{"data":{"id":15408,"title":"Monthly Studio Report: June 2016","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15408-Monthly-Studio-Report-June-2016","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15408","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15408","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":5004,"name":"Ext-Engines_v03.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bidvaq65iq9d2r\/source\/Ext-Engines_v03.jpg","alt":"","size":1183127,"mime_type":"image\/jpeg","last_modified":"2016-06-17T19:57:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5004\/similar"},{"id":5048,"name":"MR_LA_Header_June2016.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/cz5ue56tl1ipbr\/source\/MR_LA_Header_June2016.jpg","alt":"","size":1132880,"mime_type":"image\/jpeg","last_modified":"2016-07-07T18:34:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5048","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5048\/similar"},{"id":5050,"name":"MR_Team_Photo_LA.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/6nhf5f1j5h4hyr\/source\/MR_Team_Photo_LA.jpg","alt":"","size":95412,"mime_type":"image\/jpeg","last_modified":"2016-07-08T17:11:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5050","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5050\/similar"},{"id":5052,"name":"DRAK_Hearald_int_WIP3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/sqn40hofmghdir\/source\/DRAK_Hearald_int_WIP3.jpg","alt":"","size":676017,"mime_type":"image\/jpeg","last_modified":"2016-06-30T21:10:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5052","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5052\/similar"},{"id":5053,"name":"MR_Team_Photo_ATX.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/z5053defjvamkr\/source\/MR_Team_Photo_ATX.jpg","alt":"","size":87382,"mime_type":"image\/jpeg","last_modified":"2016-07-08T17:11:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5053","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5053\/similar"},{"id":5054,"name":"Wip_Herald_05.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9n40ox60in6jfr\/source\/Wip_Herald_05.jpg","alt":"","size":1027206,"mime_type":"image\/jpeg","last_modified":"2016-06-30T21:10:15+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5054","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5054\/similar"},{"id":5055,"name":"MR_UK_Header_June2016.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/i6k3vm4xvtxb8r\/source\/MR_UK_Header_June2016.jpg","alt":"","size":652102,"mime_type":"image\/jpeg","last_modified":"2016-07-07T18:34:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5055","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5055\/similar"},{"id":5056,"name":"MR_Team_Photo_UK.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/q6i6wwxql9qlsr\/source\/MR_Team_Photo_UK.jpg","alt":"","size":130439,"mime_type":"image\/jpeg","last_modified":"2016-07-08T17:11:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5056","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5056\/similar"},{"id":5057,"name":"Cool_aegs_smal_pl01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/azhnem9lgqp8dr\/source\/Cool_aegs_smal_pl01.jpg","alt":"","size":598089,"mime_type":"image\/jpeg","last_modified":"2016-07-07T19:04:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5057","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5057\/similar"},{"id":5058,"name":"AtV_GrimHex_1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zbhn89ne8zfskr\/source\/AtV_GrimHex_1.jpg","alt":"","size":360084,"mime_type":"image\/jpeg","last_modified":"2016-07-07T20:52:13+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5058","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5058\/similar"},{"id":5059,"name":"AtV_Bengal_1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qtmf4p8mbw8w2r\/source\/AtV_Bengal_1.jpg","alt":"","size":813173,"mime_type":"image\/jpeg","last_modified":"2016-07-07T20:46:30+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5059","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5059\/similar"},{"id":5061,"name":"AtV_Bengal_3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/8376pvlhss63tr\/source\/AtV_Bengal_3.jpg","alt":"","size":918954,"mime_type":"image\/jpeg","last_modified":"2016-07-07T20:54:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5061","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5061\/similar"},{"id":5064,"name":"AtV_GrimHex_2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/oubay6j951ua0r\/source\/AtV_GrimHex_2.jpg","alt":"","size":418598,"mime_type":"image\/jpeg","last_modified":"2016-07-07T20:54:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5064","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5064\/similar"},{"id":5067,"name":"Drake_Dragonfly_Compact_Storage.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mb9gokk02jo1zr\/source\/Drake_Dragonfly_Compact_Storage.jpg","alt":"","size":1745836,"mime_type":"image\/jpeg","last_modified":"2016-06-17T16:49:15+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5067","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5067\/similar"},{"id":5069,"name":"DE_Header.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/zhlfpg1zzandfr\/source\/DE_Header.png","alt":"","size":977987,"mime_type":"image\/png","last_modified":"2016-07-07T18:34:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5069","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5069\/similar"},{"id":5071,"name":"MR_Team_Photo_DE.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/osq6qr2zqhwrur\/source\/MR_Team_Photo_DE.jpg","alt":"","size":74800,"mime_type":"image\/jpeg","last_modified":"2016-07-08T17:11:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5071","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5071\/similar"},{"id":5072,"name":"QA.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/sd24ckybni8zdr\/source\/QA.png","alt":"","size":172194,"mime_type":"image\/png","last_modified":"2016-07-07T18:34:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5072","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5072\/similar"},{"id":5074,"name":"AI.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/tj0btuuztgtg8r\/source\/AI.png","alt":"","size":48938,"mime_type":"image\/png","last_modified":"2016-07-07T18:34:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5074","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5074\/similar"},{"id":5076,"name":"AI_01.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/iuebaii8dvwa8r\/source\/AI_01.png","alt":"","size":16307,"mime_type":"image\/png","last_modified":"2016-07-07T18:34:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5076","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5076\/similar"},{"id":5077,"name":"Levski-1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/whfeoi119k99hr\/source\/Levski-1.jpg","alt":"","size":513442,"mime_type":"image\/jpeg","last_modified":"2016-07-07T21:01:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5077","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5077\/similar"},{"id":5079,"name":"GrimHex1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/8kdx8yfj23optr\/source\/GrimHex1.jpg","alt":"","size":215911,"mime_type":"image\/jpeg","last_modified":"2016-07-07T21:01:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5079","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5079\/similar"},{"id":5080,"name":"01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/3wbqyfxh34xcor\/source\/01.jpg","alt":"","size":76941,"mime_type":"image\/jpeg","last_modified":"2016-07-07T18:34:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5080","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5080\/similar"},{"id":5082,"name":"02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/8t38mlbkdqdf7r\/source\/02.jpg","alt":"","size":75067,"mime_type":"image\/jpeg","last_modified":"2016-07-07T18:34:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5082","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5082\/similar"},{"id":5083,"name":"AtV_GrimHex_3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rcfsunseifwqsr\/source\/AtV_GrimHex_3.jpg","alt":"","size":443166,"mime_type":"image\/jpeg","last_modified":"2016-07-07T20:54:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5083","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5083\/similar"}],"images_count":25,"translations":{"en_EN":"Greetings Citizens!\n\nWelcome to the June 2016 monthly report! June was a most excellent month for Star Citizen, with the release of Star Citizen Alpha 2.4.0 and the 2.4.1 followup patch. 2.4 added a number of forward-facing elements to the game, including shopping and our first large flyable ship (the Starfarer)\u2026 but it was even more important \u2018under the hood\u2019 as it introduced persistence to Star Citizen! Persistence is essential to making a constantly-evolving multiplayer world, and there\u2019s a lot for us to build on in future patches.\n\nWe also launched the Drake Dragonfly this month, our so-called \u2018space motorcycle\u2019 and the community responded with excitement! These cool, little ships are going to be so much fun to play, we\u2019re eager to see them running around Port Olisar (and then across the surface of our planets!)\n\nWe hope you\u2019re enjoying your time in Crusader, and we appreciate the incredible effort the community has put into helping test these game builds. With a game as complex as Star Citizen, intended to be played by pilots around the world, there\u2019s so much in the way of architecture and systems that needs thorough testing in the real world\u2026 so the thousands upon thousands of players who\u2019ve submitted bug reports are truly appreciated. Here\u2019s the monthly report:\n\nGo West, Young Citizen\n\nSummer is finally come and the heat is on; not just in Los Angeles but in the \u2018Verse as well. We are already half way through 2016 and just like the changing of the seasons, there has been quite a bit of change in Star Citizen. So let us take a gander at what the Los Angeles office has been up to for the month of June.\n\n\nEngineering\nFor the Los Angeles Engineering team, the ItemSystem has been the number one priority across the team. However, over the course of any software development, bugs arise and decisions need to be made whether and when to divert resources to address them. Working on Star Citizen is no different. The Engineering team did get a boost in headcount with the addition of Steven Humphreys, an engineer from the UK office who has transferred to Los Angeles.\n\nLead Paul Reindell has always led by example. Not only is he involved with programming the game, he finds time to conduct interviews, training and mentoring the Engineering team\u2019s newest members, and still is able to fix and close out multiple game bugs. That leadership is reflected in how industrious the Engineering team is.\n\nAriel Xu over the past few months has been steadily working on developing the PortEditor tool which drastically assists with how designers edit content by allowing dynamic adding\/editing of the contents of the Port. Previously, it was necessary to edit the asset offline and reload it manually into the editor for every change. It\u2019s easy to take something like that for granted by expecting that it should exist, but remember \u2013 tools don\u2019t build themselves! Engineers Chad McKinney and Patrick Mathieu have completed major steps in improving the Use\/Interaction system of Star Citizen.\n\nChad Zamzow\u2019s focus includes implementing revised, component-specific IR\/EM signatures, cooling systems, and shield emitter changes. While Mark Abent has been implementing features for the power plants, ship seat interactions, and also spent a large amount of time fixing bugs for the 2.4.0 release.\n\n\nTech Design\nThe Tech Design team is where many of the cool features you see in-game are fleshed out and implemented after the Engineering team has created the code and Art the assets. Being a part of the Tech Design team is more than just coming up with brand new ideas to implement in the game. The technical aspect is being able to understand the tools and capabilities of the game engine and being able to design features while remaining within the boundaries of what the tools are capable of. This is what makes our Tech Design team incredibly valuable to the development of Star Citizen. With that in mind, let\u2019s take a look at what the Los Angeles Tech Design team has been up to in the month of June.\n\nStarting with Tech Design Lead Kirk Tome, the number of tasks and bugs he has closed out is on the right side of hilarious. A total of 28 bugs and tasks have been resolved this month by Kirk alone of all shapes, sizes and durations. Many of the features completed this month are fundamental design tasks such as updating new information regarding the Cooling\/Heat functionality of ships, balancing such as increasing the fuel tank size for the Xi\u2019An Khartu-al, and fixing clipping or collision issues with the Mustang Delta and Drake Cutlass. This is on top of running the Los Angeles Tech Design team!\n\nCalix Reneau\u2019s focus has largely been on the Caterpillar and its various features that will expand Star Citizen\u2019s repertoire of things you will be able to do in-game. The ship\u2019s functional Tractor Beam installation, a new game mechanic, is one such feature of the Caterpillar and Calix has completed the design aspect of not just the Tractor Beam itself but also how the control terminals function. These are major milestones for in-game functionality and for the Caterpillar.\n\nMatt Sherman\u2019s tasks and bugs have largely surrounded the MISC Reliant. The final tech design for the Reliant has been completed along with multiple bugfixes which brings it one more step towards being available for players to enjoy.\n\nOur newest Tech Designer, Stephen Hosmer, has already jumped in feet first and has closed out 33 bugs and tasks so let\u2019s give a round of applause for the LA Tech Design team\u2019s new guy. The majority of tasks completed by Stephen are adding new functionalities to Dataforge such as adding in tooltips that appear when performing a mouse-over of column headings and being able to mass edit cells. Ship-wise, Stephen has fixed issues on a bit of everything ranging from the Gladiator, Vanguard, Cutlass, Constellation Andromeda, and the Sabre just to name a few.\n\n\nArt\nWith 2.4.0 out the door, the Art team has been continuing its focus on even more new clothing, polishing up some of the new animations you\u2019ve seen in our recent video content and character fidelity, and hammering out the ships they have been working on for the past couple months.\n\nStarting with Forrest Stephan, 2.5.0 clothing support for the Character Team has been one of his top priorities along with helping the Character Team with support for Squadron 42. The LA Concept Art team has also been hard at work creating beautiful examples for the art team to render into 3D. Gurmukh Bhasin has been working on Space Station stylization\/looks while Justin Wentz has been fine tuning and revising Caterpillar concept pieces. Fashionistas Jeremiah Lee and Cheyne Hessler have been hard at work on the clothing as well. Jeremiah has been drawing up designs for the Odin Munitions Corp uniform while Cheyne is working on shirt color variants and tons of other clothing assets.\n\nOmar Aweidah has completed creating pristine materials for the Light Armor phase 1 and has moved on to the Medium Marine Armor. James Ku has been mentoring our artists and upping their game while working on creating asset geometry for the female model and in-game heads.\n\nOn the ship-side, there has been a lot of work on the Drake Caterpillar continuing through the month of June into July. Elwin Bachiller and Daniel Kamentsky have completed the interior, working on the Engineering Engine Room and Cargo Module respectively.\n\n\nAnimation\nFor Ship Animation, we are receiving back the motion capture animation for Imaginarium for the improved and quicker ship entry and exit animation that many of you have been hoping for, and the Austin Studio is hard at work adapting them ship-by-ship. On the PU side, our team is working on life animations for the PU and for Squadron 42, working with Design to get workzones, mess halls, nightclub and bars, medical and all manner of world life animations into the game.\n\nOn the FPS side, the team is working on finalizing the feel of the gameplay for the base stocked weapon (rifles, shotguns, etc.) and pistol animations and also working on animations for a railgun. We are also working on the cover system, assuring that the distances for Players leaving cover is consistent and readable and also increasing the degree of visual feedback for when the Player is in the cover state. We are also working on updating and improving the jump mechanics and animations as well as committed a hip direction switch that happens when you are with no weapon- your hips will flip naturally to the direction you are going with no weapon, but stay in the right facing when using a stocked weapon.\n\n\nGlobal Technical Content\nAs usual, the Global Tech Content team has been busy at work on a large range of features. Starting with their fearless leader, Sean Tracy, the armor and loadouts have been converted to use the new item system and Sean has now moved on to working on the Helmet 2.0 setup all while planning and scheduling tasks for the Tech Content team. He\u2019s quite the busy guy!\n\nThe Radical Rigging Roughnecks, John Riggs and Gaige Hallman, each have had their hands full with various tasks. John has been working on the Male Navy Medical Doctor asset rigging and has started reviewing PU clothing, while Gaige has been creating the female clothing volumes and is doing R&D on standardizing neck sizes.\n\nMark McCall has completed work on creating character archetypes for Squadron 42 along with male Shubin miner uniform animation while Matt Intrieri has been hammering out too many bugs to list but has emphasized his work has touched on lighting, LODs, VFX, and is now working on fixing damage issues on the Drake Cutlass.\n\nAssociate Tech Artist Patrick Salerno has also been face down doing bug fixes that the QA team finds and has been primarily focused on missing asset issues and fixing bugs that occur when developers use the editing tools we have.\n\nFinally, one of our newest to join the Tech Content team, Erik Link has completed a tech implementation pass for inspecting weapons as well as implementing assets in the game through Mannequin.\n\n\n\nQuality Assurance\nThe Los Angeles QA team spent the majority of June, along with the Austin QA team, working on 2.4 and then prepping things for 2.5. LA QA Lead Vincent Sinatra led the Quality Assurance team in taking a preliminary look at procedural planets and are very excited with the progress we are seeing. On the bug front, our primary focus was on hammering away at the shield system for ships though we also took a pass at testing the Mustang, along with a review of the Reliant by taking preliminary flight tests in order to move it towards getting it flight-ready.\n\nWith Vince at the helm, our QA testers have had quite a bit on their plate. Colby Schneider has done quite a bit of exploratory testing in examining persistence in the PU as well as taking early swings at the procedural generation for planetary exploration. Colby has also performed some very preliminary testing of the Dragonfly and the Reliant but both craft are still in not quite ready for public deployment.\n\nEric Pietro\u2019s focus has been on the 2.4.1 patch being pushed out to the PTU by the time this report goes live, with primary emphasis on looking at network stability and in-game performance. Eric has been in constant communication with the deployment teams to monitor and test implemented changes in the PU. Apart from that, Eric has also been tasked at looking into EVA physics, keyboard\/controller functionality, and in-game animations. QA testers actually do quite a lot on a day to day basis!\n\n\nConclusion\nLike every month preceding it, June has been productive. New ship developments, new in-game assets, new art pieces, a new format for Around the Verse, and new faces. We are definitely not idle in the studio and we hope these updates give you a glimpse of what goes on in the LA office, so thank you for joining us this month and allowing us to share what we\u2019ve been up to.\n\nSo, here\u2019s to a sweltering July\u2026\n\nTexas Sized Game Dev\n\nJune was a busy month in the Austin studio with multiple teams burning the midnight oil, working hard, and making lots of progress. We tested the many progressive iterations of 2.4.0 and published this to the Live server! This represents a big milestone for the Austin team since this is the first public version with Persistence and sets the stage for many additional persistent features yet to come. Our team is growing on many fronts with new QA, DevOps and Game Support team members starting this month. Many new faces and fresh perspectives who have all hit the ground running in their respective disciplines!\n\n\nAustin Development\nThe month of June certainly was a busy one! The dev team here in Austin has had their hands in several areas of the project like always, and worked diligently to support the release of SC Alpha 2.4.0 where needed.