u00fcs zur\u00fcckzuf\u00fchren, das in diesem Modus nicht angeschlossen war und daher nicht testen konnte. Der Profilaufbau konnte das Problem jedoch umgehen, so dass wir unsere Arbeit fortsetzen und den Rest des Inhalts im Spiel testen konnten. Nochmals, es ist nur eine weitere \u00dcberlegung in der Produktion, dass wir sicherstellen m\u00fcssen, dass sie angekreuzt ist, um sie f\u00fcr die Ver\u00f6ffentlichung bereit zu machen.\n\nIch bin sicher, dass ihr alle jetzt ein wenig mehr \u00fcber das Hauptmen\u00fc h\u00f6ren wollt - richtig? Der Aufruf des Hauptmen\u00fcs war also eine Entscheidung, um Ihr Benutzererlebnis zu verbessern, indem Sie den Spielern helfen, schneller in das Spiel einzusteigen, sowohl beim ersten Start als auch beim Wiedereinstieg aus einem eigenst\u00e4ndigen Gameplay, wie beispielsweise einem Spielmodus in der Arena Commander-Simulation. Wir erm\u00f6glichen es dem Spieler nun, mit diesem neuen Men\u00fc auszuw\u00e4hlen, was er laden m\u00f6chte, und vermeiden, auf Inhalte warten zu m\u00fcssen, auf die er nicht zugreifen m\u00f6chte. Ihr habt im Forum dar\u00fcber gesprochen, also haben wir zugeh\u00f6rt und tun etwas dagegen! Wir hoffen, dass Sie dem zustimmen, sobald es in 2.0 implementiert ist, und ich bin sicher, dass Sie uns wissen lassen werden, wenn Sie es nicht tun! Bitte beachten Sie nur, dass es sich um eine erste Iteration handelt.\n\nIn weiteren UI-bezogenen Nachrichten haben wir die Schiffsbildschirme verfeinert, die Sie in einem der Aktualisierungsvideos dieser Woche sehen werden, das Ihnen die neuen und verbesserten Avenger, Cutlass und Constellation zeigt. Dies ist wieder eine erste Iteration mit viel mehr Arbeit (z.B. das Hinzuf\u00fcgen des Wireframe-Schiffes zum Avenger) und die \"System nicht verf\u00fcgbar\"-Meldungen sollten Ihnen einen Hinweis auf coole Dinge geben, die noch kommen werden mit diesem vielschichtigen System zur Verwaltung Ihrer geliebten Raumschiffe.\n\nDas ist es also gerade noch f\u00fcr den Bericht dieser Woche. Wir hoffen wirklich, dass wir keinen weiteren oder viele dieser Berichte schreiben m\u00fcssen, denn wir sind sicherlich \"nah dran\" an der Version 2.0, es ist nur wirklich, wirklich schwer vorherzusagen, wie nah wir sind. Es ist ein harter Kampf in den 2.0 Sch\u00fctzengr\u00e4ben, aber wir haben ein unglaublich talentiertes und engagiertes Team, das keine Menge an Fehlern zu lange aushalten kann! Also vielen Dank f\u00fcr deine Geduld, wir werden dich auf dem Laufenden halten, aber bitte wisse, dass es kommt!\n\nHier sind nun die High-Level-Items, die vom Team f\u00fcr dich aufgeteilt wurden.....\n\nGameplay und Technik\nBlick auf einen Quantum Travel Bug, bei dem zwei Schiffe aus der Reise ineinander herauskommen k\u00f6nnen Verbesserte technische Anzeige FoV f\u00fcr Mehrbesatz-Schiffe Fortgef\u00fchrte Arbeiten zur Verbesserung der EVA-Erfahrung Verbesserung der Waffenbewegung f\u00fcr den FPS-Kampf Behebung eines Problems, bei dem das Sterben im FPS-Kampf die Waffe in der Luft schweben lie\u00df Performance-Optimierung Allgemeine Fehlerbehebung UI\nUnterst\u00fctzung f\u00fcr die Benachrichtigung \u00fcber REC-Vergaben hinzugef\u00fcgt Viele Fehlerbehebungen und Verbesserungen: Mehrspurige Schiffsbildschirme mobiGlas Mission Manager mobiGlas Journal Hinzugef\u00fcgter Wiederbelebungscountdown Quantum Travel HUD Visual skinning of transport elevator console panel Mission Manager Live-Update, wenn Sie es ge\u00f6ffnet haben.