{"data":{"id":15058,"title":"Weekly Development Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15058-Weekly-Development-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15058","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15058","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":4263,"name":"21.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/u5vw88hqwkwokr\/source\/21.jpg","alt":"","size":2312285,"mime_type":"image\/jpeg","last_modified":"2015-11-13T23:40:20+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4263","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4263\/similar"},{"id":4265,"name":"19.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ma1og0su1wzy6r\/source\/19.png","alt":"","size":3463535,"mime_type":"image\/png","last_modified":"2015-11-13T20:47:18+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4265","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4265\/similar"},{"id":4267,"name":"19b.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/gu3lunan2v2vtr\/source\/19b.jpg","alt":"","size":1854599,"mime_type":"image\/jpeg","last_modified":"2015-11-13T20:47:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4267","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4267\/similar"},{"id":4269,"name":"30.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/p76fwv57zsce5r\/source\/30.png","alt":"","size":2937061,"mime_type":"image\/png","last_modified":"2015-11-13T20:47:20+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4269","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4269\/similar"},{"id":4271,"name":"7.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vv70o2jsek9hur\/source\/7.jpg","alt":"","size":1963439,"mime_type":"image\/jpeg","last_modified":"2015-11-13T20:47:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4271","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4271\/similar"}],"images_count":6,"translations":{"en_EN":"Greetings Citizens,\nStar Citizen Alpha 2.0. development update. Week Four\u2026 let\u2019s go!\n\nWell it\u2019s been a fun week working on the game. As much as it can be stressful at times, it\u2019s easy to forget what an amazing project we\u2019re all working on thanks to you guys with your incredible support. Everything else aside, we are all really happy to be part of the team building the dreams in to a reality! The First-Person Universe will be something that has not been done before in the history of video games so any project this ambitious is always going to be a challenge \u2013 and who doesn\u2019t love a challenge! Nothing worthwhile comes easy.\n\nStar Citizen is a game we\u2019re building to be enjoyed for many, many years to come and we\u2019re now reaching at a turning point on a very special journey together with the 2.0 release. We hope we don\u2019t leave you waiting much longer for this first real taste of what Star Citizen can become. It was a tough decision to make in putting our efforts behind this one huge release because it always had the potential for added risk for delays in production but we know it was the right decision to make for good of the project because it will give us the right foundations to build upon for the long term. A Publisher might not have been so brave because they don\u2019t have the BDCE (Best Damn Community Ever!).\n\nGet out your lucky pants and three-leaf clovers out because Murphy\u2019s Law was in full force this week! No, it\u2019s not a new game feature \u2013 we suffered some unfortunate news in our Lead FPS Programmer falling off his bicycle and breaking his wrist! This certainly wasn\u2019t in the schedule so with him out of action for a few weeks we\u2019ve had to pool some resources from other areas to help pitch in with getting 2.0 out of the door. It\u2019s certainly not what we needed at such a critical time in the project but these things do happen.\n\nIn better news, we\u2019re very nearly finished with our Excludibir process, with just one more QA report thus far of missing assets from the Release build with the Gladius causing a black screen hang on the Tutorial of the game. So that\u2019s been addressed and should hopefully be the end of it for 2.0.