\n\nThe Backend Services Team reached a MAJOR milestone this month with the release of Persistence in 2.4.0. Jason Ely, Tom Sawyer, and Ian Guthrie have all but tied a neat little bow on this major feature that is crucial to any MMO. With persistence comes a broadened way of approaching the game development of Star Citizen, and it\u2019s a welcome challenge for our team. Since the release of Persistence Jason, Tom, and Ian have been cleaning up and knocking out the edge cases that were causing issues on the Live environment. There were some crashes that cropped up with the persistence cache that have since been resolved and subsequently released with the 2.4.1 patch.\n\nThe Design Team in Austin is looking farther out to future releases now that 2.4.0 has gone Live. Another major feature of 2.4.0 that was run out of Austin was Shopping. Lead Designer Rob Reininger and his team have since turned their attention to further fleshing out the Shopping design, adding elements for Purchasing via Kiosk, Selling, Commodities, and Remote Storage to their to-do list. We\u2019ve touched on all of these features this month, however our primary focus right now is iterating on feedback for Purchasing via Kiosk that we\u2019ve received from CR. We want to get this functionality online soon so that we can add some new shops and inventory to the game, including Dumper\u2019s Depot and its inventory of ship components and weapons. Design intern Robert Gaither has been playing around with a program called Axure that helps us visualize how the user experience will work with the Purchase Kiosk. We\u2019re hoping to have our next iteration in front of CR for approval and signoff soon.\n\nOur Ship Artists have been plugging away at their tasks for the Hornet F7A and the Herald. Both of those ships are in \u201cFinal Art\u201d phases and the guys are going above and beyond to hit their deadlines.\n\nEmre Switzer, Lighting Artist in Austin, has been working with the UK to wrap up an initial lighting pass on a new space station called GRIMHex. This environment is looking absolutely amazing and its thanks in no small part to Emre\u2019s superb lighting skills.\n\nOur Animation Team has shifted gears slightly this month. We\u2019ve been getting data back from Imaginarium that Jay Brushwood helped run last month, and our Ship Animation Team has started reviewing this data and getting it into game. We\u2019re getting data back for brand new ship enter\/exit animations, and we\u2019ll be using this data to reauthorize our ship animations to account for varying enter\/exit speeds. We\u2019re tracking well on the Hornet and Super Hornet right now, so look for speedier enter\/exit animations on those ships soon!\n\nOur PU Animation Team has altered course by request of Design to try and get some specific animation sets in game to be used with Subsumption, our peaceful NPC AI system. We\u2019re going back and polishing animations for sitting on couches, leaning against walls, interacting with terminals, inspecting weapons, standing idles, and much more. With the aid of Erik Link, our new Tech Animator in our LA studio, we\u2019re able to get these animations into game post-haste so that Design can start hooking these animations up for NPC\u2019s to utilize! In addition to this, Lead Animator Bryan Brewer has been busy nailing down interaction metrics for several of our animation sets, including Sitting on Couches, Getting into Bed, Gripping Tools\/Handles, Sitting\/Standing Console Interactions, and the Bar Scene. These metrics will make it much easier to standardize how NPC\u2019s interact with what we call \u201cUsables\u201d, which are items\/props that characters can interact with in the scene.\n\n\nQA\nAustin QA was extremely busy through June with a big focus on 2.4.0 and 2.4.1, with us providing support for 11 PTU pushes and 2 Live pushes over the course of the month. This included everything from build testing, patch notes, databases checks build to build, as well as post-deployment support.\n\nPersistence testing was a major focus item for our team throughout the month as we worked closely with our engineering team to overcome the remaining hurdles for 2.4.0, acting as a point of contact both for network engineers as well as our platform team to ensure everything was functioning normally. Major kudos go out to both Jeff Daily for his tireless work testing, documenting and supporting the platform team and Bryce Benton for taking on investigating emergent database and back-end issues.\n\nWe conducted a number of stress-tests with our PTU play testers, and started a new round of regular global performance captures with the entire QA department. Across the latter half of June, QA switched gears toward getting our development stream stabilized for 2.5.0 and providing ongoing support toward our 2.4.1 patch.\n\nSeveral members of the Austin team were pulled into testing several new web and launcher security features for our site alongside Turbulent. We used this time to provide information on the functionality of the new security features, and provide recommendations to the Game and Customer support teams for supporting them. Special thanks to Scott McCrea and Brandon Crocker in particular for their tireless work testing and breaking the new security tools!\n\nOtherwise we\u2019ve been making major efforts to get ahead before our next big push, with the team as a whole concentrating to clear out a significant portion of our JIRA ticket backlog.\n\nMarissa Meissner and Andrew Hesse have been focusing on laying down foundational work for QA over the next several months, including updated test plans, further training new hires and ensuring that new tools and procedures are documented for the global QA team. To round out our month, we also welcomed a new QA hire to our team this month, Michael Blackard and promoted Andrew Rexroth to QA Specialist!\n\n\nGame Support\nJune was an amazing month for the Game Support Team!\n\nWe were all hands on deck early in the month for 2.4.0, whether it was testing on PTU, publishing to Live, or triaging the one-off issues afterwards. Game Support worked closely with QA, DevOps, and Production to run daily builds and tests with Evocati and 1st Wave PTU testers until we rolled out to Live, then we worked to track down issues related to Persistence into 2.4.1.\n\nOn many levels, 2.4.0 has been our biggest launch ever considering the amount of infrastructure changes on top of game content updates. With the advent of Persistence, we had to account for all of the scenarios in which a player would buy, use, equip, transfer, or destroy items, all the while making sure the platform, the game server, and the client are in sync with each other. As we progressed through the month, we continued to isolate and fix specific one-off situations that needed particular investigation, and we appreciate everyone\u2019s patience as we troubleshot our Persistence related bugs.\n\nAs we\u2019ve stated before, we\u2019d not be able to do this as quickly without the immense help of our volunteers. Thank you Avocados and PTU testers\u2026 the BDSSE is one step closer because of your gracious help and tireless efforts.\n\nOn that note, as a reminder for those wanting to participate in Evocati or PTU: It\u2019s possible to be added by being an active and helpful member of the Issue Council. We\u2019ll be adding to both Evocati and PTU ranks later this summer, so jump on in!\n\nhttps:\/\/robertsspaceindustries.com\/community\/issue-council\n\nInternally, we\u2019ve refined and updated some of our publish processes to streamline the way we get a build out. While these are largely invisible to you, the result for you should be less downtime, fewer mistakes, and increased communication.\n\nWe\u2019ve also been finalizing some of the work related to Multi-Factor Authentication, both in terms of the user experience and the processes we\u2019ll use to support it. Security of your account is of paramount importance to us here at CIG, and we very much look forward to rolling MFA out to the public later in July.\n\nLastly, we\u2019re excited to grow by one here in Austin, Texas as one of the original Star Citizen backers, Eric \u201cProxus\u201d Green, has joined us here in Game Support. We\u2019re thrilled he\u2019s onboard, and you\u2019ll be hearing more from him next month!\n\n\nIT\/Operations\nJune brought us some exciting new developments in our patch reduction size project. When we started this massive overhaul we knew the project was going to be big incorporating several teams working together. We also knew that we\u2019d uncover numerous hidden land mines along with hopefully a few little gems. This month we continued work on some of our internal delivery tools. As planned we will be rolling out the new patching mechanisms to QA and the developers to work out the kinks prior to working the new system in to our new public launcher. We did run in to some challenges this month on some of our core technology but we were able to quickly work past these problems and in the process we\u2019ve designed an even better internal delivery approach. We still need testing to prove the new findings but it\u2019s beginning to look like we may now be able to reduce our own storage footprint for all these builds which is something quite significant considering we\u2019re currently producing 36-40 TB of build assets per month.\n\nThis month our LA studio got some core networking upgrades. As the LA QA team expanded, we saw exponential growth in network traffic per day due to the amount of builds they\u2019re transferring across the network to each of their multiple testing systems. At the same time we upgraded the build storage as well which provided a major increase in build delivery performance to the entire LA studio. It\u2019s pretty gratifying to see the teams receiving their builds faster than expected and we can\u2019t wait to start rolling out some of this patch reduction technology so we can start seeing internal teams patching builds rather than copying multiple full builds per day.\n\n\nLiveOps\/DevOps\nWe deployed 12 publishes to PTU and two Publishes to Live this month. The addition of persistence has added more complexity to our publish process but the team is keeping up with the game dev schedule while writing optimizations to our publish orchestration system. This behind the scenes work is hard to see in the game but the near zero down time publishes and the high rate of PTU and QA publishes we can achieve makes it highly gratifying work that the entire team has been able to engage in.\n\nAhmed has been busy gathering and analyzing data gathered from the servers and managed to make an appearance on Reverse the Verse \u2013 June Subscriber Edition (embedded below.) In this interview he answered a number of questions about the servers and publishing. He even drew up a chart explaining how our game servers and the multiple services work from a high level starting from the build system all the way out to the final game publish.\n\nWork has continued on build system optimization this month with our goals shifting slightly from build performance to build stability. We saw major improvements in stability as a result and still managed to pull out some minor gains in performance. As previously reported, this is an area where we will continue to focus as build iteration is a top priority for a development effort our size.\n\n#SquadronGoals\n\nHello Citizens! Another good month in Manchester. We\u2019re quite pleased to have Alpha 2.4 in Citizens\u2019 hands, and we\u2019re eager for you to see some of the other content we\u2019ve been working on. Here\u2019s June!\n\n\nConcept Art\nThe concept team is growing, we have secured two new artists to join the team, one will be taking on the mushrooming list of props and the second chap will be tackling environments plus anything else we can throw at him :)\n\nAs most of you will know the Drake Dragonfly went out the door for its concept sale, all I want to do now is put the whole team on making the other manufacturers versions but that\u2019s just my own wish and I hand on heart have no idea what the plans are for more (no really I don\u2019t!).\n\nGav Rothery has just wrapped up a new ship that I think looks pretty awesome and we\u2019re now focusing back on solving some Klaus and Werner FPS weapon designs and fleshing out the family (in addition to some work on the new corvette!)\n\nA new small vehicle has also been worked up and passed straight to the production team \u2013 hmm I wonder when that\u2019ll come out??..Ship items and props are ripping along and the whole universe feels like it\u2019s starting to be more cohesive which can only be a good thing.\n\nAlso taking some time to work with Justin in LA and solve some areas of the Caterpillar that needed another round of attention and love \u2013 don\u2019t worry owners, it\u2019s mainly some shape language work to the command module and Turret \u2013 looks good, but then I\u2019m biased!\n\nNext month we\u2019ll be addressing ship weapons and how to make more from less \u2013 watch this space.\n\n\nEnvironment Team\nThe environment team has been working on many different tasks this month. As always the main production focus is on a sq42 level, and now we\u2019ve started to move into the Final Art phase for most of the Shubin interior levels too. We are hardening up the Levski landing zone environment and bedding it into the procedural tech \u2013 feels really cool flying from space and onto a planet! Our lighting team has been blocking in some visual target areas for GrimHEX, this environment is shaping up and have a really good flavour to it. There is a demo coming up and we\u2019re well on the way making sure we\u2019re going to show you something special.\n\n\nProps\nAs mentioned last month we have been on the final push for this batch of ship items. Shields, Coolers, Power Plants and Quantum drives are on their final art pass and we are just finishing up the last few Avionics modules, this should be complete within the next sprint (possible two\u2026) and that closes off the first round of ship components.\n\nWe\u2019ve had 3 new artists start in June so it\u2019s been a busy few weeks but it is really going to help with supporting all the different areas of the game that require props and ship items.\n\nWork has also progressed with the useable items which allow our players and AI to be able to fully interact with the props and environments, it\u2019s a collaboration between the animation, design and props teams and will add that layer of natural interaction that will help to fully immerse the player in the game world.\n\nWith the amazing new procedural tech coming online we are looking at what we need to do to really push the visuals and work out what technical limitations we will need to accommodate when we ramp up resources for the feature.\n\nLooking forward we are moving some of the team onto the smaller vehicle components to support the release of the Drake Dragonfly and pushing forward with the other ship item types while the rest of the team continue ploughing through our Squadron 42 prop list and as always do our best to squash any bugs with our live releases.\n\nAll in all, it has been a busy but productive month\u2026 and next month will be more of the same!\n\n\nSpaceships\nWith another exciting month having gone by, the ship team in the UK has been plenty busy. We have made substantial progress on the Bengal with the main hangar, hangar lift wrapping up shortly along with the interior and exterior bridge of the ship. Idris interior does not have many more rooms left to do, with the team now focusing on some final polish before moving on to lighting and exterior damage.\n\nEvery improvement we make on the Idris will directly benefit the Javelin, one of the many benefits of using the manufacturer set to keep pushing the quality bar. Speaking of the Javelin, a lot of time has been spent finding the right look and feel for the hangar which is needed in both Squadron 42 and when it goes live in the PU. So capital ship progress is coming along great!\n\nWhat about the other ships you ask? Well, we are happy to report that the Argo is wrapping up this week where we are left to hand it over to remaining disciplines and ensure it has everything it needs in order to go out to all of you! Several improvements have been made to the pod since it was last shown so keep a look out! We have also started production on both the Dragonfly and another vehicle, something we are all very excited for as it presents new challenges for us to tackle. The Dragonfly will be finishing its whitebox phase this week. Lastly, we are doing a lot of work to make sure the Vanduul ships look great, the UK team are focusing on the Driller (a carrier) at the moment. Every lesson learned here will allow us to share procedures and techniques across the entire Vanduul fleet!\n\n\nGraphics\nThis month the graphics team have primarily been focussing on fixing bugs for the next release, and continuing with several major refactors to the underlying renderer code to pave the way for future features (e.g. improved transparency sorting & phasing out of DirectX 9 style code to help move to newer graphics APIs).\n\nThe gas cloud tech is also undergoing a major change to make use of a \u2018bricked\u2019 voxel format which allows increased detail in just the areas we need it. This is crucial for achieving details on very large gas clouds that would otherwise require a prohibitive amount of memory. The brick format should also allow us to make a number of optimisations where we can perform fewer calculations on large open areas.\n\nThe work on the improved HDR effects is continuing with upgrades to the exposure control system, but we\u2019re excited that the new physically based bloom and lens flares have been enabled in the main development branch meaning this will be part of the next release to the backers. The new optical effects are faster than the previous effects, look much better, and crucially allow art to globally change the appearance of these affects with just a few button presses rather than having to tweak hundreds of individual flares. This is because the new flares are created in screen-space rather than being hand placed, and as a result we get flares off reflections too (e.g. when the sun reflects of the very shiny Starfarer).\n\n\nAnimation\nThis month we\u2019ve been focusing in on the core FPS elements of the game. A new jump mechanic is being worked out, as well as testing stocked cover and blind fire and making tweaks where necessary to keep first and third person working well together. New pistol and stocked reload animations have been worked on to give a bit more weight and feel to reloading the weapons. We\u2019ve been involved in testing the new camera and eye stabilisation and working our way through as many assets as possible to give a nice solid core feeling to the fps portion of the game. Selecting and deselecting weapons has been given another pass, working with tech animation we\u2019re very hopeful to get a more polished 1P and 3P system online very soon. We\u2019re excited with the progress even if there is still a lot more to come.\n\n\nEngineering\nAlways seems to be a busy month getting a new release out, this time 2.4.0. As mentioned previously this was a large release for us because it\u2019s the first time we\u2019ve effected persistence in this production environment, and it changed the way a lot of systems worked, which in the long run is a very good thing but it was a major piece of engineering with a great deal of complexity.\n\nMoving on from that we\u2019ve been aware for a long time that some pretty hefty enhancements to CryNetwork would be required for a project of this scale, and getting 2.4.0 out really just re-emphasised this. CryNetwork was really starting to creak under the demands we\u2019re making of it. We\u2019re now chomping at the bit to start making a sustained effort on developing the new technology we\u2019ve been designing on paper and proving it in the codebase. One such technology is the Global Serialized Variables which are designed to make the gameplay programmers\u2019 lives easier and help optimise the network bandwidth. Previously when we were using \u201caspects\u201d it is up to the gameplay programmer to decide what information needed to be sent over the network and then also to deal with both writing that information out on one end and reading it back in again at the other. This was always prone to mistakes in transmission because of the nature of network latency, which is unfortunately never really under your control. If you don\u2019t receive, read, and parse the data in exactly the same manner you wrote it out you end up with a disconnection, which can prove more fiddly than you\u2019d imagine. It was also very inefficient as if even one bit of data got changed the whole aspect block would have to get sent. The serialized variables takes all that away, the programmer just marks which variables they want to replicate to the server\/clients and then the underlying system can just detect which have changed since the last time they were sent, and which haven\u2019t, and takes care of the rest in a nice and efficient manner.