\nMehr Politur und Fehlerbehebung Art\nEndg\u00fcltige Umweltpolitur und LODs Endg\u00fcltige Beleuchtungs\u00e4nderungen an der Kreuzfahrtkarte Endg\u00fcltige VFX-Politur auf Schiffssch\u00e4den, Kreuzfahrtkarte und EMP Endg\u00fcltige LODs f\u00fcr R\u00e4cheroptimierung f\u00fcr Gegenma\u00dfnahmen Animation\nWeitere Verfeinerung der Fortbewegung des Basischarakters Zus\u00e4tzliche Arbeiten zur Fertigstellung der Lager- und Pistolenbewegung Audio\nDie Dialogsitzung wurde abgeschlossen, so dass die Beherrschung dieser Assets nun voranschreitet. Arbeiten an der Verbesserung des Sounddesigns f\u00fcr EVA Kontinuierliche Verbesserungen f\u00fcr Schiffsfliegen (siehe Video-Update f\u00fcr weitere Details) Allgemeine Fehlerbehebung bei Blocking Issues\nSonde f\u00fcr Quantum Travel Marker funktioniert nicht richtig, so dass der Spieler nicht zu einem Missionsplatz reisen kann Fehlende Raumstation-Geometrie aufgrund von Excludibur (jetzt aufgel\u00f6st und verifiziert behoben) Fehlende Geometrie f\u00fcr Arc Corp Aufzug aufgrund von Excludibur Server-Absturz beim Spawnen von Multicrew-Schiffen Allgemeine Server-Stabilit\u00e4tsprobleme mit 17+ Spielern im Spiel; aber erheblich verbessert von nur 2 Spielern beim Spielen vor zwei Wochen! Schwarzer Bildschirm h\u00e4ngt beim Booten in Release (jetzt aufgel\u00f6st und verifiziert behoben)","zh_CN":"Greetings Citizens,\nWhat has happened this past week in Star Citizen Alpha 2.0. development I hear you cry?\n\nWell we\u2019ve still been tweaking, polishing, and refining any remaining pieces of content whilst the rest of team go to battle with the list of Blocker and Critical bugs so this week\u2019s report will read a little more like a QA report! We are battening down the hatches and getting on with some good old fashioned bug smashing!\n\nThe 2.0 release stream is in lockdown now and the Star Citizen Team are doing everything in their power to get this build ship-shape for you guys. Each developer has to be extra careful in testing their work and getting it peer reviewed with risk assessment for approval by Production before it\u2019s allowed in to our precious stream. This is welcome news to Production because we\u2019ve encountered some really frustrating bugs recently, that on top of our more persistent issues we could really have done without. Huge new technological systems like Large World, EVA and Multicrew Ships taking a little longer than expected is no big surprise, in fact it\u2019s more or less expected! But what you don\u2019t want (or at least do your best to reduce) is delays on the logistical side of managing the build process.\n\nOne issue we had recently was with our exclusion system \u2013 Exludibur! \u2013 a system that we use to configure what is and is not in any given build (without an exclusion system, we\u2019d be releasing hundreds of gigabytes of un-optimized, partially-completed game elements with each release!) So when some of the environmental geometry had not been listed for inclusion in the QA build from the 2.0 release stream, it was no surprise that when it got tested that it simply wasn\u2019t there in the game! And what makes it worse is that when that happens, the code still tries to call the geometry that isn\u2019t there, gets very upset, and crashes! We still managed to test our main Game Dev stream to progress with our work but it\u2019s things like this that still take time in our Production and we need to focus to get it right.\n\nAnother issue we might have been able to avoid was to do with a new Main Menu that we\u2019re making for you. As you may or may not know, we have internal versions of the build called \u201cProfile\u201d that can sometimes produce slightly different test results when compared to a \u201cRelease\u201d version of the game. Release is the best for the most authentic testing conditions but we sometimes need the Profile build for some debug options or to get around issues such as a black screen hang that was happing in one of our Release builds earlier in the week. The black screen was due to the introduction of a new main menu screen that wasn\u2019t hooked up in that mode and therefore unable to test. The Profile build however was able to bypass the issue, so we could continue our work and test the rest of the content in the game. Again, it\u2019s just another consideration in the Production that we have to make sure is checked off to get it ready for release.