\n\nThe new ship UI screens we posted footage were very warmly received last week which is exactly the kind of feedback that really gets a buzz around the office and makes our community such a great group of people to work for. We are never totally sure on how something will be received until it\u2019s out there so that was certainly a good way to dip our toe in the water with this one to check the temperature with you guys. We have now finished up the last of the gameplay code hooks so that is in full test now to make sure that clicking all of those buttons will actually do something! Please note that the sections that are labelled as \u201cSystem Offline\u201d in the video will not be functional in this release but will be coming in subsequent patches as we iterate on it.\n\nThe item component for EMP is being hooked up and in put in to full test this week so we\u2019re eagerly anticipating the results of that and Design have been busily reviewing the new IFCS Flight Modes \u2013 SCM (Space Combat Maneuvering), Precision and Cruise. These are coming all along nicely but it\u2019s always weird to begin with when first testing out a new control system. It often takes time to get familiar with them and we want to ensure that you guys get a solid base so that we it feels comfortable and fun and can then iterate from there.\n\nThe worst bug of all bugs that\u2019s been a thorn in our side over the past week has been server degradation. It took the whole QA two days to track this very nasty issue down but one of our programmers has just at the time of writing this report committed a fix which we hope will be verified as fixed in the next QA build. The issue was gradually preventing players getting in to a game server after an extended play period so we came to suspect a leak and had to go about back-tracking the sequence of events leading to the issue to look for what might have caused it. It was an awkward one to repro because it needed a large amount of players testing for hours on end. We eventually managed to trace it back to an issue with the ship selector and the player accounts so we really hope that this fix will alleviate a number of related issues that we were experiencing on the server-side. It\u2019s been a perfect example of how one small discrepancy in the build can have huge knock-ons!\n\nSpeaking of knock-ons, we\u2019ve also unearthed some new Blockers on our Release builds with the as listed below in the bullets but fortunately we have workarounds for them all in our Profile Builds so have been able to continue our work \u2013 however, this sadly means that the build is not ready for public consumption yet!\n\nProduction, QA and Dev are doing some serious triage work on the remaining unresolved issues and looking for any creative problem solving to get a solid release candidate together. We\u2019re making some tough decisions to agree upon what is classed as a \u201cmust-fix\u201d for Release. The triage will help us minimize the chance of any further unnecessary knock-ons and get you something to play sooner rather than later!\n\nBelow we have a list of high level items that you might like to scan over to see what the various teams have been focused on this past week\u2026\n\nGameplay and Engineering\nFixed a major issue where the server performance would degrade over time\n\nFixing memory leaks in the new zone system when destroying vehicles\n\nWorking on fixes for Quantum Travel\n\nWorking on a fix where multiple ships going to the same destination don\u2019t end up inside each other Working on a fix for being teleported back to the start point when emerging from Quantum Travel\n\n\n\nImplementation and balancing of a new fuel type \u2013 Quantum Fuel This depletes in Quantum Travel and requires players to refuel or risk being stranded in deep space\n\n\n\nNetwork optimizations\n\nPerformance optimizations\n\nGeneral bug fixing\n\nUI\nBug fixing and polish\n\nRemoved the tool tip to heal other players when you are near an injured player, since we have temporarily removed the ability to do so until we fix the animation for the medpen.\n\nArt\nBug fixing and polish\n\nAnimation\n\nBug fixing and polish. ADS is much improved, and I\u2019m looking forward to doing more FPS combat playtests around the stations outside of the Armistice zone.