\n\nWe\u2019ve also been having problems with the underlying message queue which, although it would send packets through reliably, they wouldn\u2019t necessarily come through in the correct order, and so you end up with a lot of code having to untangle that. Issues caused by this are very hard to track down and fix, especially within the real-time requirements of a multiplayer game, as by their nature they are completely random and the fixes tend to be horrible and nasty. We\u2019re completely rewriting this message queue and it is going to be designed to better enforce the ordering and transmission of packets. This means we can make certain assumptions which will help clean up the codebase, for example if you get a message telling a player to respawn you know that the message killing them in the first place has already arrived and been processed. If there are any logicians out there in the audience, you\u2019d love this stuff.\n\nOtherwise gameplay progress has been ticking over nicely on all the usual aspects of the game.\n\n\nAudio\nHello all! June was another busy month for CIG Audio. Here\u2019s a breakdown of what people have been up to.\n\nSam Hall was mainly working on getting the dynamic bank loading to work as it should. As it stands, work is 99% complete, but we still need to deal with bank loading synchronisation before we can go live with it \u2013 this is to ensure sounds play on cue first time, every time.\n\nSam has also been optimising the Editor\u2019s audio plugin start-up time to help with productivity. It now saves up to ten seconds every time the Editor starts up. Though this may seem inconsequential in the context of a single instance, all these periods waiting add up! (Think about how much time you\u2019d lose in your own life if you had to wait at least ten seconds every time you opened your email or a Word document) Sam\u2019s also currently working on improving the audio playback with the animation tool, Mannequin.\n\nGraham Phillipson has been refactoring and refining the code to better support reverbs and weapon tails, to make transition between areas smoother and more \u201crealistic\u201d. Added more options to audio mark-up for how audio triggers begin. At the start of the month he got the prototype together for in-game VOIP which has wide-ranging implications for the persistent universe.\n\nDarren Lambourne has been undertaking general maintenance of ship audio (improving sync on anims, bug fixing). Establish the audio structure (geometry and Wwise side) for the playable Idris, and working on designing the \u2018tone\u2019 and first pass implementation of the Idris ambiences.\n\nLuke Hatton has been working on new explosion sounds so that smaller ship sizes (Hornet, Xian Scout, M50) aren\u2019t quite as overbearing as the larger ones. He\u2019s also been working on more pass-bys for the likes of the Origin M50; he\u2019s currently looking at the pass-bys for the Starfarer, which require a different style because of the sheer size of the ship.\n\nStefan Rutherford has been continuing work on the GrimHex map, putting down the foundations there for ambience. We\u2019ve changed our process quite a lot where ambience is concerned; this is a lot more spatialized these days rather than made up of \u20182D\u2019 beds\/backgrounds so that the audio is far more compatible with head-tracking based audio rendering (i.e. VR) and also offers more momentary variation and interest. Otherwise he\u2019s been revising and improving upon the FPS weapons.\n\nRoss Tregenza has been primarily designing a system that will play cool cinematic music in a self-managing and context sensitive way throughout the Persistent Universe. He\u2019s been working with Pedro Macedo Camacho to get the new music in place and fine tune the system \u2013 it\u2019s already sounding awesome. The dynamic music system is also starting to make its way into Squadron 42, where it\u2019ll be used in tandem with bespoke set piece music for the most dramatic moments of the game. He\u2019s been working with Geoff Zanelli on that content \u2013 again, already sounding fantastic, even in its early days.\n\nRoss has also been working on ambient sound for a variety of locations across Squadron 42, and keeping the audio guys informed of any S42 based developments, as well as assisting the dialogue guys when possible to help progress the battle-chatter systems.\n\nSimon Price has been improving scalability of the dialogue pipeline, migrating Ship Computer dialogue over to the communication system ahead of a refactor\/standardisation. Also generally porting dialogue to use the CommunicationSystem to give designers more control.\n\nBob Rissolo \u2013 lot of prep and preproduction work for S42 shoots, combined with editing dialogue for cinematics, making progress on the pipeline tools and tech with Simon.\n\nPhil Smallwood has been riding shotgun with Bob recently so as to assist him on S42 shoot dialogue capture duties, and undertaking some dialogue edit work too.\n\nMatteo Cerquone started taking ownership of various sub-systems such as physics, character Foley, as well as assisting Ross with S42 sound design.\n\nEwan Brown has been implementing support for multi-positional sounds within the game editor, which is a neat optimisation that reduces the number of voices for a given sound, even if it\u2019s assigned to play from multiple positions. He\u2019s also been working on low level audio synchronisation and various Mannequin tool improvements.\n\nLast (but not least), Jason Cobb has been hard at work at a whole list of tasks! He\u2019s been developing audio build validation scripts, fixing voice leaks, documenting test cases for Flowgraph audio trigger fixes and more\u2026 real nitty gritty stuff that will make Star Citizen all the more immersive from an audio persiectve! He\u2019s about 90% complete an area-based mix state mark-up for multicrew ships, and he has been investigating the same for single-seat ships.\n\n\nVFX\nAs has been the case company-wide this past month, the VFX team has dedicated a significant amount of time focusing on asset clean-up. Specifically in our case, we have been making sure none of our particle libraries are referencing missing textures, materials, custom lens flares or objects. These are the sort of tasks no one looks forward to, but there is something quite satisfying about whittling your way down a long error log list! Caleb in Frankfurt has been working hard on this, so no doubt he will elaborate on this process.\n\nAs well as this, we have been performing other general maintenance tasks such as converting various assets \u2013 smoke, fire and explosions in particular \u2013 over to the new heat map\/gradient tech we now have in place. This is an ongoing process, as there are loads of legacy assets we want to convert in order to take advantage of the new tech.\n\nSpeaking of which, the new heat maps and gradients tie in beautifully with the optical bloom and flares that you will hopefully see in the next live release, as well as the tiled particle lighting we mentioned briefly in last month\u2019s report. It\u2019s been a long process getting all this tech to come together, but we feel confident that in the long run you will see a big step up in the quality of our effects!\n\nIn terms of new content, more work has been done on weapon impact effect variants, a polish pass on a new laser cannon, and an environment VFX pass for a new PU location. Finally, we have done an effects pass for flight-ready Reliant.\n\nAs always, busy busy busy!\n\n\nDesign\nIt\u2019s been a busy June in the design department here in the UK. The Live team have grown to 4 full time designers and will be 5 in mid-July. I don\u2019t want to spoil anything so I will just say that they are all working flat out working on expanding the content for the 2.7 Live release for the Stanton System. There is a lot of cool stuff going into that release on the systems side that we are excited to get out into the community, such as the new landing and take-off work that is being implemented by Craig. As of me writing this it is all using placeholder (programmer art), but are hopeful that Zane and crew will be able to take a pass at it before it is released into Live.\n\nThe systems design team have been working on MobiGlas and particularly the StarMap app, which is looking great as a portable version of our favourite web app.\n\nAs you will probably see from other reports we are refactoring the AI system for both combat and interstitials into one system called \u201cSubsumption\u201d that will systemically deal with a huge variety of different AI states. While this has affected some of the progress on a few S42 levels, it is looking hugely encouraging for the levels as a whole, cutting down massively on a lot of complex and sometimes fragile bespoke scripting from design.\n\nThe Tech team are working on the various ships and vehicles and we are hopeful to get the DragonFly, which is feeling very fun and different to what you will be used to, into the live stream soon. We are also almost there with the Argo light utility ship!\n\nThat\u2019s it for now, except to say a big thanks as always for your fantastic support.\n\n\nQA\nUK QA have been very busy over the past month. Our primary focus was getting Alpha 2.4.0 out of the door. This required us to work in sync with our ATX counterparts, as well as the select backers in the Evocati group. As you\u2019re no doubt aware, Alpha 2.4.0 is probably our biggest update since 2.0.0, with the introduction of shopping and persistence to Crusader, as well the Starfarer and Starfarer Gemini, our biggest flyable ships to date!\n\nAlpha 2.4.0 is now in your hands, and has recently been patched up to Alpha 2.4.1 in order to extinguish a nasty infinite loading screen bug and an issue with ship persistence. We have continued to monitor the Live build, gathering feedback from you guys, as well as looking into issues that only seem to arise when the game is out in the wild.\n\nBeyond that, testing on Squadron 42 continues as development ramps up, with our dedicated Squadron 42 testers performing daily smoke tests to help the devs narrow down on persistent issues. Adam Parker, our resident ship expert, has been putting the Reliant and the Argo through their initial paces. Mark Tobin, FPS extraordinaire, has been leading initial group tests on the FPS systems. Mark White, one of our seniors, has been testing additional systems you\u2019ll be hearing about shortly!\n\nWe Create Worlds, Spaceships, Characters, Star Systems\u2026\n\nThe Frankfurt team is running at full capacity, we have 49 desks in the office and just signed our 49th employee. We\u2019re very selective on who we bring in, and have had a large amount of interest on joining from people worldwide. We\u2019re also an extremely diverse group, made up of 13 different nationalities I believe. Luckily we planned ahead and as I previously mentioned we\u2019re expanding our office space. The extension will hold an additional 25 people and will be ready for us on August 1st.\n\nWe\u2019re getting closer to showing off more of our progress, and look forward to getting stuff in your hands. See below for a portion of some of the stuff we covered this month, it\u2019s impossible to put it all, but gives you a sense of some of the larger items.\n\n\nWeapons\nLast month the weapon art team has been hard at work polishing up the existing Behring ship weapons as well as making a new Size 5 variant. On the FPS side we finished the ballistic Smart Ammo and the 1st pass texturing on the Behring P8SC submachine-gun. We\u2019re also in the process of updating the Behring Pro-Line grenades and finished the 1st pass model so it can be rigged, animated and tested.\n\n\nQuality Assurance\nDE QA is happy to welcome Glenn Kneale as the newest member of our team! Glenn joins us from our CIG-UK office in Wilmslow, and he will be our new QA Technical Lead in our Frankfurt office. Glenn started the month by setting new grounds in personal development for the EU QA Technical team. New procedures for reporting have been set in place to ensure all information and progress is shared seamlessly across the UK and DE offices. DE QA also continued to spend the majority of the month of June testing the procedural planet together with support from Mark White in the UK. We also worked together with Marius Airinei to identify and debug a crash on the Crusader public servers. The crash was related to missiles being fired at other ships, and the reproduction rate is painfully low. We managed to repro the crash on the 2nd day of testing, and we were able to provide Marius with the information he needed to work toward a solid solution. Chris Speak has also been helping Ivo Herzeg by creating physics test maps, which Ivo is using to test both physics enabled character ragdolling and physicalized objects such as bottles, chairs, and other in-game props (see image above). The next few months will be focused on ramping up our testing for Gamescom 2016 together with UKQA and ATXQA, and we cannot wait to share what we will be testing \u2013 it is truly something to look forward to!\n\n\nCutscenes\nThe cutscene team spent the beginning of the month prepping material for a new Mocap shoot. A few key members headed to the UK the last week of June, and will return to Germany in a few weeks when the shoot is over. This is the last fully scheduled shoot for Squadron 42, with the possibility to return for a pickup shoot if needed. The Animators on the team also spent some time this month supporting the in-game animation team, as well as doing some animations to test out NPC head looks.\n\n\nEngine\nThis month Ivo continued to work on smoothing out bits of the animation code, working on head-bobbing, Eye-Stabilization, and Head-stabilization. He\u2019s made great progress and we\u2019ll have something to show off in the very near future. We\u2019ve also made some good leaps on the Procedural Planets and toolset for artist behind it. The tech team is excited to show off what they\u2019ve done, and we\u2019re getting close.\n\nRotating VisAreas: We worked on support for Rotating VisAreas. A VisArea can be thought of as a room with windows, which allows us to cull away all objects not visible through the windows (classic portal culling). So far VisAreas were 2.5D Shapes (polygons with a height). This was fine for our use cases so far: Regular flat levels like Area18 and Ships, where the VisAreas are part of the local reference frame and hence are still 2.5D, even if the hosting reference frame is rotated\/moved. But now we have planets, and planets are round, which brings a new challenge. To allow us to use VisAreas on planets, we had to implement support for rotation. This was implemented by keeping the 2.5D representation but adjusting all the checks to be in VisAreas space, hence transform each point into the space of the visarea before it is checked. Doing it this way allowed us to keep all current VisAreas setups, and just extend the functionality.\n\nTree-ification of the ZoneSystem: The ZoneSystem was started as a spatial data structure which replaced the octree we used for fast culling for rendering. Such cull operations are mostly \u201clarge\u201d, meaning they tend to cover a large area. Now the ZoneSystem (as planed from the beginning) is being used for more and more systems. Most of those systems tend to do \u201csmall\u201d queries, like finding all objects in a 2m x 2m x 2m box with Tags [x,y,z]. The ZoneSystem is now responsible to find all objects in the whole universe inside this box extremely fast. When we experimented with this, it turned out that some parts of the ZoneSystem still utilized a linear search, and those didn\u2019t scale well in our large universe with such small queries (large ones had enough other cost to not notice those issues). Hence we extended all internal data structures to utilize AABB trees, allowing us to more quickly exclude objects improving the runtime from O(N) to roughly O(Log2(N))). As this was a very complex change, since such tree structures must also be maintained in an efficient manner when some objects move, it took some time. But we are now in the final steps of local testing and so far it looks very promising and to give us the performance benefits we were aiming for.\n\n\nTech Art\nDid a good amount of support to the Engine team on various things such as head stabilization. Also continued to support the weapons team, rigging new weapons as they get completed. Did some weapon select and deselect RND on animation driven IK, with the goal of getting them to look smooth in various frames of the animation while still being as responsive as they need to be. Also continued to address any and all bugs or issues from the global team.\n\n\nAI\nLet\u2019s start this monthly talking about Subsumption and the mission system.\n\nSubsumption has received a lot of attention this month, we first of all worked a lot with Tony Zurovec to introduce several features in the tool, then connect them up into the system code.\n\nWe introduced the concept of tasks with parallel children: when creating a subactivity, we can connect several tasks one to the other to create a chain of operations the NPC will then execute. We can now create archetypes for tasks that can actually serve as fathers of multiple children tasks: they manage the lifetime of the subtasks, how those tasks are executed in parallel with the father, and what to do when the father is interrupted.\n\nIn the picture we can see a node that executes in parallel specific subtasks, and it succeeds as soon as the one child succeeds and it fails as soon as one child fails.\n\nAny node can be setup to have parallel children, but the actual task is totally responsible to define how the execution takes care of the children itself.\n\nWe also developed the concept of Checkpoints and Goto tasks.\n\nA checkpoint is a way to store specific points in the behavior from which it\u2019s safe to restore the execution at a later time. Any time a Checkpoint task is hit, then the system automatically stores that entry into the internal This.Subactivity.Checkpoint that can be then used by the Goto task. This allows us to create jobs that can be interrupted and resumed, we can perform operations in the middle of longer behaviors and resume the old tasks as soon as possible.\n\nWe introduce the functionality to handle specific events in the subactivities directly so that we can decide whether we wait to finish some operations before reacting to some events. We also started to work on the core code for the Subsumption Mission system: missions will sit on top of the normal NPC activities. Game and level designers can create their mission influencing the population of the level, the schedule of the NPCs, setup objectives and a lot of additional things. We hope to show you some screenshots about the mission system soon!\n\nWe\u2019re close to complete the work on the local navigation mesh to allow characters to move inside moving ships, planets, etc. Regarding the spawning system, we moved the definition of the spaceships\u2019 crew into Dataforge so that designers can easily setup this content without manually editing an xml or any configuration file. We also started the work to properly unify the code paths that spawns characters and ships.\n\nRegarding the communication system we\u2019re working close with the audio engineers to support properly external audio files that can be played through WWise, we also developed some new debug draw functionalities to help designers keep track of the dialogues used, the amount of times they are triggered, and so on.\n\nThis month we also worked on the ships behavior to properly support strict limitations on the flying behaviors: boundaries have always been considered as a soft limitation allowing ships to leave the assigned area to enter it back immediately after the restriction was not respected. We introduced improvements to the ships behavior to properly react to the target leaving the restricted area they might be assigned to, we introduced a new \u201cboundary patrol\u201d behavior that will trigger once the target cannot be reached due to \u201cexternal\u201d orders to the running behavior.\n\nAs usual we also continued on improving the stability of the overall AI system and to fix as many bugs as we could!\n\n\nDesign\nOn the System Design side we\u2019ve focused on figuring out how our Vanduul behaviors work, what makes them special and unique compared to fighting against a human opponent. These guys need to offer the players a complete change of combat style where they will have to adapt to a faster paced, more explosive and melee heavy combat compared to their human enemy counterparts.\n\nWe are reworking the way docking in stations will work and all the services that will be available to you and your ship once docked. We\u2019ve seen big problems with players not having enough landing pads so we are designing an automated system that will handle how pads get allocated, how you dock, undock and how your ship is stored once you get out of it. Our main goal is to get players and ships off the docking hangars as quick as possible to free them up for the next player that might want to use it.