\n\nI\u2019m sure you\u2019re all wanting to hear a little more about the Main Menu now \u2013 right? So the call for the Main Menu was a decision made to improve your user experience by helping players get in to the game more quickly with the initial boot up and also when coming back out of any standalone gameplay such as a gamemode in the Arena Commander simulation. We are now allowing the player choose whatever they want to load with this new menu, and avoid having to wait for content that they\u2019re not looking to access. You guys have been speaking up about this on the forums, so we\u2019ve listened and are doing something about it! We hope you approve of it once it\u2019s all implemented in 2.0 and I\u2019m sure you\u2019ll let us know if you don\u2019t! Just please note that it\u2019s a first iteration.\n\nIn other UI related news, we have been putting the finishing touches on the ship screens which you will see in one of this week\u2019s update videos which shows you the all new and improved Avenger, Cutlass, and Constellation. These are again a first iteration with lots more work left to do (ie. Adding the wireframe ship to the Avenger) and the \u201cSystem Unavailable\u201d messages should give you an indication of cool things still to come with this multi-layered system for managing your beloved spaceships.\n\nSo that\u2019s just about it for this week\u2019s report. We really hope that we won\u2019t need to write another, or many, of these reports because we are certainly \u201cclose\u201d to the 2.0 release, it\u2019s just really, really hard to predict just how close we are. It\u2019s a tough fight in the 2.0 trenches but we have an incredibly talented and dedicated team that no amount of bugs can keep down for too long! So thank you for your patience, we will keep you posted but please know that it IS coming!\n\nNow here are the high level items broken down for you by the team\u2026\n\nGameplay and Engineering\nLooking at a Quantum Travel bug where two ships can come out of travel inside each other\n\nImproved engineering screen FoV for multicrew ships\n\nContinued work to improve the EVA experience\n\nImproving weapon movement for FPS combat\n\nFixed up an issue where dying in FPS combat left the weapon floating in the air\n\nPerformance optimisation\n\nGeneral bug fixing\n\nUI\nAdded support for notification of REC awards\n\nLots of bug fixing & polish: Multicrew ship screens\n\nmobiGlas Mission Manager\n\nmobiGlas Journal\n\nAdded respawn countdown\n\nQuantum Travel HUD\n\nVisual skinning of transport elevator console panel\n\n\n\nMission Manager live updating, when you have it open\n\u2022* More polish and bug fixing\n\nArt\nFinal environmental polish and LODs\n\nFinal lighting changes to Crusader map\n\nFinal VFX polish on Ship damage, Crusader map and EMP\n\nFinalizing LODs for Avenger\n\nOptimisation for Retaliator\n\nAnimation\nFurther refining base character locomotion\n\nAdditional work on finalising stocked and pistol locomotion\n\nAudio\nDialogue session has been completed so the mastering of these assets is now progressing\n\nWorking on improving the sound design for EVA\n\nContinued improvements for ship fly-bys (see video update for more details)\n\nGeneral bug fixing\n\nBlocking Issues\nProbe for Quantum Travel marker isn\u2019t working properly so the player can\u2019t travel to a mission location\n\nMissing space station geometry due to Excludibur (now resolved and verified fixed)\n\nMissing geometry for Arc Corp elevator due to Excludibur\n\nServer crash when spawning Multicrew ships\n\nGeneral server stability issues with 17+ players in-game; but vastly improved from just 2 players when playing two weeks ago!\n\nBlack screen hang on boot in Release (now resolved and verified fixed)"},"links_count":0,"comment_count":273,"created_at":"2015-11-07T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-04-29 14:16:12","valid_relations":["images","links","translations"],"prev_id":15044,"next_id":15046}}