\n\nAudio\n\nMastering and implementation of recorded dialogue\n\nDesigned custom convolution reverbs, mainly for interior spaces\n\nPolishing of audio across the whole of the crusader map\n\nWorking on improving the sound design for EVA\n\nContinued improvements for ship fly-bys\n\nGeneral bug fixing\n\nBlocking Issues\nServer degradation preventing causing spawning issues (fix committed)\n\nQuantum Travel causing a crash on Release\n\nPlayer not able to pick up a weapon for FPS at Security Post Kareah on Release \u2013 BREAKING: This is fixed!\n\nClimbing in to small and medium ships causing the player to spawn at point origin (0,0,0) on Release\n\nLow repro cases of Quantum Travel failing to deliver the player to the intended mark on Release\n\nRefueling is broken at CryAstro","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nStar Citizen Alpha 2.0. Entwicklungs-Update. Woche Vier.... los geht's!\n\nNun, es war eine lustige Woche, an dem Spiel zu arbeiten. So sehr es auch manchmal stressig sein kann, es ist leicht zu vergessen, an welchem erstaunlichen Projekt wir alle arbeiten, dank euch Jungs mit eurer unglaublichen Unterst\u00fctzung. Abgesehen von allem anderen sind wir alle sehr gl\u00fccklich, Teil des Teams zu sein, das die Tr\u00e4ume in die Realit\u00e4t umsetzt! Das First-Person Universe wird etwas sein, das in der Geschichte der Videospiele noch nie zuvor gemacht wurde, so dass jedes Projekt, das so ambitioniert ist, immer eine Herausforderung sein wird - und wer eine Herausforderung nicht liebt! Nichts Lohnenswertes ist einfach.\n\nStar Citizen ist ein Spiel, das wir bauen, um es viele, viele Jahre lang zu genie\u00dfen, und wir erreichen nun einen Wendepunkt auf einer ganz besonderen Reise zusammen mit dem Release 2.0. Wir hoffen, dass wir Sie nicht viel l\u00e4nger auf diesen ersten echten Vorgeschmack darauf warten lassen, was aus Star Citizen werden kann. Es war eine schwierige Entscheidung, unsere Anstrengungen f\u00fcr dieses eine riesige Release zu unternehmen, denn es hatte immer das Potenzial f\u00fcr ein zus\u00e4tzliches Risiko f\u00fcr Produktionsverz\u00f6gerungen, aber wir wissen, dass es die richtige Entscheidung war, das Projekt zu unterst\u00fctzen, denn es wird uns die richtigen Grundlagen geben, um langfristig darauf aufzubauen. Ein Publisher war vielleicht nicht so mutig, weil er nicht die BDCE (Best Damn Community Ever!) hat.\n\nZieh deine Gl\u00fccksstr\u00e4u\u00dfe und dreibl\u00e4ttrigen Kleebl\u00e4tter aus, denn Murphy's Law war diese Woche in voller Kraft! Nein, es ist kein neues Spielfeature - wir haben einige ungl\u00fcckliche Nachrichten in unserem Lead FPS Programmer erhalten, die vom Fahrrad gefallen sind und ihm das Handgelenk gebrochen haben! Das war sicherlich nicht im Zeitplan, also mussten wir mit ihm, der seit ein paar Wochen au\u00dfer Gefecht ist, einige Ressourcen aus anderen Bereichen b\u00fcndeln, um zu helfen, 2.0 aus der T\u00fcr zu bekommen. Es ist sicherlich nicht das, was wir in einer so kritischen Zeit im Projekt gebraucht haben, aber diese Dinge passieren.\n\nIn besseren Nachrichten sind wir mit unserem Excludibir-Prozess fast fertig, mit nur noch einem weiteren QA-Bericht, in dem bisher fehlende Assets aus dem Release Build mit dem Gladius fehlen, was einen schwarzen Bildschirm im Tutorial des Spiels verursacht. Das ist also angesprochen worden und sollte hoffentlich das Ende f\u00fcr 2.0 sein.\n\nDie neuen Schiffs-Oberfl\u00e4chenbildschirme, die wir gepostet haben, wurden letzte Woche sehr herzlich empfangen, was genau die Art von Feedback ist, die wirklich Begeisterung im B\u00fcro hervorruft und unsere Community zu einer so gro\u00dfartigen Gruppe von Menschen macht, f\u00fcr die man arbeiten kann. Wir sind uns nie ganz sicher, wie etwas ankommen wird, bis es drau\u00dfen ist, also war das sicherlich eine gute M\u00f6glichkeit, unseren Zeh mit diesem ins Wasser zu tauchen, um die Temperatur mit euch zu \u00fcberpr\u00fcfen. Wir haben nun den letzten der Gameplay-Code Hooks fertiggestellt, also ist das jetzt im vollen Test, um sicherzustellen, dass das Anklicken aller dieser Buttons tats\u00e4chlich etwas bewirkt! Bitte beachten Sie, dass die Abschnitte, die im Video als \"System Offline\" gekennzeichnet sind, in dieser Version nicht funktionsf\u00e4hig sein werden, sondern in sp\u00e4teren Patches kommen werden, wenn wir darauf iterieren.