\n\nWe are starting to design the overarching security and criminality systems that will help us detect wrongdoers and report them to the NPC authorities who will take action. The idea is to, while still being lenient towards a player who merely errs occasionally (i.e. honest mistakes), have the world react in a ruthless way to people who abuse other players or do things that they\u2019re not supposed to. The main goal is to make this part of the world so the NPCs take matters into their own hands based on the local law of the region of space rather than us developers having to police abusers. (Let\u2019s face it \u2013 the devs and game support are always going to be very outnumbered. While we of course care about our players, we can\u2019t personally be everywhere at once, so the system must have some ability to take care of itself)\n\nThe FPS suit is also getting a rework and is heading towards a more modular approach where players will be able to switch components and adjust it to what they need, be it combat or otherwise. At the same time we are looking into developing a new breed of modular deployable gadget that the players can customize as they see fit.\n\nWork on out of combat human behaviors continues and we hope we can show you guys something as soon as the stuff comes online.\n\nLevel Design has finished the design of the lawless base we mentioned in last month\u2019s report, and have been supporting and overseeing the art and design teams who are taking that whitebox design to completion, both at Bhvr and in the UK studio, to communicate the vision and ensure that the core design is preserved throughout the hardening phase. To make sure we could hit the 2.5 release with the lawless base we split it into tiers, which we can focus on one at a time. Expect to see that location evolve in steps over the next few major releases, with new areas opening up and interesting opportunities unlocking as we progress.\n\nWe iterated on the design of Levski (initially based in Nyx) to prepare it to be placed down on the Stanton planet. This involved adding extra hangars for parking, new road access and parking for visitors coming on-foot or driving on the planet surface to the mining base, and adding bedrooms for players to be able to sleep and respawn there. It is now in the artists\u2019 capable hands to bring those additions up to the quality of the rest of Levski, so we can finally enable players to land on a procedural planet and have a first landmark to visit there. These days we\u2019re digging more into modularity for building locations quickly and efficiently, focusing on service stations in particular.\n\nWe have also seen two new LD recruits join our ranks, Ben and Tobias, and focused on on-boarding them: getting them up to speed with the engine, designing practice levels to wrap their heads around the intricacies of Star Citizen and space environments, and generally welcoming them in the family.\n\nNo Time Off For Good Behaviour!\n\nBehaviour Interactive has been busy working on some thrilling content you\u2019ll see in Star Citizen Alpha 2.5. Here\u2019s the rundown:\n\n\nEngineering\nIn June we integrated the last feature missing from the optimized Hologram framework: Render to Target. This should significantly affect ships using on screen Holograms (like the Constellation, Retaliator, Aurora) and enable much better framerate. Not only that but other ships which previously displays empty screens (Vanguard, Sabre, Avenger, \u2026) will now correctly display Holograms.\n\nA lot of polish and bug fixing went into shopping as well. The mobiGlas shopping application will give better feedback on the status of your purchase request. You\u2019ll notice that armor racks will display a full mannequin when trying them on instead of a floating head. All of this and more solid server and client fixes for improved stability.\n\n\nDesign\nThis month was very exciting working on the new outlaw space station. We finished working on the shops, Francois Boucher and Jesse Kalb respectably taking care of the clothing store and the personal weapon store. The artists did a fantastic job working with the tight layouts and they look great. We also worked on future shop locations for this space station and their whiteboxes are well underway.\n\nOverall, we spent a lot of time in the Outlaw space station, fixing collisions issues, setuping gravity, kill triggers, airlocks, spawn room and logic, landing pads and a bunch of other things. I expect us to continue working on that location for a while, adding more and more and keeping it top notch.\n\n\nArt\nThis month we continued working on a map from the previous month, an abandoned imperial asteroid base now occupied by \u201cnew\u201d denizens.\n\nAside from finishing the remaining undefined structures and visuals, we\u2019ve spent a major portion of this month polishing the environment. We took the designer\u2019s vision and added a slice of life to the map.\n\nThe key focus of the polish was story telling. We wanted the environment to give clues on what happened in different sections within the map. The visuals for habitation pods, for example, reflected purposeful rearrangement of furniture and objects after the pods were constructed, as if dweller groups in different pods were trying to differentiate themselves from others, some sort of gang mentality perhaps.\n\nShops, on the other hand, contained objects that showed how the shop keep conducted business, how he went about his daily life outside of the business, and ultimately, how he left his mark in the forgotten stories of the abandoned base as time passed.\n\nPer the same level of detail in other maps we helped create, expect landing pads, hangars, the exteriors\/interiors to be full of its own life and style. We also added a bit more polish on a mining world we previously helped create. Stay tuned.\n\nAtomic Batteries to Power, Turbulent to Speed!\n\nGreetings from sunny Montreal! Here\u2019s what we\u2019ve been up to in the last month:\n\n\nMulti-Factor Authentication (MFA)\nLast month, we completed the QA phase with the help of the CIG team. We are getting ready to launch MFA for the website and game launcher. In the first phase, you will be able to setup MFA with an email address or by installing our mobile app. If you\u2019re new to MFA, don\u2019t worry, we\u2019ve got you covered. There will be a post and tutorial explaining everything, plus a new FAQ page that you can consult at any time. This extra security is optional, but it\u2019s easy to setup and will further protect your information and purchases.\n\n\nCommunication Platform\nInternally, we are releasing a functional version of our new communication platform, which includes chat and the new forum. This will go through internal QA only. In the meantime, we are continuing to work on adding features to the platform, such as bookmarking and search. We are eager to share this new platform with the fans, but we have a ways to go yet. Well worth the wait, we can assure you!\n\n\nGame Launcher\nFor those of you who\u2019ve been following this column regularly, you know that we have been working with CIG on the new version of the game launcher\/patcher. There\u2019s a heavy-duty feature list, and we\u2019ve been listening to CIG\u2019s requests and suggestions. Development continues at a healthy pace, and we\u2019re targeting to release a first version by end of summer.\n\nIf you\u2019re new to this column, the new game launcher will support multiple environments (e.g. PTU, live) and multiple games (e.g. Star Citizen, Squadron 42), and will allow for background patching. The interface will be the same as the current version, but future iterations will include more features.\n\n\nShip Happens\nJune was an exciting month for ship sales. Towards the end of the month we were introduced to the Dragonfly, a speedy little ultralight ship with attitude, to be used as a solo rider or as a swarm of Dragonflies. Two versions were put for sale: a sleek, stealthy looking black version and an in-your-face yellow version for those who want to be seen. Not only were these two variants for sale, but we also saw the return of the Caterpillar, both by itself and in a special package with both Dragonflies and LTI for all three ships; a very exciting combo!\n\nBest Damn Space Sim Community Ever\n\nThe community that never sleeps. Serving a community in as many different time zones, continents and countries is an exciting challenge every month, and in June, we began to restructure our output to better serve the wider audience.\n\nDay-to-Day\nJune was a month of focused efforts. Work continues on developing the Gamescom presentations for August, including our first real convention showfloor booth, modeled to invoke a sense of the bridge of an Idris. You may attempt to read into that what you like, but we promise it was just a matter of saying:\n\n\u201cLet\u2019s do a fancy booth this year.\u201d\n\n\u201cIt\u2019d be cool if it looked like the bridge of an Idris!\u201d\n\nSometimes, it really is just that simple. =)\n\nIn addition to having a cool booth, we\u2019ll be livestreaming gameplay from our latest builds on the showfloor itself over the course of the five days. While it\u2019s still too early to say what that will involve, we\u2019re looking at it as a chance to hang out with our fans both in attendance and abroad, give away some ships and swag, and simply celebrate how far Star Citizen has come in the last year. We anticipate broadcast times will match those of Gamescom operating times.\n\nBroadcasts\nJune was dedicated to our run-up to our Around the Verse 100 Celebration, with a concentrated effort towards building out the video infrastructure necessary to expand and encompass our studios around the world, in addition to improving the overall presentation of our releases. Many of these changes won\u2019t be visible to the public until July, August, and beyond, but the work that lead to those changes was a strong focus in the month of June, and you can see the beginnings of that work in Around the Verse 100 released on June 30th.\n\nWe look forward to sharing the new broadcast plan in the coming weeks once additional details are further cemented.\n\nYou Guys\nAs another month of development passes, so does another month of stories, content videos, and community accomplishments!\n\nLast month, we highlighted the PTU testers, and we have to highlight them again! You all have been an extraordinary help in June, assisting us with getting SC Alpha 2.4.0 and 2.4.1 out the door! Your tireless effort has been greatly appreciated, and we plan to continue utilizing the PTU environment and our Evocati test group in future patches. Thank you!\n\nOn the streaming side of things, we were very happy to see the long-awaited return of Geekdomo\u2019s always entertaining stream, Starcast. In addition, we want to give a huge congratulations to Farasalt for taking his streaming endeavor Full-time!\n\nThe Austin, TX Bar Citizen events continue to raise the bar every thanks to the amazing efforts put in by Scrapped, Pyrothoric, and Gany. The evening was Jam-packed with good drinks, good people, and of course, a lot of Star Citizen discussion\/theorycrafting. If you have not been to a Bar Citizen before, we highly recommend seeing if there is one in your area! Great job guys!\n\nOn the Community Hub front, we continue to see incredible content flowing in! Terallian continues to develop his Star Citizen cinematic videos that we all love to see. This guy started learning the Cryengine only 2 months ago, and every video he puts out just gets better and better! Simoniac and Octacube pulled out all the stops by releasing his USUK Hauling Interactive Starmap that left us all in awe! If you have not seen this thing, you need to stop what you are doing and jump on the Community Hub ASAP! Fantastic work Simoniac!\n\nThis community is packed with talented artists of all forms, and we are looking forward to seeing what you all do in the month of July!\n\nLooking Ahead\nWhat comes after Alpha 2.4? Alpha 2.5, of course! 2.5 is going to add a major point of interest to the Crusader area: the GrimHex pirate base. As we continue to develop our reputation and faction system, we need a place for pirates to call home rather than having everyone on Port Olisar together. So we\u2019ve built a very cool station with some exciting features you\u2019re going to enjoy. 2.5 will also feature the flyable Reliant and a number of other updates we\u2019ll be discussing in the coming weeks.\n\nIt\u2019s also full speed ahead for Gamescom! Cloud Imperium will have a booth on the showfloor to show off Star Citizen, and there will be several chances to catch up with the team outside the convention. Expect to see more details before the next Monthly Report is due!","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\n\nWillkommen zum Monatsbericht Juni 2016! Der Juni war ein hervorragender Monat f\u00fcr Star Citizen, mit der Ver\u00f6ffentlichung von Star Citizen Alpha 2.4.0 und dem 2.4.1 Follow-up-Patch. 2.4 f\u00fcgte dem Spiel eine Reihe von nach vorne gerichteten Elementen hinzu, darunter Einkaufsm\u00f6glichkeiten und unser erstes gro\u00dfes fliegbares Schiff (die Starfarer).... aber es war noch wichtiger, \"unter der Haube\" zu stehen, da es die Beharrlichkeit von Star Citizen einf\u00fchrte! Hartn\u00e4ckigkeit ist unerl\u00e4sslich, um eine sich st\u00e4ndig weiterentwickelnde Multiplayer-Welt zu schaffen, und es gibt viel, worauf wir in zuk\u00fcnftigen Patches aufbauen k\u00f6nnen.\n\nWir haben diesen Monat auch die Drake Dragonfly, unser sogenanntes Space-Motorrad, auf den Markt gebracht und die Community reagierte mit Spannung! Diese coolen, kleinen Schiffe werden so viel Spa\u00df machen, dass wir gespannt sind, wie sie durch Port Olisar (und dann \u00fcber die Oberfl\u00e4che unserer Planeten!) laufen.\n\nWir hoffen, dass du deine Zeit in Crusader genie\u00dft, und wir sch\u00e4tzen den unglaublichen Einsatz, den die Community unternommen hat, um diese Spielbuilds zu testen. Bei einem so komplexen Spiel wie Star Citizen, das von Piloten auf der ganzen Welt gespielt werden soll, gibt es so viele Architekturen und Systeme, die in der realen Welt gr\u00fcndlich getestet werden m\u00fcssen.... so werden die Tausende und Abertausende von Spielern, die Fehlerberichte eingereicht haben, wirklich gesch\u00e4tzt. Hier ist der Monatsbericht:\n\nGo West, junger B\u00fcrger\n\nDer Sommer ist endlich gekommen und die Hitze ist da, nicht nur in Los Angeles, sondern auch in der Strophe. Wir sind bereits auf halbem Weg bis 2016 und genau wie der Wechsel der Jahreszeiten hat es auch bei Star Citizen einige Ver\u00e4nderungen gegeben. Lassen Sie uns also einen Blick auf das werfen, was das B\u00fcro in Los Angeles f\u00fcr den Monat Juni geleistet hat.\n\n\nIngenieurwesen\nF\u00fcr das Los Angeles Engineering Team war das ItemSystem die oberste Priorit\u00e4t im gesamten Team. Im Laufe einer Softwareentwicklung entstehen jedoch Fehler und es m\u00fcssen Entscheidungen getroffen werden, ob und wann Ressourcen umgeleitet werden sollen, um sie zu beheben. Die Arbeit an Star Citizen ist nicht anders. Das Engineering-Team konnte die Mitarbeiterzahl durch die Aufnahme von Steven Humphreys, einem Ingenieur aus dem britischen B\u00fcro, der nach Los Angeles versetzt wurde, erh\u00f6hen.\n\nLead Paul Reindell hat immer mit gutem Beispiel vorangegangen. Er ist nicht nur an der Programmierung des Spiels beteiligt, er findet auch Zeit f\u00fcr Interviews, Schulungen und Mentoring der neuesten Mitglieder des Engineering-Teams und ist immer noch in der Lage, mehrere Spielfehler zu beheben und zu schlie\u00dfen. Diese F\u00fchrungsrolle spiegelt sich in der Flei\u00dfigkeit des Ingenieurteams wider.\n\nAriel Xu hat in den letzten Monaten kontinuierlich an der Entwicklung des PortEditor-Tools gearbeitet, das die Bearbeitung von Inhalten durch Designer drastisch unterst\u00fctzt, indem es das dynamische Hinzuf\u00fcgen\/Bearbeiten der Inhalte des Port erm\u00f6glicht. Bisher war es notwendig, die Anlage offline zu bearbeiten und bei jeder \u00c4nderung manuell in den Editor zu laden. Es ist einfach, so etwas als selbstverst\u00e4ndlich hinzunehmen, indem man erwartet, dass es existieren sollte, aber denken Sie daran - Werkzeuge bauen sich nicht selbst! Die Ingenieure Chad McKinney und Patrick Mathieu haben wichtige Schritte zur Verbesserung des Nutzungs-\/Interaktionssystems von Star Citizen unternommen.\n\nDer Schwerpunkt von Chad Zamzow liegt auf der Implementierung \u00fcberarbeiteter, komponentenspezifischer IR\/EM-Signaturen, K\u00fchlsysteme und \u00c4nderungen der Schildemitter. W\u00e4hrend Mark Abent Funktionen f\u00fcr die Kraftwerke implementiert hat, hat er Interaktionen mit den Schiffssitzen durchgef\u00fchrt und auch viel Zeit damit verbracht, Fehler f\u00fcr die Version 2.4.0 zu beheben.\n\n\nTechnisches Design\nDas Tech Design Team ist der Ort, an dem viele der coolen Features, die Sie im Spiel sehen, ausgearbeitet und implementiert werden, nachdem das Engineering Team den Code erstellt hat und Art die Assets. Ein Teil des Tech Design Teams zu sein, bedeutet mehr als nur brandneue Ideen zu entwickeln, die im Spiel umgesetzt werden k\u00f6nnen. Der technische Aspekt ist, die Werkzeuge und F\u00e4higkeiten der Game Engine zu verstehen und Funktionen zu entwerfen, w\u00e4hrend man innerhalb der Grenzen dessen bleibt, was die Tools k\u00f6nnen. Das macht unser Tech Design Team unglaublich wertvoll f\u00fcr die Entwicklung von Star Citizen. In diesem Sinne werfen wir einen Blick auf das, was das Los Angeles Tech Design Team im Juni geleistet hat.\n\nBeginnend mit Tech Design Lead Kirk Tome, die Anzahl der Aufgaben und Fehler, die er geschlossen hat, ist auf der rechten Seite von urkomisch. Insgesamt 28 Fehler und Aufgaben wurden diesen Monat allein von Kirk in allen Formen, Gr\u00f6\u00dfen und Dauer behoben. Viele der in diesem Monat abgeschlossenen Funktionen sind grundlegende Konstruktionsaufgaben wie die Aktualisierung neuer Informationen \u00fcber die K\u00fchl-\/Heizfunktionalit\u00e4t von Schiffen, das Ausbalancieren, wie die Vergr\u00f6\u00dferung des Kraftstofftanks f\u00fcr den Xi'An Khartu-al, und das Beheben von Clipping- oder Kollisionsproblemen mit dem Mustang Delta und Drake Cutlass. Dies ist zus\u00e4tzlich zur Leitung des Los Angeles Tech Design Teams!\n\nCalix Reneau hat sich vor allem auf die Raupe und ihre verschiedenen Funktionen konzentriert, die das Repertoire von Star Citizen erweitern werden, was Sie im Spiel tun k\u00f6nnen. Die funktionale Tractor Beam-Installation des Schiffes, eine neue Spielmechanik, ist ein solches Feature des Caterpillar und Calix hat den Designaspekt nicht nur des Tractor Beam selbst, sondern auch der Funktionsweise der Steuerger\u00e4te vervollst\u00e4ndigt. Dies sind wichtige Meilensteine f\u00fcr die Funktionalit\u00e4t im Spiel und f\u00fcr den Caterpillar.\n\nMatt Shermans Aufgaben und Fehler haben den MISC Relianten weitgehend umgeben. Das endg\u00fcltige technische Design f\u00fcr den Relianten wurde zusammen mit mehreren Bugfixes fertiggestellt, was ihm einen weiteren Schritt in Richtung Verf\u00fcgbarkeit f\u00fcr die Spieler bringt.\n\nUnser neuester Tech Designer, Stephen Hosmer, ist bereits mit einem Fu\u00df zuerst eingestiegen und hat 33 Bugs und Aufgaben geschlossen, also lasst uns eine Runde Applaus f\u00fcr den neuen Mann des LA Tech Design Teams geben. Die Mehrheit der von Stephen erledigten Aufgaben besteht darin, Dataforge neue Funktionalit\u00e4ten hinzuzuf\u00fcgen, wie z.B. das Hinzuf\u00fcgen von Tooltips, die beim Mouseover von Spalten\u00fcberschriften erscheinen, und die M\u00f6glichkeit, Zellen massenhaft zu bearbeiten. Schiffsbezogen hat Stephen Probleme mit einem Teil von allem behoben, von Gladiator, Vanguard, Cutlass, Constellation Andromeda und Sabre, um nur einige zu nennen.\n\n\nKunst\nMit 2.4.0 vor der T\u00fcr setzt das Art-Team seinen Fokus auf noch mehr neue Kleidung fort, poliert einige der neuen Animationen, die Sie in unseren neuesten Videoinhalten und der Charaktertreue gesehen haben, und schl\u00e4gt die Schiffe vor, an denen sie in den letzten Monaten gearbeitet haben.\n\nBeginnend mit Forrest Stephan war die 2.5.0 Bekleidungsunterst\u00fctzung f\u00fcr das Charakter-Team eine seiner obersten Priorit\u00e4ten, zusammen mit der Unterst\u00fctzung des Charakter-Teams f\u00fcr die Staffel 42. Das LA Concept Art Team hat auch hart daran gearbeitet, sch\u00f6ne Beispiele f\u00fcr das Kunstteam zu schaffen, die es in 3D rendern kann. Gurmukh Bhasin hat an der Stilisierung und den Ausblicken der Raumstation gearbeitet, w\u00e4hrend Justin Wentz an der Feinabstimmung und \u00dcberarbeitung der Caterpillar-Konzeptteile gearbeitet hat. Auch die Modefans Jeremiah Lee und Cheyne Hessler haben hart an der Kleidung gearbeitet. Jeremiah hat Entw\u00fcrfe f\u00fcr die Uniform der Odin Munitions Corp. entworfen, w\u00e4hrend Cheyne an Farbvarianten f\u00fcr Hemden und Tonnen anderer Kleidungsst\u00fccke arbeitet.\n\nOmar Aweidah hat die Entwicklung makelloser Materialien f\u00fcr die Light Armor Phase 1 abgeschlossen und ist zur Medium Marine Armor \u00fcbergegangen. James Ku hat unsere K\u00fcnstler betreut und ihr Spiel verbessert, w\u00e4hrend er an der Erstellung von Asset-Geometrie f\u00fcr das weibliche Modell und die In-Game-K\u00f6pfe arbeitete.\n\nAuf der Schiffsseite gab es viele Arbeiten an der Drake Caterpillar, die den Monat Juni bis Juli dauerte. Elwin Bachiller und Daniel Kamentsky haben den Innenausbau abgeschlossen und arbeiten am Maschinenraum bzw. am Frachtmodul.\n\n\nAnimation\nF\u00fcr Ship Animation erhalten wir die Motion-Capture-Animation f\u00fcr Imaginarium f\u00fcr die verbesserte und schnellere Schiffsein- und -ausfahrtsanimation, auf die viele von Ihnen gehofft haben, zur\u00fcck, und das Austin Studio arbeitet hart daran, sie Schiff f\u00fcr Schiff anzupassen. Auf der PU-Seite arbeitet unser Team an Lebensanimationen f\u00fcr die PU und f\u00fcr die Staffel 42 und arbeitet mit Design zusammen, um Arbeitsbereiche, Messehallen, Nachtclubs und Bars, medizinische und alle Arten von Weltlebensanimationen ins Spiel zu bringen.\n\nAuf der FPS-Seite arbeitet das Team daran, das Gameplay f\u00fcr die Basiswaffe (Gewehre, Schrotflinten usw.) und Pistolenanimationen zu finalisieren und auch an Animationen f\u00fcr eine Railgun zu arbeiten. Wir arbeiten auch an dem Abdeckungssystem, das sicherstellt, dass die Abst\u00e4nde f\u00fcr Spieler, die die Abdeckung verlassen, einheitlich und lesbar sind, und erh\u00f6hen auch den Grad der visuellen R\u00fcckmeldung, wenn sich der Spieler im Abdeckungszustand befindet. Wir arbeiten auch an der Aktualisierung und Verbesserung der Sprungmechanik und Animationen sowie an einem H\u00fcftrichtungswechsel, der stattfindet, wenn Sie ohne Waffe sind - Ihre H\u00fcften werden nat\u00fcrlich in die Richtung drehen, in die Sie ohne Waffe gehen, aber bei Verwendung einer gelagerten Waffe im rechten Winkel bleiben.\n\n\nGlobale technische Inhalte\nWie \u00fcblich war das Global Tech Content Team mit der Arbeit an einer Vielzahl von Funktionen besch\u00e4ftigt. Beginnend mit ihrem furchtlosen Anf\u00fchrer Sean Tracy wurden die R\u00fcstung und die Ladungen f\u00fcr das neue Itemsystem umgebaut und Sean hat sich nun auf die Arbeit am Helmet 2.0 Setup konzentriert, w\u00e4hrend er Aufgaben f\u00fcr das Tech Content Team plant und plant. Er ist ein ziemlich besch\u00e4ftigter Typ!\n\nDie Radical Rigging Roughnecks, John Riggs und Gaige Hallman, hatten alle ihre H\u00e4nde voll zu tun mit verschiedenen Aufgaben. John hat an der Anlagenriggerung des Male Navy Medical Doctor gearbeitet und mit der \u00dcberpr\u00fcfung der PU-Bekleidung begonnen, w\u00e4hrend Gaige die Volumen der weiblichen Bekleidung erstellt hat und F&E zur Standardisierung der Halsgr\u00f6\u00dfen durchf\u00fchrt.\n\nMark McCall hat die Arbeit an der Erstellung von Charakterarchetypen f\u00fcr Staffel 42 zusammen mit m\u00e4nnlichen Shubin Miner Uniformanimationen abgeschlossen, w\u00e4hrend Matt Intrieri zu viele Bugs ausgehandelt hat, um sie aufzulisten, aber er hat betont, dass seine Arbeit sich auf Beleuchtung, LODs, VFX konzentriert hat, und arbeitet nun daran, Sch\u00e4den am Drake Cutlass zu beheben.\n\nAssociate Tech Artist Patrick Salerno hat auch mit dem Gesicht nach unten Fehler behoben, die das QA-Team findet, und hat sich in erster Linie auf fehlende Asset-Probleme und die Behebung von Fehlern konzentriert, die auftreten, wenn Entwickler die von uns zur Verf\u00fcgung gestellten Bearbeitungswerkzeuge verwenden.\n\nSchlie\u00dflich, einer unserer neuesten Mitarbeiter im Tech Content Team, Erik Link hat einen technischen Implementierungspass f\u00fcr die Inspektion von Waffen und die Implementierung von Assets im Spiel durch Mannequin erstellt.\n\n\n\nQualit\u00e4tssicherung\nDas Los Angeles QA-Team verbrachte die meiste Zeit im Juni zusammen mit dem Austin QA-Team damit, an 2.4 zu arbeiten und dann die Dinge f\u00fcr 2.5 vorzubereiten. LA QA Lead Vincent Sinatra leitete das Qualit\u00e4tssicherungsteam bei einem ersten Blick auf die verfahrenstechnischen Planeten und ist sehr erfreut \u00fcber die Fortschritte, die wir sehen. Auf der Bug-Front lag unser Hauptaugenmerk darauf, das Schildsystem f\u00fcr Schiffe zu h\u00e4mmern, aber wir haben auch den Mustang getestet, zusammen mit einer \u00dcberpr\u00fcfung des Relianten durch erste Flugtests, um ihn in Richtung Flugbereitschaft zu bewegen.\n\nMit Vince am Steuer hatten unsere QA-Tester schon einiges auf dem Kasten. Colby Schneider hat einige explorative Tests durchgef\u00fchrt, um die Persistenz in der PU zu untersuchen und fr\u00fche Schwankungen bei der prozeduralen Erzeugung f\u00fcr die planetarische Exploration vorzunehmen. Colby hat auch einige sehr vorl\u00e4ufige Tests der Libelle und der Reliant durchgef\u00fchrt, aber beide Schiffe sind noch nicht ganz bereit f\u00fcr den \u00f6ffentlichen Einsatz.\n\nEric Pietro's Fokus lag auf dem 2.4.1-Patch, der bis zum Produktivstart dieses Berichts an die PTU verteilt wurde, wobei der Schwerpunkt auf der Netzwerkstabilit\u00e4t und der Leistung im Spiel lag. Eric stand in st\u00e4ndiger Kommunikation mit den Einsatzteams, um die implementierten \u00c4nderungen in der PU zu \u00fcberwachen und zu testen. Dar\u00fcber hinaus wurde Eric auch damit beauftragt, sich mit der EVA-Physik, der Tastatur-\/Controllerfunktionalit\u00e4t und den Animationen im Spiel zu befassen. QA-Tester leisten tats\u00e4chlich eine ganze Menge auf t\u00e4glicher Basis!\n\n\nFazit\nWie jeder Monat vor ihm war auch der Juni produktiv. Neue Schiffsentwicklungen, neue Spielanlagen, neue Kunstwerke, ein neues Format f\u00fcr Around the Vers und neue Gesichter. Wir sind definitiv nicht unt\u00e4tig im Studio und wir hoffen, dass diese Updates Ihnen einen Einblick in das Geschehen im B\u00fcro in L.A. geben, also danke, dass Sie diesen Monat zu uns gekommen sind und uns erlaubt haben, zu teilen, was wir vorhaben.\n\nAlso, auf einen geschwollenen Juli.....\n\nTexas Sized Game Dev\n\nJuni war ein arbeitsreicher Monat im Austin Studio mit mehreren Teams, die das Mitternachts\u00f6l verbrannten, hart arbeiteten und viele Fortschritte machten. Wir haben die vielen progressiven Iterationen von 2.4.0 getestet und auf dem Live-Server ver\u00f6ffentlicht! Dies ist ein gro\u00dfer Meilenstein f\u00fcr das Austin-Team, da es sich um die erste \u00f6ffentliche Version mit Persistenz handelt und die Voraussetzungen f\u00fcr viele weitere persistente Funktionen geschaffen wurden, die noch kommen werden. Unser Team w\u00e4chst an vielen Fronten mit neuen QA-, DevOps- und Game Support Teammitgliedern ab diesem Monat. Viele neue Gesichter und neue Perspektiven, die alle in ihren jeweiligen Disziplinen auf den Punkt gebracht wurden!\n\n\nAustin Entwicklung\nDer Monat Juni war sicherlich ein arbeitsreicher Monat! Das Entwicklungsteam hier in Austin hatte wie immer die H\u00e4nde in mehreren Bereichen des Projekts und arbeitete flei\u00dfig daran, die Ver\u00f6ffentlichung von SC Alpha 2.4.0 bei Bedarf zu unterst\u00fctzen.\n\nDas Backend Services Team erreichte diesen Monat mit der Ver\u00f6ffentlichung von Persistence in 2.4.0 einen wichtigen Meilenstein. Jason Ely, Tom Sawyer und Ian Guthrie haben einen kleinen Bogen um dieses wichtige Feature gemacht, das f\u00fcr jedes MMO entscheidend ist. Mit Ausdauer kommt ein erweiterter Ansatz f\u00fcr die Spieleentwicklung von Star Citizen, und es ist eine willkommene Herausforderung f\u00fcr unser Team. Seit der Ver\u00f6ffentlichung von Persistence haben Jason, Tom und Ian die Kantenf\u00e4lle bereinigt und eliminiert, die Probleme mit der Live-Umgebung verursachten. Es gab einige Abst\u00fcrze, die mit dem Persistenz-Cache auftraten, die inzwischen behoben und anschlie\u00dfend mit dem Patch 2.4.1 freigegeben wurden.\n\nDas Designteam in Austin sucht weiter nach zuk\u00fcnftigen Versionen, nachdem 2.4.0 live gegangen ist. Ein weiteres wichtiges Feature von 2.4.0, das aus Austin herausgelaufen war, war Shopping. Lead Designer Rob Reininger und sein Team haben sich seitdem darauf konzentriert, das Shopping-Design weiter zu verfeinern und Elemente f\u00fcr den Einkauf \u00fcber Kiosk, Verkauf, Rohstoffe und Remote Storage in ihre To-Do-Liste aufzunehmen. Wir haben in diesem Monat auf all diese Funktionen eingegangen, aber unser Hauptaugenmerk liegt derzeit auf dem Feedback f\u00fcr den Einkauf \u00fcber Kiosk, das wir von CR erhalten haben. Wir wollen diese Funktionalit\u00e4t bald online stellen, damit wir dem Spiel einige neue Gesch\u00e4fte und Best\u00e4nde hinzuf\u00fcgen k\u00f6nnen, darunter Dumper's Depot und sein Bestand an Schiffskomponenten und Waffen. Der Design-Ingenieur Robert Gaither hat mit einem Programm namens Axure herumgespielt, das uns hilft, zu visualisieren, wie die Benutzererfahrung mit dem Purchase Kiosk funktionieren wird. Wir hoffen, dass wir unsere n\u00e4chste Iteration vor CR zur Genehmigung und baldigen Unterzeichnung haben werden.\n\nUnsere Schiffsk\u00fcnstler haben ihre Aufgaben f\u00fcr die Hornet F7A und den Herald vernachl\u00e4ssigt. Beide Schiffe befinden sich in der Phase der \"Final Art\" und die Jungs gehen immer weiter, um ihre Termine einzuhalten.\n\nEmre Switzer, Lighting Artist in Austin, hat in Zusammenarbeit mit Gro\u00dfbritannien einen ersten Lichtpass f\u00fcr eine neue Raumstation namens GRIMHex erstellt. Diese Umgebung sieht absolut fantastisch aus und das liegt nicht zuletzt an Emres hervorragenden Beleuchtungsqualit\u00e4ten.\n\nUnser Animationsteam hat in diesem Monat einen leichten Gangwechsel vollzogen. Wir haben Daten von Imaginarium zur\u00fcckbekommen, bei deren Ausf\u00fchrung Jay Brushwood letzten Monat geholfen hat, und unser Ship Animation Team hat damit begonnen, diese Daten zu \u00fcberpr\u00fcfen und ins Spiel zu bringen. Wir erhalten Daten f\u00fcr brandneue Schiffs-Ein-\/Ausfahrtsanimationen zur\u00fcck, und wir werden diese Daten verwenden, um unsere Schiffsanimationen neu zu autorisieren, um unterschiedliche Ein- und Ausfahrtsgeschwindigkeiten zu ber\u00fccksichtigen. Wir verfolgen die Hornet und Super Hornet im Moment gut, also suchen Sie nach schnelleren Ein- und Ausfahrtsanimationen auf diesen Schiffen!\n\nUnser PU-Animationsteam hat auf Wunsch von Design den Kurs ge\u00e4ndert, um zu versuchen, einige spezifische Animationssets im Spiel zu erhalten, die mit Subsumption, unserem friedlichen NPC-KI-System, verwendet werden k\u00f6nnen. Wir gehen zur\u00fcck und polieren Animationen f\u00fcr das Sitzen auf Sofas, das Lehnen an W\u00e4nden, die Interaktion mit Terminals, die Inspektion von Waffen, das Stehen von Leerl\u00e4ufen und vieles mehr. Mit Hilfe von Erik Link, unserem neuen Tech Animator in unserem LA-Studio, sind wir in der Lage, diese Animationen nach einer gewissen Zeit in das Spiel zu bringen, so dass das Design damit beginnen kann, diese Animationen f\u00fcr NSCs zu nutzen! Dar\u00fcber hinaus war Lead Animator Bryan Brewer damit besch\u00e4ftigt, Interaktionsmetriken f\u00fcr mehrere unserer Animationssets festzulegen, darunter Sitzen auf Liegen, Ins Bett gehen, Greifwerkzeuge\/Griffe, Sitzen\/Stehen von Konsolen-Interaktionen und die Barszene. Diese Metriken werden es viel einfacher machen, die Interaktion der NSCs mit dem, was wir \"Usables\" nennen, zu standardisieren, d.h. Elemente\/Requisiten, mit denen Charaktere in der Szene interagieren k\u00f6nnen.\n\n\nQA\nAustin QA war bis Juni extrem besch\u00e4ftigt, mit einem gro\u00dfen Fokus auf 2.4.0 und 2.4.1, wobei wir im Laufe des Monats 11 PTU-Pushes und 2 Live-Pushes unterst\u00fctzen. Dies beinhaltete alles von Build-Tests, Patch-Notizen, Datenbank-Checks, Build to Build, bis hin zum Support nach der Bereitstellung.\n\nPersistenz-Tests waren f\u00fcr unser Team w\u00e4hrend des ganzen Monats ein Schwerpunktthema, da wir eng mit unserem Engineering-Team zusammenarbeiteten, um die verbleibenden H\u00fcrden f\u00fcr 2.4.0 zu \u00fcberwinden und sowohl f\u00fcr Netzwerkingenieure als auch f\u00fcr unser Plattformteam als Ansprechpartner fungierten, um sicherzustellen, dass alles ordnungsgem\u00e4\u00df funktioniert. Gro\u00dfe Anerkennung geb\u00fchrt sowohl Jeff Daily f\u00fcr seine unerm\u00fcdlichen Arbeitstests, die das Plattformteam dokumentieren und unterst\u00fctzen, als auch Bryce Benton f\u00fcr die \u00dcbernahme der Untersuchung aufkommender Datenbank- und Backend-Probleme.\n\nWir haben eine Reihe von Stresstests mit unseren PTU-Spieltestern durchgef\u00fchrt und eine neue Runde regelm\u00e4\u00dfiger globaler Performance-Captures mit der gesamten QA-Abteilung gestartet. In der zweiten Junih\u00e4lfte schaltete QA die Anlagen um, um unseren Entwicklungsstrom f\u00fcr 2.5.0 zu stabilisieren und den kontinuierlichen Support f\u00fcr unser 2.4.1-Patch zu gew\u00e4hrleisten.\n\nMehrere Mitglieder des Austin-Teams wurden dazu gezogen, mehrere neue Web- und Launcher-Sicherheitsfunktionen f\u00fcr unsere Website neben Turbulent zu testen. Wir haben diese Zeit genutzt, um \u00fcber die Funktionalit\u00e4t der neuen Sicherheitsfunktionen zu informieren und den Spiel- und Kundensupportteams Empfehlungen zur Unterst\u00fctzung zu geben. Besonderer Dank gilt Scott McCrea und Brandon Crocker insbesondere f\u00fcr ihre unerm\u00fcdlichen Arbeitstests und die neuen Sicherheitstools!\n\nAnsonsten haben wir gro\u00dfe Anstrengungen unternommen, um vor unserem n\u00e4chsten gro\u00dfen Vorsto\u00df voranzukommen, wobei sich das gesamte Team darauf konzentrierte, einen wesentlichen Teil unseres JIRA-Ticket-Bestands abzubauen.\n\nMarissa Meissner und Andrew Hesse haben sich in den n\u00e4chsten Monaten darauf konzentriert, grundlegende Arbeiten f\u00fcr die Qualit\u00e4tssicherung festzulegen, darunter aktualisierte Testpl\u00e4ne, Fortbildungen f\u00fcr Neueinstellungen und die Dokumentation neuer Werkzeuge und Verfahren f\u00fcr das globale QS-Team. Um unseren Monat abzurunden, begr\u00fc\u00dften wir auch eine neue QA-Einstellung in unserem Team in diesem Monat, Michael Blackard und bef\u00f6rderten Andrew Rexroth zum QA-Spezialisten!\n\n\nSpielunterst\u00fctzung\nDer Juni war ein erstaunlicher Monat f\u00fcr das Game Support Team!\n\nWir waren alle Anfang des Monats f\u00fcr 2.4.0 an Deck, egal ob es sich um das Testen auf PTU, das Ver\u00f6ffentlichen in Live oder das Ausprobieren der einzelnen Probleme danach handelte. Der Game Support arbeitete eng mit QA, DevOps und Production zusammen, um t\u00e4gliche Builds und Tests mit Evocati und 1st Wave PTU-Testern durchzuf\u00fchren, bis wir Live einf\u00fchrten, dann arbeiteten wir daran, Probleme im Zusammenhang mit Persistenz in 2.4.1 zu finden.\n\nAuf vielen Ebenen war 2.4.0 unser gr\u00f6\u00dfter Launch, der je stattgefunden hat, wenn man bedenkt, wie viele Infrastruktur\u00e4nderungen neben den Updates der Spielinhalte vorgenommen wurden. Mit dem Aufkommen von Persistenz mussten wir alle Szenarien ber\u00fccksichtigen, in denen ein Spieler Gegenst\u00e4nde kaufen, benutzen, ausr\u00fcsten, \u00fcbertragen oder zerst\u00f6ren w\u00fcrde, w\u00e4hrend er gleichzeitig sicherstellte, dass die Plattform, der Spielserver und der Client miteinander synchron sind. Im Laufe des Monats haben wir weiterhin spezifische einmalige Situationen isoliert und behoben, die einer besonderen Untersuchung bedurften, und wir sch\u00e4tzen die Geduld aller, wenn wir unsere persistenzbezogenen Fehler beheben.\n\nWie wir bereits erw\u00e4hnt haben, w\u00e4ren wir ohne die immense Hilfe unserer Freiwilligen nicht in der Lage, dies so schnell zu tun. Vielen Dank an Avocados und PTU-Tester.... der BDSSE ist dank Ihrer gro\u00dfz\u00fcgigen Hilfe und unerm\u00fcdlichen Bem\u00fchungen einen Schritt n\u00e4her gekommen.\n\nIn diesem Sinne als Erinnerung an diejenigen, die an Evocati oder PTU teilnehmen wollen: Es ist m\u00f6glich, hinzugef\u00fcgt zu werden, indem man ein aktives und hilfsbereites Mitglied des Issue Council ist. Wir werden im Laufe dieses Sommers sowohl die Evocati- als auch die PTU-Reihen erweitern, also steigen Sie ein!\n\nhttps:\/\/robertsspaceindustries.com\/community\/issue-council\n\nIntern haben wir einige unserer Ver\u00f6ffentlichungsprozesse verfeinert und aktualisiert, um die Art und Weise, wie wir einen Build erstellen, zu optimieren. W\u00e4hrend diese f\u00fcr Sie weitgehend unsichtbar sind, sollte das Ergebnis f\u00fcr Sie weniger Ausfallzeiten, weniger Fehler und eine bessere Kommunikation sein.\n\nWir haben auch einige der Arbeiten im Zusammenhang mit der Multi-Factor-Authentifizierung abgeschlossen, sowohl in Bezug auf die Benutzerfreundlichkeit als auch auf die Prozesse, die wir zu ihrer Unterst\u00fctzung verwenden werden. Die Sicherheit Ihres Kontos ist f\u00fcr uns hier bei CIG von gr\u00f6\u00dfter Bedeutung, und wir freuen uns sehr darauf, MFA noch im Juli der \u00d6ffentlichkeit vorzustellen.\n\nSchlie\u00dflich freuen wir uns, hier in Austin, Texas, um einen zu wachsen, da einer der urspr\u00fcnglichen Star Citizen Unterst\u00fctzer, Eric \"Proxus\" Green, sich uns hier im Game Support angeschlossen hat. Wir freuen uns, dass er an Bord ist, und Sie werden n\u00e4chsten Monat mehr von ihm h\u00f6ren!\n\n\nIT\/Betrieb\nDer Juni brachte uns einige spannende Neuentwicklungen in unserem Projekt zur Reduzierung der Gr\u00f6\u00dfe von Pflastern. Als wir mit dieser umfassenden \u00dcberholung begannen, wussten wir, dass das Projekt gro\u00df werden w\u00fcrde, da mehrere Teams zusammenarbeiten w\u00fcrden. Wir wussten auch, dass wir zahlreiche versteckte Landminen und hoffentlich auch ein paar kleine Edelsteine aufdecken w\u00fcrden. In diesem Monat haben wir die Arbeit an einigen unserer internen Lieferwerkzeuge fortgesetzt. Wie geplant werden wir die neuen Patch-Mechanismen an die QA und die Entwickler ausrollen, um die Knicke herauszuarbeiten, bevor wir das neue System in unseren neuen \u00f6ffentlichen Launcher integrieren. Wir sind in diesem Monat auf einige Herausforderungen bei einigen unserer Kerntechnologien gesto\u00dfen, aber wir konnten diese Probleme schnell \u00fcberwinden und haben dabei einen noch besseren internen Lieferansatz entwickelt. Wir m\u00fcssen noch Tests durchf\u00fchren, um die neuen Ergebnisse zu beweisen, aber es sieht so aus, als k\u00f6nnten wir jetzt in der Lage sein, unseren eigenen Speicherbedarf f\u00fcr all diese Builds zu reduzieren, was angesichts der Tatsache, dass wir derzeit 36-40 TB Build Assets pro Monat produzieren, von gro\u00dfer Bedeutung ist.\n\nDiesen Monat hat unser LA-Studio einige grundlegende Netzwerk-Upgrades erhalten. Als das LA QA-Team expandierte, verzeichneten wir ein exponentielles Wachstum des Netzwerkverkehrs pro Tag, da die Anzahl der Builds, die sie \u00fcber das Netzwerk auf jedes ihrer zahlreichen Testsysteme \u00fcbertragen, sehr hoch war. Gleichzeitig haben wir auch den Build-Speicher aktualisiert, was zu einer deutlichen Steigerung der Build-Zustellleistung f\u00fcr das gesamte LA-Studio f\u00fchrte. Es ist ziemlich erfreulich zu sehen, dass die Teams ihre Builds schneller als erwartet erhalten, und wir k\u00f6nnen es kaum erwarten, mit der Einf\u00fchrung einiger dieser Patch-Reduktionstechnologie zu beginnen, so dass wir anfangen k\u00f6nnen, interne Teams beim Patchen von Builds zu sehen, anstatt mehrere vollst\u00e4ndige Builds pro Tag zu kopieren.\n\n\nLiveOps\/DevOps\/DevOps\nWir haben diesen Monat 12 Publishes f\u00fcr PTU und zwei Publishes f\u00fcr Live bereitgestellt. Die Hinzuf\u00fcgung von Hartn\u00e4ckigkeit hat unseren Ver\u00f6ffentlichungsprozess noch komplexer gemacht, aber das Team h\u00e4lt sich an den Zeitplan der Spieleentwicklung und schreibt Optimierungen f\u00fcr unser Ver\u00f6ffentlichungsorchestrierungssystem. Diese Arbeit hinter den Kulissen ist im Spiel schwer zu sehen, aber die fast Null Ausfallzeiten und die hohe Rate an PTU- und QA-Ver\u00f6ffentlichungen, die wir erreichen k\u00f6nnen, machen es sehr erfreulich, dass das gesamte Team in der Lage war, sich daran zu beteiligen.\n\nAhmed war damit besch\u00e4ftigt, Daten von den Servern zu sammeln und zu analysieren und schaffte es, einen Auftritt auf Reverse the Vers - June Subscriber Edition (eingebettet unten.) In diesem Interview beantwortete er eine Reihe von Fragen \u00fcber die Server und die Ver\u00f6ffentlichung. Er hat sogar eine Tabelle erstellt, die erkl\u00e4rt, wie unsere Spielserver und die verschiedenen Dienste von einem hohen Niveau arbeiten, angefangen vom Build-System bis hin zur endg\u00fcltigen Ver\u00f6ffentlichung des Spiels.\n\nDie Arbeiten zur Optimierung des Build-Systems wurden in diesem Monat fortgesetzt, wobei sich unsere Ziele leicht von der Build-Performance zur Build-Stabilit\u00e4t verschoben haben. Dadurch konnten wir eine deutliche Verbesserung der Stabilit\u00e4t feststellen und dennoch einige leichte Leistungssteigerungen erzielen. Wie bereits berichtet, ist dies ein Bereich, in dem wir uns weiterhin konzentrieren werden, da die Build Iteration eine der obersten Priorit\u00e4ten f\u00fcr eine Entwicklungsma\u00dfnahme unserer Gr\u00f6\u00dfe ist.\n\n#SquadronGoals\n\nHallo B\u00fcrger! Ein weiterer guter Monat in Manchester. Wir freuen uns sehr, Alpha 2.4 in den H\u00e4nden der B\u00fcrger zu haben, und wir freuen uns darauf, dass Sie einige der anderen Inhalte sehen, an denen wir gearbeitet haben. Hier ist Juni!\n\n\nKonzeptkunst\nDas Konzeptteam w\u00e4chst, wir haben zwei neue K\u00fcnstler f\u00fcr das Team gewonnen, einer wird auf der Liste der Requisiten stehen und der zweite wird sich mit der Umgebung auseinandersetzen und alles andere, was wir auf ihn werfen k\u00f6nnen :)\n\nWie die meisten von euch wissen werden, ist die Drake Dragonfly f\u00fcr ihren Konzeptverkauf aus der T\u00fcr gegangen, alles, was ich jetzt tun m\u00f6chte, ist, das ganze Team auf die Herstellung der Versionen der anderen Hersteller zu setzen, aber das ist nur mein eigener Wunsch und ich habe keine Ahnung, was die Pl\u00e4ne f\u00fcr mehr sind (nein, wirklich habe ich nicht!).\n\nGav Rothery hat gerade ein neues Schiff eingepackt, das meiner Meinung nach ziemlich toll aussieht, und wir konzentrieren uns jetzt wieder darauf, einige Klaus und Werner FPS Waffendesigns zu l\u00f6sen und die Familie zu konkretisieren (zus\u00e4tzlich zu einigen Arbeiten an der neuen Korvette!).\n\nEin neues kleines Fahrzeug wurde ebenfalls ausgearbeitet und direkt an das Produktionsteam \u00fcbergeben - hmm ich frage mich, wann das rauskommt??...Schiffsgegenst\u00e4nde und Requisiten rippen mit und das ganze Universum f\u00fchlt sich an, als w\u00fcrde es anfangen, zusammenh\u00e4ngender zu werden, was nur eine gute Sache sein kann.