\n\nDie Artikelkomponente f\u00fcr EMP wird diese Woche angeschlossen und eingehend getestet, so dass wir gespannt auf die Ergebnisse sind und das Design die neuen IFCS-Flugmodi - SCM (Space Combat Maneuvering), Precision und Cruise - flei\u00dfig \u00fcberpr\u00fcft hat. Diese kommen die ganze Zeit gut an, aber es ist immer seltsam, mit dem ersten Test eines neuen Steuerungssystems zu beginnen. Es braucht oft Zeit, um sich mit ihnen vertraut zu machen, und wir wollen sicherstellen, dass ihr eine solide Basis bekommt, damit wir uns wohlf\u00fchlen und Spa\u00df haben und dann von dort aus iterieren k\u00f6nnen.\n\nDer schlimmste Fehler aller Bugs, der uns in der letzten Woche ein Dorn im Auge war, war die Serverdegradation. Es dauerte zwei Tage, bis die gesamte QA dieses sehr b\u00f6se Problem aufsp\u00fcrte, aber einer unserer Programmierer hat gerade zum Zeitpunkt der Erstellung dieses Berichts einen Fix festgelegt, der hoffentlich im n\u00e4chsten QA-Build als behoben verifiziert wird. Das Problem war, dass die Spieler nach einer l\u00e4ngeren Spielzeit allm\u00e4hlich daran gehindert wurden, auf einen Spielserver zuzugreifen, so dass wir den Verdacht auf ein Leck hatten und die Reihenfolge der Ereignisse, die zu dem Problem f\u00fchrten, zur\u00fcckverfolgen mussten, um nach dem zu suchen, was es verursacht haben k\u00f6nnte. Es war unangenehm zu reproduzieren, weil es eine gro\u00dfe Anzahl von Spielern brauchte, die stundenlang testen. Wir haben es schlie\u00dflich geschafft, es auf ein Problem mit dem Schiffsauswahldienst und den Spielerkonten zur\u00fcckzuf\u00fchren, so dass wir wirklich hoffen, dass dieser Fix eine Reihe von verwandten Problemen, die wir auf der Serverseite hatten, beheben wird. Es war ein perfektes Beispiel daf\u00fcr, wie eine kleine Diskrepanz im Build enorme Auswirkungen haben kann!\n\nApropos Knock-On, wir haben auch einige neue Blocker auf unseren Release-Builds mit den unten aufgef\u00fchrten in den Bullets entdeckt, aber gl\u00fccklicherweise haben wir Workarounds f\u00fcr sie alle in unseren Profile Builds, so dass wir unsere Arbeit fortsetzen konnten - aber das bedeutet leider, dass der Build noch nicht bereit f\u00fcr den \u00f6ffentlichen Konsum ist!\n\nProduktion, QA und Dev leisten ernsthafte Triage-Arbeiten zu den verbleibenden offenen Fragen und suchen nach kreativen Probleml\u00f6sungen, um einen soliden Release-Kandidaten zusammenzubringen. Wir treffen einige schwierige Entscheidungen, um uns auf das zu einigen, was als \"Muss-Fix\" f\u00fcr die Ver\u00f6ffentlichung gilt. Die Triage wird uns helfen, die Chance auf weitere unn\u00f6tige Knock-Ons zu minimieren und dir eher fr\u00fcher als sp\u00e4ter etwas zum Spielen zu besorgen!\n\nNachfolgend haben wir eine Liste von hochrangigen Themen, die Sie vielleicht durchsuchen m\u00f6chten, um zu sehen, worauf sich die verschiedenen Teams in der letzten Woche konzentriert haben.....\n\nGameplay und Technik\nBehebung eines gro\u00dfen Problems, bei dem die Serverleistung im Laufe der Zeit abnehmen w\u00fcrde Die Behebung von Speicherlecks im neuen Zonensystem bei der Zerst\u00f6rung von Fahrzeugen Die Behebung von Speicherlecks f\u00fcr Quantenreisen Die Behebung einer Behebung, bei der mehrere Schiffe, die zum gleichen Zielort fahren, nicht ineinander \u00fcbergehen Die Behebung einer Behebung, bei der sie zum Ausgangspunkt zur\u00fcckteleportiert werden, wenn sie aus der Quantum Travel-Implementierung hervorgehen, und das Balancieren eines neuen Kraftstofftyps - Quantenkraftstoff Dies verbraucht in Quantum Travel und erfordert, dass die Spieler auftanken oder Gefahr laufen, in der Tiefsee gestrandet zu werden Netzwerkoptimierungen Leistungsoptimierung Allgemeine Fehlerbehebung UI\nFehlerbehebung und Politur Entfernt die Werkzeugspitze, um andere Spieler zu heilen, wenn du in der N\u00e4he eines verletzten Spielers bist, da wir die M\u00f6glichkeit dazu vor\u00fcbergehend entfernt haben, bis wir die Animation f\u00fcr den Medpen repariert haben. Kunst\nFehlerbehebung und Verbesserung der Animation\n\nFehlerbehebung und Politur. ADS ist viel besser, und ich freue mich darauf, weitere