\n\nEs nimmt sich auch etwas Zeit, um mit Justin in LA zu arbeiten und einige Bereiche der Raupe zu l\u00f6sen, die eine weitere Runde Aufmerksamkeit und Liebe erforderten - keine Sorge, es ist haupts\u00e4chlich eine Formsprache Arbeit an dem Befehlsmodul und Turm - sieht gut aus, aber dann bin ich voreingenommen!\n\nN\u00e4chsten Monat werden wir uns mit Schiffswaffen besch\u00e4ftigen und wie man aus weniger mehr macht - schauen Sie sich diesen Raum an.\n\n\nUmweltteam\nDas Umweltteam hat in diesem Monat an vielen verschiedenen Aufgaben gearbeitet. Wie immer liegt der Schwerpunkt der Produktion auf einem sq42 Level, und jetzt haben wir begonnen, auch f\u00fcr die meisten Shubin Interieurs in die Final Art Phase zu gehen. Wir verh\u00e4rten die Levski Landebahnumgebung und betten sie in die Verfahrenstechnik ein - es f\u00fchlt sich wirklich cool an, aus dem Weltraum auf einen Planeten zu fliegen! Unser Beleuchtungsteam hat einige visuelle Zielbereiche f\u00fcr GrimHEX blockiert, diese Umgebung entwickelt sich und hat einen wirklich guten Geschmack. Es steht eine Demo bevor und wir sind auf dem besten Weg, Ihnen etwas Besonderes zu zeigen.\n\n\nRequisiten\nWie bereits im letzten Monat erw\u00e4hnt, waren wir auf dem letzten Stand f\u00fcr diese Charge von Schiffsartikeln. Schilde, K\u00fchler, Kraftwerke und Quantenantriebe befinden sich auf dem letzten Kunstpass und wir sind gerade dabei, die letzten paar Avionikmodule fertigzustellen, dies sollte innerhalb des n\u00e4chsten Sprints (m\u00f6glich zwei....) abgeschlossen sein und schlie\u00dft die erste Runde der Schiffskomponenten ab.\n\nWir hatten 3 neue K\u00fcnstler, die im Juni angefangen haben, also war es ein paar gesch\u00e4ftige Wochen, aber es wird wirklich helfen, alle verschiedenen Bereiche des Spiels zu unterst\u00fctzen, die Requisiten und Schiffsgegenst\u00e4nde erfordern.\n\nDie Arbeit ist auch bei den n\u00fctzlichen Elementen vorangekommen, die es unseren Spielern und der KI erm\u00f6glichen, vollst\u00e4ndig mit den Requisiten und Umgebungen zu interagieren, es ist eine Zusammenarbeit zwischen den Animations-, Design- und Requisitenteams und wird diese Ebene der nat\u00fcrlichen Interaktion hinzuf\u00fcgen, die dazu beitragen wird, den Spieler vollst\u00e4ndig in die Spielwelt einzutauchen.\n\nMit der erstaunlichen neuen Verfahrenstechnik, die online kommt, schauen wir uns an, was wir tun m\u00fcssen, um die Visuals wirklich voranzutreiben und herauszufinden, welche technischen Einschr\u00e4nkungen wir ber\u00fccksichtigen m\u00fcssen, wenn wir die Ressourcen f\u00fcr das Feature erh\u00f6hen.\n\nMit Blick auf die Zukunft verlegen wir einen Teil des Teams auf die kleineren Fahrzeugkomponenten, um die Ver\u00f6ffentlichung der Drake Dragonfly zu unterst\u00fctzen und mit den anderen Schiffsgegenst\u00e4nden voranzuschreiten, w\u00e4hrend der Rest des Teams weiterhin durch unsere Staffel 42 Requisitenliste pfl\u00fcgt und wie immer unser Bestes tut, um alle Fehler mit unseren Live-Ver\u00f6ffentlichungen zu beseitigen.\n\nAlles in allem war es ein arbeitsreicher, aber produktiver Monat.... und der n\u00e4chste Monat wird mehr davon sein!\n\n\nRaumschiffe\nNach einem weiteren aufregenden Monat war das Schiffsteam in Gro\u00dfbritannien sehr besch\u00e4ftigt. Wir haben auf dem Bengal mit dem Haupthangar, dem kurz vor der Fertigstellung stehenden Hangarlift sowie der Innen- und Au\u00dfenbr\u00fccke des Schiffes wesentliche Fortschritte erzielt. Idris Interieur hat nicht mehr viele R\u00e4ume zu bieten, so dass sich das Team nun auf den letzten Schliff konzentriert, bevor es sich mit der Beleuchtung und den \u00e4u\u00dferen Sch\u00e4den besch\u00e4ftigt.\n\nJede Verbesserung, die wir an der Idris vornehmen, kommt direkt dem Speerwerfer zugute, einer der vielen Vorteile, die sich aus der Verwendung des Herstellersatzes ergeben, um die Qualit\u00e4tsgrenze immer weiter zu erh\u00f6hen. Apropos Speerwerfer, viel Zeit wurde damit verbracht, das richtige Aussehen und Gef\u00fchl f\u00fcr den Hangar zu finden, der sowohl in der Staffel 42 als auch beim Live-Einsatz in der PU ben\u00f6tigt wird. Der Fortschritt des Gro\u00dfschiffs kommt also gro\u00dfartig voran!\n\nWas ist mit den anderen Schiffen, die du fragst? Nun, wir freuen uns, Ihnen mitteilen zu k\u00f6nnen, dass die Argo diese Woche ihren Abschluss findet, wo wir sie an die verbleibenden Disziplinen \u00fcbergeben m\u00fcssen, um sicherzustellen, dass sie alles hat, was sie braucht, um an Sie alle zu gehen! Seit der letzten Vorstellung wurden mehrere Verbesserungen am Pod vorgenommen, also haltet Ausschau! Wir haben auch mit der Produktion sowohl des Dragonfly als auch eines anderen Fahrzeugs begonnen, wof\u00fcr wir alle sehr begeistert sind, da es neue Herausforderungen f\u00fcr uns darstellt. Die Dragonfly wird diese Woche ihre Whitebox-Phase beenden. Schlie\u00dflich leisten wir viel Arbeit, um sicherzustellen, dass die Vanduul-Schiffe gut aussehen, das britische Team konzentriert sich im Moment auf den Driller (einen Tr\u00e4ger). Jede hier gewonnene Lektion wird es uns erm\u00f6glichen, Verfahren und Techniken in der gesamten Vanduul-Flotte zu teilen!\n\n\nGrafiken\nIn diesem Monat konzentrierte sich das Grafikteam in erster Linie darauf, Fehler f\u00fcr die n\u00e4chste Version zu beheben und mit mehreren wichtigen Refactoren f\u00fcr den zugrunde liegenden Renderer-Code fortzufahren, um den Weg f\u00fcr zuk\u00fcnftige Funktionen zu ebnen (z.B. verbesserte Transparenz-Sortierung und Ausstieg aus DirectX 9-Stil-Code, um den Wechsel zu neueren Grafik-APIs zu erleichtern).\n\nAuch die Gaswolkentechnik befindet sich in einem tiefgreifenden Wandel, um ein \"gemauertes\" Voxelformat zu verwenden, das genau die Details erm\u00f6glicht, die wir brauchen. Dies ist entscheidend f\u00fcr das Erreichen von Details bei sehr gro\u00dfen g als Clouds, die sonst eine unerschwingliche Menge an Speicher ben\u00f6tigen w\u00fcrden. Das Ziegelformat sollte es uns auch erm\u00f6glichen, eine Reihe von Optimierungen vorzunehmen, bei denen wir weniger Berechnungen auf gro\u00dfen offenen Fl\u00e4chen durchf\u00fchren k\u00f6nnen.\n\nDie Arbeit an den verbesserten HDR-Effekten wird mit Upgrades des Belichtungssteuerungssystems fortgesetzt, aber wir freuen uns, dass die neuen physikalisch basierten Bl\u00fcten- und Linsenfackeln im Hauptentwicklungszweig aktiviert wurden, was bedeutet, dass dies Teil der n\u00e4chsten Version f\u00fcr die Backer sein wird. Die neuen optischen Effekte sind schneller als die vorherigen Effekte, sehen viel besser aus und erm\u00f6glichen es der Kunst, das Aussehen dieser Effekte mit nur wenigen Tastendr\u00fccken global zu ver\u00e4ndern, anstatt Hunderte von Einzelfackeln zu optimieren. Der Grund daf\u00fcr ist, dass die neuen Fackeln nicht von Hand platziert, sondern im Bildschirmraum erzeugt werden, und als Ergebnis erhalten wir auch Fackeln von Reflexionen (z.B. wenn die Sonne den sehr gl\u00e4nzenden Sternenh\u00fcter reflektiert).\n\n\nAnimation\nDiesen Monat haben wir uns auf die wichtigsten FPS-Elemente des Spiels konzentriert. Ein neuer Sprungmechaniker wird ausgearbeitet, ebenso wie das Testen von lagerhaltigem Deckel und Blindfeuer und das Optimieren bei Bedarf, um die Zusammenarbeit zwischen der ersten und dritten Person zu gew\u00e4hrleisten. Neue Pistolen- und Aufstockanimationen wurden entwickelt, um etwas mehr Gewicht und Gef\u00fchl beim Aufladen der Waffen zu geben. Wir waren daran beteiligt, die neue Kamera- und Augenstabilisierung zu testen und uns durch so viele Assets wie m\u00f6glich zu arbeiten, um dem fps-Teil des Spiels ein sch\u00f6nes solides Kerngef\u00fchl zu verleihen. Das Ausw\u00e4hlen und Abw\u00e4hlen von Waffen hat einen weiteren Durchlauf erhalten, und bei der Arbeit mit technischen Animationen sind wir sehr zuversichtlich, dass wir sehr bald ein ausgefeilteres 1P- und 3P-System online bekommen. Wir sind gespannt auf den Fortschritt, auch wenn noch viel vor uns liegt.\n\n\nIngenieurwesen\nEs scheint immer ein arbeitsreicher Monat zu sein, um ein neues Release herauszubringen, diesmal 2.4.0. Wie bereits erw\u00e4hnt, war dies f\u00fcr uns ein gro\u00dfes Release, weil es das erste Mal ist, dass wir die Persistenz in dieser Produktionsumgebung erreicht haben, und es hat die Art und Weise ver\u00e4ndert, wie viele Systeme funktionierten, was auf lange Sicht eine sehr gute Sache ist, aber es war ein gro\u00dfes St\u00fcck Engineering mit gro\u00dfer Komplexit\u00e4t.\n\nVon da an sind wir uns seit langem bewusst, dass f\u00fcr ein Projekt dieser Gr\u00f6\u00dfenordnung einige ziemlich umfangreiche Erweiterungen von CryNetwork erforderlich sein w\u00fcrden, und 2.4.0 herauszubringen, hat dies wirklich nur noch einmal betont. CryNetwork begann unter den Anforderungen, die wir an es stellten, wirklich zu knarren. Wir sind jetzt dabei, die neue Technologie, die wir auf Papier entwickelt haben, nachhaltig zu entwickeln und in der Codebasis zu testen. Eine dieser Technologien sind die Global Serialized Variables, die das Leben der Gameplay-Programmierer erleichtern und zur Optimierung der Netzwerkbandbreite beitragen sollen. Fr\u00fcher, als wir \"Aspekte\" verwendeten, liegt es an dem Gameplay-Programmierer zu entscheiden, welche Informationen \u00fcber das Netzwerk gesendet werden sollten, und sich dann auch damit zu befassen, diese Informationen auf der einen Seite zu schreiben und auf der anderen Seite wieder einzulesen. Dies war aufgrund der Art der Netzwerklatenz, die leider nie wirklich unter Ihrer Kontrolle steht, immer anf\u00e4llig f\u00fcr \u00dcbertragungsfehler. Wenn Sie die Daten nicht genau so empfangen, lesen und analysieren, wie Sie es geschrieben haben, kommt es zu einer Unterbrechung, die sich als fummeliger erweisen kann, als Sie es sich vorstellen. Es war auch sehr ineffizient, da bei einer \u00c4nderung auch nur eines Teils der Daten der gesamte Aspektblock gesendet werden musste. Die serialisierten Variablen nehmen all das weg, der Programmierer markiert nur, welche Variablen er auf den Server\/Clients replizieren m\u00f6chte, und dann kann das zugrundeliegende System nur erkennen, welche sich seit dem letzten Senden ge\u00e4ndert haben und welche nicht, und k\u00fcmmert sich auf eine sch\u00f6ne und effiziente Weise um den Rest.\n\nWir hatten auch Probleme mit der zugrunde liegenden Nachrichtenwarteschlange, die zwar Pakete zuverl\u00e4ssig durchsetzt, aber nicht unbedingt in der richtigen Reihenfolge durchkommt, so dass man am Ende eine Menge Code hat, der das entwirren muss. Probleme, die dadurch verursacht werden, sind sehr schwer aufzusp\u00fcren und zu beheben, besonders innerhalb der Echtzeitanforderungen eines Multiplayer-Spiels, da sie von Natur aus v\u00f6llig zuf\u00e4llig sind und die Korrekturen in der Regel schrecklich und b\u00f6sartig sind. Wir schreiben diese Nachrichtenwarteschlange komplett neu und sie wird entwickelt, um die Bestellung und \u00dcbertragung von Paketen besser durchzusetzen. Das bedeutet, dass wir bestimmte Annahmen treffen k\u00f6nnen, die helfen, die Codebasis zu bereinigen, z.B. wenn Sie eine Nachricht erhalten, die einen Spieler zum Wiederauftauchen auffordert, wissen Sie, dass die Nachricht, die ihn \u00fcberhaupt t\u00f6tet, bereits angekommen und verarbeitet wurde. Wenn es da drau\u00dfen im Publikum irgendwelche Logicians gibt, w\u00fcrde man dieses Zeug lieben.\n\nAnsonsten hat sich der Spielfortschritt bei allen \u00fcblichen Aspekten des Spiels gut bew\u00e4hrt.\n\n\nAudio\nHallo zusammen! Der Juni war ein weiterer arbeitsreicher Monat f\u00fcr CIG Audio. Hier ist eine Aufschl\u00fcsselung dessen, was die Leute gemacht haben.\n\nSam Hall arbeitete haupts\u00e4chlich daran, die dynamische Bankladung so zum Laufen zu bringen, wie sie sollte. So wie es aussieht, sind die Arbeiten zu 99% abgeschlossen, aber wir m\u00fcssen uns noch mit der Synchronisation der Bankladung befassen, bevor wir mit ihr live gehen k\u00f6nnen - um sicherzustellen, dass die Sounds beim ersten Mal und jedes Mal auf Anhieb spielen.\n\nSam hat auch die Startzeit des Audio-Plugins des Editors optimiert, um die Produktivit\u00e4t zu steigern. Es speichert nun bei jedem Start des Editors bis zu zehn Sekunden. Auch wenn dies im Kontext einer einzelnen Instanz unbedeutend erscheint, summieren sich all diese Wartezeiten! (Denken Sie daran, wie viel Zeit Sie in Ihrem eigenen Leben verlieren w\u00fcrden, wenn Sie jedes Mal, wenn Sie Ihre E-Mail oder ein Word-Dokument \u00f6ffnen, mindestens zehn Sekunden warten m\u00fcssten). Sam arbeitet derzeit auch daran, die Audiowiedergabe mit dem Animationswerkzeug Mannequin zu verbessern.\n\nGraham Phillipson hat den Code \u00fcberarbeitet und verfeinert, um Reverbs und Waffenschweife besser zu unterst\u00fctzen und den \u00dcbergang zwischen den Bereichen reibungsloser und \"realistischer\" zu gestalten. Der Audiomarkierung wurden weitere Optionen hinzugef\u00fcgt, um zu erfahren, wie die Audioausl\u00f6ser beginnen. Anfang des Monats hat er den Prototyp f\u00fcr das In-Game-VOIP zusammengestellt, das weitreichende Auswirkungen auf das persistente Universum hat.\n\nDarren Lambourne hat die allgemeine Wartung von Schiffs-Audio \u00fcbernommen (Verbesserung der Synchronisation von Animationen, Fehlerbehebung). Etablierung der Audio-Struktur (Geometrie und Wise-Seite) f\u00fcr das spielbare Idris und Arbeit an der Gestaltung des \"Tons\" und der First-Pass-Implementierung der Idris-Ambienzen.\n\nLuke Hatton hat an neuen Explosionssounds gearbeitet, so dass kleinere Schiffsgr\u00f6\u00dfen (Hornet, Xian Scout, M50) nicht ganz so \u00fcberheblich sind wie die gr\u00f6\u00dferen. Er hat auch an weiteren Pass-Bys f\u00fcr Leute wie die Origin M50 gearbeitet; er betrachtet derzeit die Pass-Bys f\u00fcr die Starfarer, die aufgrund der schieren Gr\u00f6\u00dfe des Schiffes einen anderen Stil erfordern.\n\nStefan Rutherford hat die Arbeit an der GrimHex-Karte fortgesetzt und dort die Grundlagen f\u00fcr das Ambiente gelegt. Wir haben unseren Prozess in Bezug auf das Ambiente stark ver\u00e4ndert; dies ist heutzutage viel st\u00e4rker verr\u00e4umlicht als aus '2D' Betten\/Hintergr\u00fcnden, so dass das Audio viel kompatibler mit Head-Tracking-basiertem Audio-Rendering (z.B. VR) ist und auch mehr momentane Variation und Interesse bietet. Ansonsten hat er die FPS-Waffen \u00fcberarbeitet und verbessert.\n\nRoss Tregenza hat in erster Linie ein System entwickelt, das coole cineastische Musik in einer selbstverwalteten und kontextsensitiven Weise im gesamten Persistent Universe wiedergibt. Er hat mit Pedro Macedo Camacho zusammengearbeitet, um die neue Musik einzubringen und das System zu optimieren - es klingt bereits fantastisch. Das dynamische Musiksystem beginnt auch in Squadron 42 Einzug zu halten, wo es zusammen mit ma\u00dfgeschneiderter B\u00fchnenmusik f\u00fcr die dramatischsten Momente des Spiels eingesetzt wird. Er hat mit Geoff Zanelli an diesen Inhalten gearbeitet - wieder einmal, schon in den Anf\u00e4ngen fantastisch klingend.\n\nRoss hat auch an Ambient Sound f\u00fcr eine Vielzahl von Orten in der Staffel 42 gearbeitet, die Audioger\u00e4te \u00fcber alle S42-basierten Entwicklungen auf dem Laufenden gehalten und die Dialogger\u00e4te unterst\u00fctzt, wenn m\u00f6glich, um die Kampf-Chatter-Systeme voranzubringen.\n\nSimon Price hat die Skalierbarkeit der Dialogpipeline verbessert und den Dialog mit dem Schiffscomputer vor einem Refaktor\/einer Standardisierung auf das Kommunikationssystem \u00fcbertragen. Auch die generelle Portierung von Dialogen zur Nutzung des Kommunikationssystems, um den Designern mehr Kontrolle zu geben.\n\nBob Rissolo - viel Vorarbeit f\u00fcr S42-Aufnahmen, kombiniert mit Bearbeitungsdialog f\u00fcr Kinofilme, macht mit Simon Fortschritte bei den Pipeline Tools und der Technik.\n\nPhil Smallwood hat k\u00fcrzlich mit Bob eine Schrotflinte gefahren, um ihn bei der Aufnahme von S42-Dialogen zu unterst\u00fctzen und einige Dialogbearbeitungen durchzuf\u00fchren.\n\nMatteo Cerquone begann, die Verantwortung f\u00fcr verschiedene Subsysteme wie Physik, Charakter Foley und Ross beim S42-Sound-Design zu \u00fcbernehmen.\n\nEwan Brown hat die Unterst\u00fctzung f\u00fcr multi-positionale Sounds innerhalb des Spieleditors implementiert, was eine ordentliche Optimierung ist, die die Anzahl der Stimmen f\u00fcr einen bestimmten Sound reduziert, auch wenn er von mehreren Positionen aus gespielt werden soll. Er hat auch an der Low-Level-Audiosynchronisation und verschiedenen Verbesserungen der Mannequin-Tools gearbeitet.\n\nLast (aber nicht zuletzt), Jason Cobb war bei einer ganzen Reihe von Aufgaben hart am Werk! Er hat Audiobau-Validierungsskripte entwickelt, Sprachlecks behoben, Testf\u00e4lle f\u00fcr Flowgraph-Audio-Trigger-Fixes dokumentiert und vieles mehr.... echtes nerv\u00f6ses, k\u00f6rniges Zeug, das Star Citizen umso eindringlicher machen wird, je l\u00e4nger es dauert! Er ist zu etwa 90% mit einem fl\u00e4chenbezogenen Mix-Zustandsaufschlag f\u00fcr Mehrbesatzungsschiffe ausgestattet, und er hat dasselbe f\u00fcr Einsitzer untersucht.\n\n\nVFX\nWie im vergangenen Monat unternehmensweit hat sich das VFX-Team intensiv mit der Bereinigung von Anlagen besch\u00e4ftigt. Insbesondere in unserem Fall haben wir sichergestellt, dass keine unserer Partikelbibliotheken auf fehlende Texturen, Materialien, kundenspezifische Linsenfackeln oder Objekte verweist. Das sind die Art von Aufgaben, auf die sich niemand freut, aber es gibt etwas sehr Befriedigendes daran, sich einen Weg durch eine lange Fehlerprotokollliste zu bahnen! Caleb in Frankfurt hat hart daran gearbeitet, so dass er zweifellos auf diesen Prozess eingehen wird.\n\nDar\u00fcber hinaus haben wir weitere allgemeine Instandhaltungsaufgaben durchgef\u00fchrt, wie z.B. die Umwandlung verschiedener Anlagen - insbesondere Rauch, Feuer und Explosionen - in die neue Heat Map\/Gradient Tech, die wir nun einsetzen. Dies ist ein fortlaufender Prozess, da es viele Altger\u00e4te gibt, die wir konvertieren wollen, um die Vorteile der neuen Technologie zu nutzen.\n\nApropos, die neuen Heat Maps und Gradienten kn\u00fcpfen wunderbar an die optische Bl\u00fcte und die Fackeln an, die Sie hoffentlich in der n\u00e4chsten Live-Version sehen werden, sowie an die gefliesten Partikelbeleuchtung, die wir kurz im Bericht des letzten Monats erw\u00e4hnt haben. Es war ein langer Prozess, um all diese Technologien zusammenzubringen, aber wir sind zuversichtlich, dass Sie langfristig einen gro\u00dfen Fortschritt in der Qualit\u00e4t unserer Effekte sehen werden!\n\nIm Hinblick auf neue Inhalte wurden mehr Arbeiten an Waffenaufpralleffektvarianten, einem Polierpass f\u00fcr eine neue Laserkanone und einem Umgebungs-VFX-Pass f\u00fcr einen neuen PU-Standort durchgef\u00fchrt. Schlie\u00dflich haben wir einen Effektpass f\u00fcr flugfertige Reliant erstellt.\n\nWie immer, besch\u00e4ftigt besch\u00e4ftigt besch\u00e4ftigt besch\u00e4ftigt besch\u00e4ftigt!\n\n\nDesign\nEs war ein arbeitsreicher Juni in der Designabteilung hier in Gro\u00dfbritannien. Das Live-Team ist auf 4 Vollzeit-Designer angewachsen und wird Mitte Juli 5 Jahre alt. Ich will nichts verderben, also werde ich einfach sagen, dass sie alle mit Hochdruck daran arbeiten, den Inhalt f\u00fcr die 2.7 Live-Version f\u00fcr das Stanton-System zu erweitern. Es gibt viele coole Dinge, die in dieses Release auf der Systemseite einflie\u00dfen, die wir gerne in die Community bringen m\u00f6chten, wie z.B. die neuen Lande- und Startarbeiten, die von Craig implementiert werden. Als ich das geschrieben habe, ist alles mit einem Platzhalter (Programmierkunst) versehen, aber ich hoffe, dass Zane und die Crew in der Lage sein werden, ihn zu durchlaufen, bevor er in Live ver\u00f6ffentlicht wird.\n\nDas Systemdesignteam hat an MobiGlas und insbesondere an der StarMap-App gearbeitet, die als portable Version unserer Lieblings-Web-App hervorragend aussieht.\n\nWie Sie wahrscheinlich aus anderen Berichten ersehen werden, \u00fcberarbeiten wir das KI-System f\u00fcr Kampf und Interstitiale in ein System namens \"Subsumption\", das sich systematisch mit einer Vielzahl von verschiedenen KI-Zust\u00e4nden befasst. W\u00e4hrend dies einige der Fortschritte auf einigen wenigen S42-Levels beeinflusst hat, sieht es f\u00fcr die Level als Ganzes sehr ermutigend aus und reduziert massiv viele komplexe und manchmal fragile ma\u00dfgeschneiderte Skripte vom Design aus.\n\nDas Tech-Team arbeitet an den verschiedenen Schiffen und Fahrzeugen und wir hoffen, den DragonFly, der sich sehr lustig und anders anf\u00fchlt als das, woran man gew\u00f6hnt ist, bald in den Live-Stream zu bringen. Wir sind auch mit dem Argo light Utility Ship fast da!\n\nDas war's f\u00fcr den Moment, abgesehen davon, dass ich mich wie immer f\u00fcr deine fantastische Unterst\u00fctzung bedanke.\n\n\nQA\nDie britische QS war im letzten Monat sehr besch\u00e4ftigt. Unser Hauptaugenmerk lag darauf, Alpha 2.4.0.0 aus der T\u00fcr zu bekommen. Dies erforderte, dass wir synchron mit unseren ATX-Pendants sowie den ausgew\u00e4hlten Geldgebern der Evocati-Gruppe zusammenarbeiten. Wie Sie sicherlich wissen, ist Alpha 2.4.0 wahrscheinlich unser gr\u00f6\u00dftes Update seit 2.0.0, mit der Einf\u00fchrung von Shopping und Persistenz f\u00fcr Crusader, sowie f\u00fcr die Starfarer und Starfarer Gemini, unsere gr\u00f6\u00dften flugf\u00e4higen Schiffe bis heute!\n\nAlpha 2.4.0.0 liegt jetzt in Ihren H\u00e4nden und wurde k\u00fcrzlich auf Alpha 2.4.1 gepatcht, um einen unendlichen unendlichen Ladebildschirm-Bug und ein Problem mit der Schiffspersistenz zu l\u00f6schen. Wir haben den Live-Build weiter \u00fcberwacht, Feedback von euch gesammelt und uns mit Problemen besch\u00e4ftigt, die nur dann auftreten, wenn das Spiel in der Wildnis stattfindet.\n\nDar\u00fcber hinaus wird das Testen auf Staffel 42 mit zunehmender Entwicklung fortgesetzt, wobei unsere dedizierten Staffel 42-Tester t\u00e4glich Rauchproben durchf\u00fchren, um den Entwicklern zu helfen, sich auf anhaltende Probleme zu beschr\u00e4nken. Adam Parker, unser st\u00e4ndiger Schiffsexperte, hat die Reliant und die Argo auf Herz und Nieren gepr\u00fcft. Mark Tobin, FPS Extraordinaire, hat erste Gruppentests an den FPS-Systemen durchgef\u00fchrt. Mark White, einer unserer Senioren, hat zus\u00e4tzliche Systeme getestet, von denen Sie in K\u00fcrze h\u00f6ren werden!\n\nWir erschaffen Welten, Raumschiffe, Charaktere, Sternensysteme.....\n\nDas Frankfurter Team ist voll ausgelastet, wir haben 49 Schreibtische im B\u00fcro und haben gerade unseren 49. Mitarbeiter eingestellt. Wir sind sehr selektiv, wen wir einbringen, und haben ein gro\u00dfes Interesse daran gehabt, von Menschen aus der ganzen Welt zu kommen. Wir sind auch eine sehr heterogene Gruppe, die sich aus 13 verschiedenen Nationalit\u00e4ten zusammensetzt, glaube ich. Gl\u00fccklicherweise haben wir vorausgeplant und wie bereits erw\u00e4hnt, erweitern wir unsere B\u00fcrofl\u00e4chen. Die Erweiterung wird weitere 25 Personen aufnehmen und am 1. August f\u00fcr uns fertig sein.\n\nWir kommen dem Ziel n\u00e4her, mehr von unseren Fortschritten zu zeigen, und freuen uns darauf, Ihnen etwas in die H\u00e4nde zu geben. Siehe unten f\u00fcr einen Teil des Materials, das wir diesen Monat behandelt haben, es ist unm\u00f6glich, alles zu sagen, aber es gibt Ihnen einen Eindruck von einigen der gr\u00f6\u00dferen Gegenst\u00e4nde.\n\n\nWaffen\nLetzten Monat hat das Waffenkunstteam hart daran gearbeitet, die vorhandenen Behring-Schiffswaffen zu polieren und eine neue Variante der Gr\u00f6\u00dfe 5 herzustellen. Auf der FPS-Seite haben wir die ballistische Smart Ammo und die 1. Durchgang Texturierung auf der Behring P8SC Submaschinenpistole fertig gestellt. Wir sind auch dabei, die Behring Pro-Line Granaten zu aktualisieren und haben das 1. Durchgang Modell fertig gestellt, damit es manipuliert, animiert und getestet werden kann.\n\n\nQualit\u00e4tssicherung\nDE QA freut sich, Glenn Kneale als neues Mitglied unseres Teams begr\u00fc\u00dfen zu d\u00fcrfen! Glenn kommt von unserem CIG-UK-B\u00fcro in Wilmslow zu uns und wird unser neuer QA Technical Lead in unserem Frankfurter B\u00fcro sein. Glenn startete den Monat, indem er neue Wege in der pers\u00f6nlichen Entwicklung f\u00fcr das EU QA Technical Team beschritt. Es wurden neue Verfahren f\u00fcr die Berichterstattung eingef\u00fchrt, um sicherzustellen, dass alle Informationen und Fortschritte nahtlos in den B\u00fcros in Gro\u00dfbritannien und DE ausgetauscht werden. DE QA verbrachte auch weiterhin die Mehrheit des Monats Juni damit, den prozeduralen Planeten zusammen mit Unterst\u00fctzung von Mark White in Gro\u00dfbritannien zu testen. Wir haben auch mit Marius Airinei zusammengearbeitet, um einen Absturz auf den \u00f6ffentlichen Servern von Crusader zu identifizieren und zu beheben. Der Absturz war darauf zur\u00fcckzuf\u00fchren, dass Raketen auf andere Schiffe abgefeuert wurden, und die Reproduktionsrate ist schmerzhaft niedrig. Wir haben es geschafft, den Absturz am zweiten Tag des Tests zu reproduzieren, und wir konnten Marius die Informationen zur Verf\u00fcgung stellen, die er brauchte, um auf eine solide L\u00f6sung hinzuarbeiten. Chris Speak hat Ivo Herzeg auch bei der Erstellung von Physik-Testkarten geholfen, mit denen Ivo sowohl physikalisch aktivierte Charakter-Ragdollern als auch physisierte Objekte wie Flaschen, St\u00fchle und andere Requisiten im Spiel testet (siehe Bild oben). Die n\u00e4chsten Monate werden sich darauf konzentrieren, unsere Tests f\u00fcr die Gamescom 2016 zusammen mit UKQA und ATXQA zu intensivieren, und wir k\u00f6nnen es kaum erwarten, das zu teilen, was wir testen werden - es ist wirklich etwas, worauf wir uns freuen k\u00f6nnen!\n\n\nCutscenes\nDas Cutscene Team verbrachte den Anfang des Monats damit, Material f\u00fcr ein neues Mocap-Shooting vorzubereiten. Einige wichtige Mitglieder sind in der letzten Juniwoche nach Gro\u00dfbritannien gereist und werden in einigen Wochen, wenn der Dreh beendet ist, nach Deutschland zur\u00fcckkehren. Dies ist der letzte vollst\u00e4ndig geplante Schuss f\u00fcr die Staffel 42, mit der M\u00f6glichkeit, bei Bedarf f\u00fcr einen Pickup-Schuss zur\u00fcckzukehren. Die Animatoren im Team verbrachten auch einige Zeit in diesem Monat damit, das In-Game-Animationsteam zu unterst\u00fctzen und einige Animationen zu machen, um die Look des NSC-Kopfes zu testen.\n\n\nMotor\nDiesen Monat arbeitete Ivo weiter an der Gl\u00e4ttung von Teilen des Animationscodes und arbeitete an Head-Bobbing, Eye-Stabilisierung und Head-Stabilisierung. Er hat gro\u00dfe Fortschritte gemacht und wir werden in naher Zukunft etwas vorweisen k\u00f6nnen. Wir haben auch einige gute Spr\u00fcnge auf den Procedural Planets und dem Toolset f\u00fcr K\u00fcnstler dahinter gemacht. Das Technik-Team ist begeistert, zu zeigen, was es getan hat, und wir sind nah dran.\n\nRotierende Visabereiche: Wir haben an der Unterst\u00fctzung f\u00fcr rotierende Visabereiche gearbeitet. Eine VisArea kann als ein Raum mit Fenstern betrachtet werden, der es uns erm\u00f6glicht, alle Objekte, die nicht durch die Fenster sichtbar sind, zu entfernen (klassisches Portal-Culling). Bisher waren VisAreas 2,5D Shapes (Polygone mit einer H\u00f6he). Das war f\u00fcr unsere bisherigen Anwendungsf\u00e4lle in Ordnung: Regelm\u00e4\u00dfige Flat Level wie Area18 und Ships, bei denen die VisAreas Teil des lokalen Bezugsrahmens sind und somit immer noch 2,5D betragen, auch wenn der Hosting-Bezugsrahmen gedreht\/bewegt wird. Aber jetzt haben wir Planeten, und die Planeten sind rund, was eine neue Herausforderung darstellt. Um VisAreas auf Planeten nutzen zu k\u00f6nnen, mussten wir die Unterst\u00fctzung f\u00fcr die Rotation implementieren. Dies wurde implementiert, indem die 2,5D-Darstellung beibehalten wurde, aber alle Pr\u00fcfungen so angepasst wurden, dass sie sich im VisAreas-Raum befinden, so dass jeder Punkt in den Raum des Visarea transformiert wird, bevor er \u00fcberpr\u00fcft wird. Auf diese Weise konnten wir alle aktuellen VisAreas-Setups beibehalten und die Funktionalit\u00e4t einfach erweitern.\n\nBaumpr\u00fcfung des ZoneSystems: Das ZoneSystem wurde als Geodatenstruktur gestartet, die den Octree ersetzt, den wir f\u00fcr das schnelle Culling f\u00fcr das Rendering verwendet haben. Solche Keuloperationen sind meist \"gro\u00df\", d.h. sie decken in der Regel ein gro\u00dfes Gebiet ab. Nun wird das ZoneSystem (wie von Anfang an geplant) f\u00fcr immer mehr Systeme eingesetzt. Die meisten dieser Systeme neigen dazu, \"kleine\" Abfragen durchzuf\u00fchren, wie z.B. das Auffinden aller Objekte in einer 2m x 2m x 2m gro\u00dfen Box mit Tags[x,y,z]. Das ZoneSystem ist nun daf\u00fcr verantwortlich, alle Objekte im gesamten Universum in dieser Box extrem schnell zu finden. Als wir damit experimentierten, stellte sich heraus, dass einige Teile des ZoneSystems immer noch eine lineare Suche verwendeten, und diese skalierten in unserem gro\u00dfen Universum mit so kleinen Anfragen nicht gut (gro\u00dfe hatten genug andere Kosten, um diese Probleme nicht zu bemerken). Daher haben wir alle internen Datenstrukturen erweitert, um AABB-B\u00e4ume zu nutzen, so dass wir schneller Objekte ausschlie\u00dfen k\u00f6nnen, die die Laufzeit von O(N) auf etwa O(Log2(N)) verbessern. Da es sich um eine sehr komplexe \u00c4nderung handelte, da solche Baumstrukturen auch bei der Bewegung einiger Objekte effizient gepflegt werden m\u00fcssen, hat es einige Zeit gedauert. Aber wir befinden uns jetzt in den letzten Schritten der lokalen Tests und bisher sieht es sehr vielversprechend aus und soll uns die angestrebten Leistungsvorteile bringen.\n\n\nTechnische Kunst\nHat das Motorenteam bei verschiedenen Dingen wie der Kopfstabilisierung gut unterst\u00fctzt. Er unterst\u00fctzte auch weiterhin das Waffenteam und r\u00fcstete neue Waffen aus, sobald sie fertig gestellt waren. Hat einige Waffen RND auf animationsgetriebenem IK ausgew\u00e4hlt und abgew\u00e4hlt, mit dem Ziel, sie in verschiedenen Frames der Animation glatt aussehen zu lassen, w\u00e4hrend sie trotzdem so reaktionsschnell sind, wie sie es brauchen. Au\u00dferdem wurden weiterhin alle Fehler oder Probleme des globalen Teams behandelt.\n\n\nKI\nLassen Sie uns diesen Monat beginnen, in dem wir \u00fcber die Aufnahme und das Missionssystem sprechen.\n\nDie Submission hat in diesem Monat viel Aufmerksamkeit erregt, wir haben zun\u00e4chst viel mit Tony Zurovec zusammengearbeitet, um mehrere Funktionen in das Tool einzubinden und sie dann mit dem Systemcode zu verbinden.\n\nWir haben das Konzept der Aufgaben mit parallelen Kindern eingef\u00fchrt: Beim Erstellen einer Subaktivit\u00e4t k\u00f6nnen wir mehrere Aufgaben miteinander verbinden, um eine Kette von Operationen zu erstellen, die der NSC dann ausf\u00fchren wird. Wir k\u00f6nnen nun Archetypen f\u00fcr Aufgaben erstellen, die tats\u00e4chlich als V\u00e4ter mehrerer Kinderaufgaben dienen k\u00f6nnen: Sie verwalten die Lebensdauer der Teilaufgaben, wie diese Aufgaben parallel zum Vater ausgef\u00fchrt werden und was zu tun ist, wenn der Vater unterbrochen wird.\n\nIm Bild sehen wir einen Knoten, der parallel bestimmte Teilaufgaben ausf\u00fchrt, und zwar so schnell, wie es dem einen Kind gelingt und so schnell, wie es ausf\u00e4llt.\n\nJeder Knoten kann so eingerichtet werden, dass er parallele Kinder hat, aber die eigentliche Aufgabe ist v\u00f6llig verantwortlich daf\u00fcr, zu definieren, wie sich die Ausf\u00fchrung um die Kinder selbst k\u00fcmmert.\n\nWir haben auch das Konzept der Checkpoints und Goto-Aufgaben entwickelt.\n\nEin Checkpoint ist eine M\u00f6glichkeit, bestimmte Punkte im Verhalten zu speichern, aus denen es sicher ist, die Ausf\u00fchrung zu einem sp\u00e4teren Zeitpunkt wiederherzustellen. Jedes Mal, wenn eine Checkpoint-Task getroffen wird, speichert das System automatisch den Eintrag in den internen This.Subactivity.Checkpoint, der dann von der Goto-Task verwendet werden kann. Dies erm\u00f6glicht es uns, Jobs zu erstellen, die unterbrochen und wieder aufgenommen werden k\u00f6nnen, wir k\u00f6nnen Operationen inmitten von l\u00e4ngeren Verhaltensweisen durchf\u00fchren und die alten Aufgaben so schnell wie m\u00f6glich wieder aufnehmen.\n\nWir stellen die Funktionalit\u00e4t vor, um bestimmte Ereignisse in den Teilaktivit\u00e4ten direkt zu behandeln, so dass wir entscheiden k\u00f6nnen, ob wir auf das Beenden einiger Operationen warten, bevor wir auf bestimmte Ereignisse reagieren. Wir begannen auch mit der Arbeit am Kerncode f\u00fcr das System der Unterwerfungsmission: Die Missionen werden \u00fcber die normalen NSC-Aktivit\u00e4ten hinausgehen. Spiel- und Leveldesigner k\u00f6nnen ihre Mission erstellen, die die Bev\u00f6lkerung des Levels, den Zeitplan der NSCs, die Ziele und viele weitere Dinge beeinflusst. Wir hoffen, Ihnen bald einige Screenshots \u00fcber das Missionssystem zeigen zu k\u00f6nnen!\n\nWir sind kurz davor, die Arbeit an dem lokalen Navigationsnetz abzuschlie\u00dfen, damit sich die Charaktere in sich bewegenden Schiffen, Planeten usw. bewegen k\u00f6nnen. Was das Spawning-System betrifft, so haben wir die Definition der Crew der Raumschiffe in Dataforge verschoben, so dass Designer diese Inhalte einfach einrichten k\u00f6nnen, ohne eine Xml oder eine Konfigurationsdatei manuell bearbeiten zu m\u00fcssen. Wir haben auch mit der Arbeit begonnen, die Codepfade, die Zeichen und Schiffe hervorbringen, richtig zu vereinheitlichen.\n\nWas das Kommunikationssystem betrifft, so arbeiten wir eng mit den Toningenieuren zusammen, um externe Audiodateien zu unterst\u00fctzen, die \u00fcber WWise abgespielt werden k\u00f6nnen. Au\u00dferdem haben wir einige neue Debug-Draw-Funktionalit\u00e4ten entwickelt, die es Designern erm\u00f6glichen, den \u00dcberblick \u00fcber die verwendeten Dialoge, die Anzahl der Triggerzeiten und so weiter zu behalten.\n\nDiesen Monat haben wir auch an dem Verhalten des Schiffes gearbeitet, um strenge Einschr\u00e4nkungen des Flugverhaltens angemessen zu unterst\u00fctzen: Grenzen wurden immer als eine weiche Einschr\u00e4nkung betrachtet, die es Schiffen erlaubt, das zugewiesene Gebiet zu verlassen, um es sofort wieder zu betreten, nachdem die Einschr\u00e4nkung nicht eingehalten wurde. Wir haben Verbesserungen im Verhalten des Schiffes eingef\u00fchrt, um richtig auf das Ziel zu reagieren, das den gesch\u00fctzten Bereich verl\u00e4sst, dem es zugewiesen werden k\u00f6nnte, und wir haben ein neues Verhalten der \"Grenzpatrouille\" eingef\u00fchrt, das ausgel\u00f6st wird, sobald das Ziel aufgrund von \"externen\" Anweisungen an das Laufverhalten nicht erreicht werden kann.\n\nWie \u00fcblich haben wir auch weiterhin die Stabilit\u00e4t des gesamten KI-Systems verbessert und so viele Fehler wie m\u00f6glich behoben!\n\n\nDesign\nAuf der Seite des Systemdesigns haben wir uns darauf konzentriert, herauszufinden, wie unser Vanduul-Verhalten funktioniert, was sie besonders und einzigartig im Vergleich zum Kampf gegen einen menschlichen Gegner macht. Diese Jungs m\u00fcssen den Spielern einen kompletten Wechsel des Kampfstils bieten, bei dem sie sich an einen schnelleren, explosiveren und nahkampfst\u00e4rkeren Kampf anpassen m\u00fcssen, als bei ihren menschlichen Gegnern.\n\nWir \u00fcberarbeiten die Art und Weise, wie das Andocken in den Stationen funktionieren wird und alle Dienste, die Ihnen und Ihrem Schiff nach dem Andocken zur Verf\u00fcgung stehen werden. Wir haben gro\u00dfe Probleme damit gesehen, dass Spieler nicht gen\u00fcgend Landepl\u00e4tze haben, also entwerfen wir ein automatisiertes System, das die Zuweisung von Pads, das An- und Ablegen und die Lagerung Ihres Schiffes nach dem Aussteigen \u00fcbernimmt. Unser Hauptziel ist es, Spieler und Schiffe so schnell wie m\u00f6glich von den Andockhallen zu entfernen, um sie f\u00fcr den n\u00e4chsten Spieler freizugeben, der sie nutzen m\u00f6chte.\n\nWir beginnen mit der Konzeption der \u00fcbergreifenden Sicherheits- und Kriminalit\u00e4tssysteme, die uns helfen werden, \u00dcbelt\u00e4ter aufzusp\u00fcren und an die NPC-Beh\u00f6rden zu melden, die Ma\u00dfnahmen ergreifen werden. Die Idee ist, dass die Welt, obwohl sie immer noch nachsichtig gegen\u00fcber einem Spieler ist, der nur gelegentlich irrt (d.h. ehrliche Fehler), r\u00fccksichtslos auf Menschen reagiert, die andere Spieler missbrauchen oder Dinge tun, die sie nicht tun sollen. Das Hauptziel ist es, diesen Teil der Welt zu machen, damit die NSCs die Angelegenheiten auf der Grundlage des lokalen Rechts der Weltraumregion selbst in die Hand nehmen, anstatt dass wir Entwickler die T\u00e4ter \u00fcberwachen m\u00fcssen. (Seien wir ehrlich - die Entwickler und der Spiel-Support werden immer sehr in der Unterzahl sein. W\u00e4hrend wir uns nat\u00fcrlich um unsere Spieler k\u00fcmmern, k\u00f6nnen wir nicht pers\u00f6nlich \u00fcberall auf einmal sein, also muss das System in der Lage sein, sich selbst zu versorgen).\n\nAuch der FPS-Anzug wird \u00fcberarbeitet und entwickelt sich zu einem modulareren Ansatz, bei dem die Spieler die Komponenten wechseln und an das anpassen k\u00f6nnen, was sie brauchen, sei es im Kampf oder auf andere Weise. Gleichzeitig pr\u00fcfen wir die Entwicklung einer neuen Generation von modular einsetzbaren Gadgets, die die Spieler nach Belieben anpassen k\u00f6nnen.\n\nDie Arbeit an menschlichen Verhaltensweisen au\u00dferhalb des Kampfes geht weiter und wir hoffen, dass wir euch Jungs etwas zeigen k\u00f6nnen, sobald das Zeug online kommt.\n\nLevel Design hat das Design der gesetzlosen Basis, die wir im Bericht des letzten Monats erw\u00e4hnt haben, fertiggestellt und unterst\u00fctzt und beaufsichtigt die Kunst- und Designteams, die dieses Whitebox-Design sowohl bei Bhvr als auch im britischen Studio zur Fertigstellung bringen, um die Vision zu kommunizieren und sicherzustellen, dass das Kerndesign w\u00e4hrend der H\u00e4rtungsphase erhalten bleibt. Um sicherzustellen, dass wir das Release 2.5 mit der gesetzlosen Basis erreichen konnten, teilen wir es in Stufen auf, auf die wir uns jeweils einzeln konzentrieren k\u00f6nnen. Es ist zu erwarten, dass sich der Standort in den n\u00e4chsten Releases schrittweise weiterentwickelt, wobei sich neue Bereiche er\u00f6ffnen und sich im Laufe der Zeit interessante M\u00f6glichkeiten er\u00f6ffnen.\n\nWir haben den Entwurf von Levski (urspr\u00fcnglich mit Sitz in Nyx) wiederholt, um ihn f\u00fcr die Platzierung auf dem Stanton-Planeten vorzubereiten. Dazu geh\u00f6rten das Hinzuf\u00fcgen zus\u00e4tzlicher Hangars f\u00fcr Parkpl\u00e4tze, neue Stra\u00dfenzufahrten und Parkpl\u00e4tze f\u00fcr Besucher, die zu Fu\u00df kommen oder auf der Planetenoberfl\u00e4che zur Minenbasis fahren, sowie das Hinzuf\u00fcgen von Schlafzimmern f\u00fcr Spieler, um dort schlafen und wieder auftauchen zu k\u00f6nnen. Es liegt nun in den H\u00e4nden der K\u00fcnstler, diese Erg\u00e4nzungen auf die Qualit\u00e4t des Restes von Levski zu bringen, damit wir es den Spielern endlich erm\u00f6glichen k\u00f6nnen, auf einem verfahrenstechnischen Planeten zu landen und dort ein erstes Wahrzeichen zu besuchen. Heutzutage graben wir immer mehr in die Modularit\u00e4t, um Standorte schnell und effizient zu bauen, wobei wir uns insbesondere auf Tankstellen konzentrieren.\n\nWir haben auch zwei neue LD-Rekruten in unseren Reihen gesehen, Ben und Tobias, die sich darauf konzentrierten, sie mit dem Motor auf den neuesten Stand zu bringen, \u00dcbungsstufen zu entwickeln, die ihre K\u00f6pfe um die Feinheiten von Star Citizen und Weltraumumgebungen wickeln und sie generell in der Familie willkommen hei\u00dfen.\n\nKeine Zeit f\u00fcr gutes Benehmen!\n\nBehaviour Interactive hat an einigen spannenden Inhalten gearbeitet, die Sie in Star Citizen Alpha 2.5 sehen werden. Hier ist der \u00dcberblick:\n\n\nIngenieurwesen\nIm Juni haben wir das letzte Feature integriert, das in dem optimierten Hologramm-Framework fehlt: Rendern an Ziel. Dies sollte sich erheblich auf Schiffe auswirken, die Hologramme auf dem Bildschirm verwenden (wie die Constellation, Retaliator, Aurora) und eine wesentlich bessere Framerate erm\u00f6glichen. Nicht nur das, sondern auch andere Schiffe, die zuvor leere Bildschirme anzeigen (Vanguard, Sabre, Avenger, ....), zeigen nun korrekt Hologramme an.\n\nEine Menge Politur und Fehlerbehebung gingen auch in den Einkauf. Die mobiGlas Einkaufsanwendung gibt Ihnen eine bessere R\u00fcckmeldung \u00fcber den Status Ihrer Kaufanfrage. Du wirst feststellen, dass R\u00fcstungsst\u00e4nder eine volle Schaufensterpuppe anzeigen, wenn du sie anprobierst, anstatt einen schwimmenden Kopf. All dies und solidere Server- und Client-Fixes f\u00fcr verbesserte Stabilit\u00e4t.\n\n\nDesign\nDieser Monat war sehr spannend bei der Arbeit an der neuen ge\u00e4chteten Raumstation. Wir haben die Arbeit an den Gesch\u00e4ften beendet, Francois Boucher und Jesse Kalb k\u00fcmmerten sich respektabel um das Bekleidungsgesch\u00e4ft und das pers\u00f6nliche Waffenlager. Die K\u00fcnstler haben mit den engen Layouts fantastische Arbeit geleistet und sie sehen toll aus. Wir haben auch an zuk\u00fcnftigen Shop-Standorten f\u00fcr diese Raumstation gearbeitet und ihre Whiteboxen sind auf gutem Weg.\n\nInsgesamt verbrachten wir viel Zeit in der Outlaw-Raumstation, um Kollisionsprobleme zu beheben, Schwerkraft einzurichten, Ausl\u00f6ser zu t\u00f6ten, Luftschleusen, Spawn-Raum und Logik, Landepl\u00e4tze und einiges mehr. Ich erwarte, dass wir noch eine Weile an diesem Standort weiterarbeiten, immer mehr hinzuf\u00fcgen und ihn auf dem neuesten Stand halten.\n\n\nKunst\nDiesen Monat haben wir die Arbeit an einer Karte aus dem Vormonat fortgesetzt, einer verlassenen imperialen Asteroidenbasis, die nun von \"neuen\" Bewohnern besetzt ist.\n\nAbgesehen von der Fertigstellung der restlichen undefinierten Strukturen und Visuals haben wir einen gro\u00dfen Teil dieses Monats damit verbracht, die Umwelt zu polieren. Wir haben die Vision des Designers aufgegriffen und der Karte ein St\u00fcck Leben hinzugef\u00fcgt.\n\nDer Schwerpunkt des Polnischen lag auf dem Erz\u00e4hlen von Geschichten. Wir wollten, dass die Umgebung Hinweise darauf gibt, was in verschiedenen Bereichen der Karte passiert ist. Die Visualisierungen f\u00fcr Wohngruppen spiegelten beispielsweise die gezielte Neuordnung von M\u00f6beln und Objekten nach dem Bau der Gondeln wider, als ob Bewohnergruppen in verschiedenen Gondeln versuchen w\u00fcrden, sich von anderen zu unterscheiden, vielleicht eine Art Bandenmentalit\u00e4t.\n\nDie Gesch\u00e4fte hingegen kontaktieren die Kunden. ned Objekte, die zeigten, wie der Laden seine Gesch\u00e4fte f\u00fchrt, wie er seinen Alltag au\u00dferhalb des Unternehmens gestaltet und schlie\u00dflich, wie er im Laufe der Zeit seine Spuren in den vergessenen Geschichten der verlassenen Basis hinterlie\u00df.