FPS-Kampfspieltests auf den Stationen au\u00dferhalb der Waffenstillstandszone durchzuf\u00fchren. Audio\n\nMastering und Implementierung von aufgezeichneten Dialogen Entworfene benutzerdefinierte Faltungshallen, haupts\u00e4chlich f\u00fcr den Innenbereich Polieren von Audio \u00fcber die gesamte Kreuzfahrerkarte Arbeiten an der Verbesserung des Sounddesigns f\u00fcr EVA Kontinuierliche Verbesserungen f\u00fcr Schiffsfliegen Allgemeine Fehlerbehebung Blockierungsprobleme\nServer-Degradation verhindert das Auftreten von Spawning-Problemen (Fix committed) Quantum Travel verursacht einen Absturz bei Release Player nicht in der Lage, eine Waffe f\u00fcr FPS bei Security Post Kareah bei Release - BREAKING: Dies ist behoben! Klettern in kleine und mittlere Schiffe, was den Spieler veranlasst, am Punktursprung (0,0,0,0) zu laichen, wenn Quantenreisen den Spieler nicht zur vorgesehenen Markierung bringen, wenn die Betankung bei CryAstro unterbrochen wird.","zh_CN":"Greetings Citizens,\nStar Citizen Alpha 2.0. development update. Week Four\u2026 let\u2019s go!\n\nWell it\u2019s been a fun week working on the game. As much as it can be stressful at times, it\u2019s easy to forget what an amazing project we\u2019re all working on thanks to you guys with your incredible support. Everything else aside, we are all really happy to be part of the team building the dreams in to a reality! The First-Person Universe will be something that has not been done before in the history of video games so any project this ambitious is always going to be a challenge \u2013 and who doesn\u2019t love a challenge! Nothing worthwhile comes easy.\n\nStar Citizen is a game we\u2019re building to be enjoyed for many, many years to come and we\u2019re now reaching at a turning point on a very special journey together with the 2.0 release. We hope we don\u2019t leave you waiting much longer for this first real taste of what Star Citizen can become. It was a tough decision to make in putting our efforts behind this one huge release because it always had the potential for added risk for delays in production but we know it was the right decision to make for good of the project because it will give us the right foundations to build upon for the long term. A Publisher might not have been so brave because they don\u2019t have the BDCE (Best Damn Community Ever!).\n\nGet out your lucky pants and three-leaf clovers out because Murphy\u2019s Law was in full force this week! No, it\u2019s not a new game feature \u2013 we suffered some unfortunate news in our Lead FPS Programmer falling off his bicycle and breaking his wrist! This certainly wasn\u2019t in the schedule so with him out of action for a few weeks we\u2019ve had to pool some resources from other areas to help pitch in with getting 2.0 out of the door. It\u2019s certainly not what we needed at such a critical time in the project but these things do happen.\n\nIn better news, we\u2019re very nearly finished with our Excludibir process, with just one more QA report thus far of missing assets from the Release build with the Gladius causing a black screen hang on the Tutorial of the game. So that\u2019s been addressed and should hopefully be the end of it for 2.0.\n\nThe new ship UI screens we posted footage were very warmly received last week which is exactly the kind of feedback that really gets a buzz around the office and makes our community such a great group of people to work for. We are never totally sure on how something will be received until it\u2019s out there so that was certainly a good way to dip our toe in the water with this one to check the temperature with you guys. We have now finished up the last of the gameplay code hooks so that is in full test now to make sure that clicking all of those buttons will actually do something! Please note that the sections that are labelled as \u201cSystem Offline\u201d in the video will not be functional in this release but will be coming in subsequent patches as we iterate on it.\n\nThe item component for EMP is being hooked up and in put in to full test this week so we\u2019re eagerly anticipating the results of that and Design have been busily reviewing the new IFCS Flight Modes \u2013 SCM (Space Combat Maneuvering), Precision and Cruise. These are coming all along nicely but it\u2019s always weird to begin with when first testing out a new control system. It often takes time to get familiar with them and we want to ensure that you guys get a solid base so that we it feels comfortable and fun and can then iterate from there.\n\nThe worst bug of all bugs that\u2019s been a thorn in our side over the past week has been server degradation. It took the whole QA two days to track this very nasty issue down but one of our programmers has just at the time of writing this report committed a fix which we hope will be verified as fixed in the next QA build. The issue was gradually preventing players getting in to a game server after an extended play period so we came to suspect a leak and had to go about back-tracking the sequence of events leading to the issue to look for what might have caused it. It was an awkward one to repro because it needed a large amount of players testing for hours on end. We eventually managed to trace it back to an issue with the ship selector and the player accounts so we really hope that this fix will alleviate a number of related issues that we were experiencing on the server-side. It\u2019s been a perfect example of how one small discrepancy in the build can have huge knock-ons!\n\nSpeaking of knock-ons, we\u2019ve also unearthed some new Blockers on our Release builds with the as listed below in the bullets but fortunately we have workarounds for them all in our Profile Builds so have been able to continue our work \u2013 however, this sadly means that the build is not ready for public consumption yet!\n\nProduction, QA and Dev are doing some serious triage work on the remaining unresolved issues and looking for any creative problem solving to get a solid release candidate together. We\u2019re making some tough decisions to agree upon what is classed as a \u201cmust-fix\u201d for Release. The triage will help us minimize the chance of any further unnecessary knock-ons and get you something to play sooner rather than later!\n\nBelow we have a list of high level items that you might like to scan over to see what the various teams have been focused on this past week\u2026\n\nGameplay and Engineering\nFixed a major issue where the server performance would degrade over time\n\nFixing memory leaks in the new zone system when destroying vehicles\n\nWorking on fixes for Quantum Travel\n\nWorking on a fix where multiple ships going to the same destination don\u2019t end up inside each other Working on a fix for being teleported back to the start point when emerging from Quantum Travel\n\n\n\nImplementation and balancing of a new fuel type \u2013 Quantum Fuel This depletes in Quantum Travel and requires players to refuel or risk being stranded in deep space\n\n\n\nNetwork optimizations\n\nPerformance optimizations\n\nGeneral bug fixing\n\nUI\nBug fixing and polish\n\nRemoved the tool tip to heal other players when you are near an injured player, since we have temporarily removed the ability to do so until we fix the animation for the medpen.\n\nArt\nBug fixing and polish\n\nAnimation\n\nBug fixing and polish. ADS is much improved, and I\u2019m looking forward to doing more FPS combat playtests around the stations outside of the Armistice zone.\n\nAudio\n\nMastering and implementation of recorded dialogue\n\nDesigned custom convolution reverbs, mainly for interior spaces\n\nPolishing of audio across the whole of the crusader map\n\nWorking on improving the sound design for EVA\n\nContinued improvements for ship fly-bys\n\nGeneral bug fixing\n\nBlocking Issues\nServer degradation preventing causing spawning issues (fix committed)\n\nQuantum Travel causing a crash on Release\n\nPlayer not able to pick up a weapon for FPS at Security Post Kareah on Release \u2013 BREAKING: This is fixed!\n\nClimbing in to small and medium ships causing the player to spawn at point origin (0,0,0) on Release\n\nLow repro cases of Quantum Travel failing to deliver the player to the intended mark on Release\n\nRefueling is broken at CryAstro"},"links_count":0,"comment_count":304,"created_at":"2015-11-13T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-14 11:03:59","valid_relations":["images","links"],"prev_id":15057,"next_id":15059}}