\n\nMit dem gleichen Detaillierungsgrad wie in anderen Karten haben wir geholfen, Landepl\u00e4tze, Hangars, das \u00c4u\u00dfere und das Innere voll von seinem eigenen Leben und Stil zu gestalten. Wir haben auch etwas mehr Glanz in einer Bergbauwelt hinzugef\u00fcgt, die wir zuvor mitgestaltet haben. Bleiben Sie dran.\n\nAtombatterien zum Antreiben, Turbulenzen zur Geschwindigkeit!\n\nGr\u00fc\u00dfe aus dem sonnigen Montreal! Hier ist, was wir im letzten Monat gemacht haben:\n\n\nMulti-Faktor-Authentifizierung (MFA)\nIm vergangenen Monat haben wir die QS-Phase mit Hilfe des CIG-Teams abgeschlossen. Wir bereiten uns darauf vor, MFA f\u00fcr die Website und den Spiele-Launcher zu starten. In der ersten Phase k\u00f6nnen Sie MFA mit einer E-Mail-Adresse oder durch die Installation unserer mobilen App einrichten. Wenn Sie neu bei MFA sind, keine Sorge, wir haben alles im Griff. Es wird einen Beitrag und ein Tutorial geben, in dem alles erkl\u00e4rt wird, sowie eine neue FAQ-Seite, die du jederzeit einsehen kannst. Diese zus\u00e4tzliche Sicherheit ist optional, aber sie ist einfach einzurichten und sch\u00fctzt Ihre Informationen und Eink\u00e4ufe zus\u00e4tzlich.\n\n\nKommunikationsplattform\nIntern ver\u00f6ffentlichen wir eine funktionale Version unserer neuen Kommunikationsplattform, die Chat und das neue Forum beinhaltet. Dies geschieht nur durch interne QS. In der Zwischenzeit arbeiten wir weiter daran, die Plattform um Funktionen wie Lesezeichen und Suche zu erweitern. Wir sind sehr daran interessiert, diese neue Plattform mit den Fans zu teilen, aber wir haben noch einen Weg vor uns. Es lohnt sich zu warten, wir k\u00f6nnen es Ihnen versichern!\n\n\nSpiel-Launcher\nF\u00fcr diejenigen unter euch, die diese Kolumne regelm\u00e4\u00dfig verfolgt haben, wissen Sie, dass wir mit CIG an der neuen Version des Spielstarts\/Patcher gearbeitet haben. Es gibt eine Liste mit leistungsstarken Funktionen, und wir haben uns die W\u00fcnsche und Anregungen der CIG angeh\u00f6rt. Die Entwicklung schreitet in einem guten Tempo voran, und wir streben an, bis Ende des Sommers eine erste Version zu ver\u00f6ffentlichen.\n\nWenn Sie neu in dieser Spalte sind, unterst\u00fctzt der neue Spielstartprogramm mehrere Umgebungen (z.B. PTU, live) und mehrere Spiele (z.B. Star Citizen, Squadron 42) und erm\u00f6glicht Hintergrundpatching. Die Schnittstelle wird die gleiche wie die aktuelle Version sein, aber zuk\u00fcnftige Iterationen werden mehr Funktionen enthalten.\n\n\nSchiff passiert\nDer Juni war ein aufregender Monat f\u00fcr den Schiffsverkauf. Gegen Ende des Monats wurden wir mit der Libelle bekannt gemacht, einem schnellen kleinen ultraleichten Schiff mit Haltung, das als Soloreiter oder als Schwarm von Libellen eingesetzt werden kann. Zwei Versionen wurden zum Verkauf angeboten: eine schlanke, verstohlen aussehende schwarze Version und eine gelbe Version f\u00fcr diejenigen, die gesehen werden wollen. Nicht nur diese beiden Varianten standen zum Verkauf, sondern wir sahen auch die R\u00fcckkehr der Caterpillar, sowohl allein als auch in einem speziellen Paket mit Libellen und LTI f\u00fcr alle drei Schiffe; eine sehr aufregende Kombination!\n\nBeste verdammte Space Sim Community aller Zeiten\n\nDie Gemeinschaft, die nie schl\u00e4ft. Der Dienst an einer Gemeinschaft in so vielen verschiedenen Zeitzonen, Kontinenten und L\u00e4ndern ist jeden Monat eine spannende Herausforderung, und im Juni begannen wir mit der Umstrukturierung unserer Produktion, um dem breiteren Publikum besser dienen zu k\u00f6nnen.\n\nTag f\u00fcr Tag\nDer Juni war ein Monat der konzentrierten Bem\u00fchungen. Die Arbeit an der Entwicklung der Gamescom-Pr\u00e4sentationen f\u00fcr August geht weiter, darunter unser erster echter Convention-Showfloor-Stand, der so modelliert ist, dass er ein Gef\u00fchl f\u00fcr die Br\u00fccke eines Idris vermittelt. Du kannst versuchen, das zu lesen, was du magst, aber wir versprechen, dass es nur eine Frage des Sagens war:\n\n\"Lasst uns dieses Jahr einen schicken Stand machen.\"\n\n\"Es w\u00e4re cool, wenn es wie die Br\u00fccke eines Idris aussehen w\u00fcrde!\"\n\nManchmal ist es wirklich so einfach. =)\n\nZus\u00e4tzlich zu einem coolen Stand werden wir im Laufe der f\u00fcnf Tage das Gameplay unserer neuesten Builds auf dem Showfloor selbst live verfolgen. Es ist zwar noch zu fr\u00fch, um zu sagen, was das bedeutet, aber wir betrachten es als eine Chance, mit unseren Fans im In- und Ausland zusammenzuh\u00e4ngen, einige Schiffe und Beute zu verschenken und einfach zu feiern, wie weit Star Citizen im letzten Jahr gekommen ist. Wir gehen davon aus, dass die Sendezeiten mit den Betriebszeiten der Gamescom \u00fcbereinstimmen werden.\n\nSendungen\nDer Juni stand ganz im Zeichen unserer Around the Vers 100 Celebration, mit dem Ziel, die Video-Infrastruktur aufzubauen, die f\u00fcr den Ausbau und die Erweiterung unserer Studios auf der ganzen Welt notwendig ist, und die Pr\u00e4sentation unserer Ver\u00f6ffentlichungen insgesamt zu verbessern. Viele dieser \u00c4nderungen werden erst im Juli, August und dar\u00fcber hinaus f\u00fcr die \u00d6ffentlichkeit sichtbar sein, aber die Arbeit, die zu diesen \u00c4nderungen f\u00fchrte, stand im Juni im Mittelpunkt, und Sie k\u00f6nnen die Anf\u00e4nge dieser Arbeit in Around the Vers 100 sehen, das am 30. Juni ver\u00f6ffentlicht wurde.\n\nWir freuen uns darauf, den neuen Sendeplan in den kommenden Wochen zu ver\u00f6ffentlichen, sobald weitere Details festgelegt sind.\n\nIhr Jungs\nW\u00e4hrend ein weiterer Monat der Entwicklung vergeht, vergeht auch ein weiterer Monat mit Geschichten, Inhaltsvideos und Community-Leistungen!\n\nLetzten Monat haben wir die PTU-Tester vorgestellt, und wir m\u00fcssen sie erneut hervorheben! Ihr alle wart im Juni eine au\u00dferordentliche Hilfe und habt uns geholfen, SC Alpha 2.4.0 und 2.4.1 vor die T\u00fcr zu bekommen! Ihre unerm\u00fcdlichen Bem\u00fchungen wurden sehr gesch\u00e4tzt, und wir planen, die PTU-Umgebung und unsere Evocati-Testgruppe in zuk\u00fcnftigen Patches weiterhin zu nutzen. Ich danke dir!\n\nAuf der Streaming-Seite waren wir sehr froh, die lang erwartete R\u00fcckkehr von Geekdomos immer unterhaltsamem Stream Starcast zu sehen. Dar\u00fcber hinaus m\u00f6chten wir Farasalt ganz besonders dazu gratulieren, dass er sein Streaming-Abenteuer in Vollzeit unternommen hat!\n\nDie Austin, TX Bar Citizen Events setzen weiterhin die Messlatte h\u00f6her, dank der erstaunlichen Bem\u00fchungen von Scrapped, Pyrothoric und Gany. Der Abend war vollgepackt mit guten Getr\u00e4nken, guten Leuten und nat\u00fcrlich viel Diskussion\/Theorie. Wenn Sie noch nie zuvor in einem Bar Citizen waren, empfehlen wir Ihnen dringend, nachzusehen, ob es in Ihrer N\u00e4he einen gibt! Tolle Arbeit, Leute!\n\nAn der Front des Community Hubs sehen wir weiterhin unglaubliche Inhalte flie\u00dfen! Terallian entwickelt seine Star Citizen-Kinovideos weiter, die wir alle gerne sehen. Dieser Typ fing erst vor 2 Monaten an, die Cryengine zu lernen, und jedes Video, das er ver\u00f6ffentlicht, wird einfach immer besser! Simoniac und Octacube zogen alle Register, indem sie seine USUK Hauling Interactive Starmap ver\u00f6ffentlichten, die uns alle in Ehrfurcht versetzte! Wenn du diese Sache nicht gesehen hast, musst du aufh\u00f6ren, was du tust, und so schnell wie m\u00f6glich auf den Community Hub springen! Fantastische Arbeit Simoniac!\n\nDiese Community ist vollgepackt mit talentierten K\u00fcnstlern aller Art, und wir freuen uns darauf, zu sehen, was ihr alle im Monat Juli macht!\n\nVorausschauend\nWas kommt nach Alpha 2.4? Alpha 2.5, nat\u00fcrlich! 2.5 wird einen wichtigen Punkt von Interesse f\u00fcr das Kreuzfahrergebiet hinzuf\u00fcgen: die GrimHex Piratenbasis. W\u00e4hrend wir unseren Ruf und unser Fraktionssystem weiterentwickeln, brauchen wir einen Ort, an dem Piraten ihr Zuhause nennen k\u00f6nnen, anstatt alle auf Port Olisar zusammenzubringen. Deshalb haben wir eine sehr coole Station mit einigen aufregenden Funktionen gebaut, die du genie\u00dfen wirst. 2.5 wird auch den fliegenden Relianten und eine Reihe weiterer Updates enthalten, die wir in den kommenden Wochen diskutieren werden.\n\nAuch f\u00fcr die Gamescom ist es mit voller Kraft voraus! Cloud Imperium wird mit einem Stand auf der Ausstellungsfl\u00e4che vertreten sein, um Star Citizen zu pr\u00e4sentieren, und es wird mehrere M\u00f6glichkeiten geben, das Team au\u00dferhalb der Convention zu treffen. Erwarten Sie weitere Details, bevor der n\u00e4chste Monatsbericht f\u00e4llig wird!","zh_CN":"Greetings Citizens!\n\nWelcome to the June 2016 monthly report! June was a most excellent month for Star Citizen, with the release of Star Citizen Alpha 2.4.0 and the 2.4.1 followup patch. 2.4 added a number of forward-facing elements to the game, including shopping and our first large flyable ship (the Starfarer)\u2026 but it was even more important \u2018under the hood\u2019 as it introduced persistence to Star Citizen! Persistence is essential to making a constantly-evolving multiplayer world, and there\u2019s a lot for us to build on in future patches.\n\nWe also launched the Drake Dragonfly this month, our so-called \u2018space motorcycle\u2019 and the community responded with excitement! These cool, little ships are going to be so much fun to play, we\u2019re eager to see them running around Port Olisar (and then across the surface of our planets!)\n\nWe hope you\u2019re enjoying your time in Crusader, and we appreciate the incredible effort the community has put into helping test these game builds. With a game as complex as Star Citizen, intended to be played by pilots around the world, there\u2019s so much in the way of architecture and systems that needs thorough testing in the real world\u2026 so the thousands upon thousands of players who\u2019ve submitted bug reports are truly appreciated. Here\u2019s the monthly report:\n\nGo West, Young Citizen\n\nSummer is finally come and the heat is on; not just in Los Angeles but in the \u2018Verse as well. We are already half way through 2016 and just like the changing of the seasons, there has been quite a bit of change in Star Citizen. So let us take a gander at what the Los Angeles office has been up to for the month of June.\n\n\nEngineering\nFor the Los Angeles Engineering team, the ItemSystem has been the number one priority across the team. However, over the course of any software development, bugs arise and decisions need to be made whether and when to divert resources to address them. Working on Star Citizen is no different. The Engineering team did get a boost in headcount with the addition of Steven Humphreys, an engineer from the UK office who has transferred to Los Angeles.\n\nLead Paul Reindell has always led by example. Not only is he involved with programming the game, he finds time to conduct interviews, training and mentoring the Engineering team\u2019s newest members, and still is able to fix and close out multiple game bugs. That leadership is reflected in how industrious the Engineering team is.\n\nAriel Xu over the past few months has been steadily working on developing the PortEditor tool which drastically assists with how designers edit content by allowing dynamic adding\/editing of the contents of the Port. Previously, it was necessary to edit the asset offline and reload it manually into the editor for every change. It\u2019s easy to take something like that for granted by expecting that it should exist, but remember \u2013 tools don\u2019t build themselves! Engineers Chad McKinney and Patrick Mathieu have completed major steps in improving the Use\/Interaction system of Star Citizen.\n\nChad Zamzow\u2019s focus includes implementing revised, component-specific IR\/EM signatures, cooling systems, and shield emitter changes. While Mark Abent has been implementing features for the power plants, ship seat interactions, and also spent a large amount of time fixing bugs for the 2.4.0 release.\n\n\nTech Design\nThe Tech Design team is where many of the cool features you see in-game are fleshed out and implemented after the Engineering team has created the code and Art the assets. Being a part of the Tech Design team is more than just coming up with brand new ideas to implement in the game. The technical aspect is being able to understand the tools and capabilities of the game engine and being able to design features while remaining within the boundaries of what the tools are capable of. This is what makes our Tech Design team incredibly valuable to the development of Star Citizen. With that in mind, let\u2019s take a look at what the Los Angeles Tech Design team has been up to in the month of June.\n\nStarting with Tech Design Lead Kirk Tome, the number of tasks and bugs he has closed out is on the right side of hilarious. A total of 28 bugs and tasks have been resolved this month by Kirk alone of all shapes, sizes and durations. Many of the features completed this month are fundamental design tasks such as updating new information regarding the Cooling\/Heat functionality of ships, balancing such as increasing the fuel tank size for the Xi\u2019An Khartu-al, and fixing clipping or collision issues with the Mustang Delta and Drake Cutlass. This is on top of running the Los Angeles Tech Design team!\n\nCalix Reneau\u2019s focus has largely been on the Caterpillar and its various features that will expand Star Citizen\u2019s repertoire of things you will be able to do in-game. The ship\u2019s functional Tractor Beam installation, a new game mechanic, is one such feature of the Caterpillar and Calix has completed the design aspect of not just the Tractor Beam itself but also how the control terminals function. These are major milestones for in-game functionality and for the Caterpillar.\n\nMatt Sherman\u2019s tasks and bugs have largely surrounded the MISC Reliant. The final tech design for the Reliant has been completed along with multiple bugfixes which brings it one more step towards being available for players to enjoy.\n\nOur newest Tech Designer, Stephen Hosmer, has already jumped in feet first and has closed out 33 bugs and tasks so let\u2019s give a round of applause for the LA Tech Design team\u2019s new guy. The majority of tasks completed by Stephen are adding new functionalities to Dataforge such as adding in tooltips that appear when performing a mouse-over of column headings and being able to mass edit cells. Ship-wise, Stephen has fixed issues on a bit of everything ranging from the Gladiator, Vanguard, Cutlass, Constellation Andromeda, and the Sabre just to name a few.\n\n\nArt\nWith 2.4.0 out the door, the Art team has been continuing its focus on even more new clothing, polishing up some of the new animations you\u2019ve seen in our recent video content and character fidelity, and hammering out the ships they have been working on for the past couple months.\n\nStarting with Forrest Stephan, 2.5.0 clothing support for the Character Team has been one of his top priorities along with helping the Character Team with support for Squadron 42. The LA Concept Art team has also been hard at work creating beautiful examples for the art team to render into 3D. Gurmukh Bhasin has been working on Space Station stylization\/looks while Justin Wentz has been fine tuning and revising Caterpillar concept pieces. Fashionistas Jeremiah Lee and Cheyne Hessler have been hard at work on the clothing as well. Jeremiah has been drawing up designs for the Odin Munitions Corp uniform while Cheyne is working on shirt color variants and tons of other clothing assets.\n\nOmar Aweidah has completed creating pristine materials for the Light Armor phase 1 and has moved on to the Medium Marine Armor. James Ku has been mentoring our artists and upping their game while working on creating asset geometry for the female model and in-game heads.\n\nOn the ship-side, there has been a lot of work on the Drake Caterpillar continuing through the month of June into July. Elwin Bachiller and Daniel Kamentsky have completed the interior, working on the Engineering Engine Room and Cargo Module respectively.\n\n\nAnimation\nFor Ship Animation, we are receiving back the motion capture animation for Imaginarium for the improved and quicker ship entry and exit animation that many of you have been hoping for, and the Austin Studio is hard at work adapting them ship-by-ship. On the PU side, our team is working on life animations for the PU and for Squadron 42, working with Design to get workzones, mess halls, nightclub and bars, medical and all manner of world life animations into the game.\n\nOn the FPS side, the team is working on finalizing the feel of the gameplay for the base stocked weapon (rifles, shotguns, etc.) and pistol animations and also working on animations for a railgun. We are also working on the cover system, assuring that the distances for Players leaving cover is consistent and readable and also increasing the degree of visual feedback for when the Player is in the cover state. We are also working on updating and improving the jump mechanics and animations as well as committed a hip direction switch that happens when you are with no weapon- your hips will flip naturally to the direction you are going with no weapon, but stay in the right facing when using a stocked weapon.\n\n\nGlobal Technical Content\nAs usual, the Global Tech Content team has been busy at work on a large range of features. Starting with their fearless leader, Sean Tracy, the armor and loadouts have been converted to use the new item system and Sean has now moved on to working on the Helmet 2.0 setup all while planning and scheduling tasks for the Tech Content team. He\u2019s quite the busy guy!\n\nThe Radical Rigging Roughnecks, John Riggs and Gaige Hallman, each have had their hands full with various tasks. John has been working on the Male Navy Medical Doctor asset rigging and has started reviewing PU clothing, while Gaige has been creating the female clothing volumes and is doing R&D on standardizing neck sizes.\n\nMark McCall has completed work on creating character archetypes for Squadron 42 along with male Shubin miner uniform animation while Matt Intrieri has been hammering out too many bugs to list but has emphasized his work has touched on lighting, LODs, VFX, and is now working on fixing damage issues on the Drake Cutlass.\n\nAssociate Tech Artist Patrick Salerno has also been face down doing bug fixes that the QA team finds and has been primarily focused on missing asset issues and fixing bugs that occur when developers use the editing tools we have.\n\nFinally, one of our newest to join the Tech Content team, Erik Link has completed a tech implementation pass for inspecting weapons as well as implementing assets in the game through Mannequin.\n\n\n\nQuality Assurance\nThe Los Angeles QA team spent the majority of June, along with the Austin QA team, working on 2.4 and then prepping things for 2.5. LA QA Lead Vincent Sinatra led the Quality Assurance team in taking a preliminary look at procedural planets and are very excited with the progress we are seeing. On the bug front, our primary focus was on hammering away at the shield system for ships though we also took a pass at testing the Mustang, along with a review of the Reliant by taking preliminary flight tests in order to move it towards getting it flight-ready.\n\nWith Vince at the helm, our QA testers have had quite a bit on their plate. Colby Schneider has done quite a bit of exploratory testing in examining persistence in the PU as well as taking early swings at the procedural generation for planetary exploration. Colby has also performed some very preliminary testing of the Dragonfly and the Reliant but both craft are still in not quite ready for public deployment.\n\nEric Pietro\u2019s focus has been on the 2.4.1 patch being pushed out to the PTU by the time this report goes live, with primary emphasis on looking at network stability and in-game performance. Eric has been in constant communication with the deployment teams to monitor and test implemented changes in the PU. Apart from that, Eric has also been tasked at looking into EVA physics, keyboard\/controller functionality, and in-game animations. QA testers actually do quite a lot on a day to day basis!\n\n\nConclusion\nLike every month preceding it, June has been productive. New ship developments, new in-game assets, new art pieces, a new format for Around the Verse, and new faces. We are definitely not idle in the studio and we hope these updates give you a glimpse of what goes on in the LA office, so thank you for joining us this month and allowing us to share what we\u2019ve been up to.\n\nSo, here\u2019s to a sweltering July\u2026\n\nTexas Sized Game Dev\n\nJune was a busy month in the Austin studio with multiple teams burning the midnight oil, working hard, and making lots of progress. We tested the many progressive iterations of 2.4.0 and published this to the Live server! This represents a big milestone for the Austin team since this is the first public version with Persistence and sets the stage for many additional persistent features yet to come. Our team is growing on many fronts with new QA, DevOps and Game Support team members starting this month. Many new faces and fresh perspectives who have all hit the ground running in their respective disciplines!\n\n\nAustin Development\nThe month of June certainly was a busy one! The dev team here in Austin has had their hands in several areas of the project like always, and worked diligently to support the release of SC Alpha 2.4.0 where needed.\n\nThe Backend Services Team reached a MAJOR milestone this month with the release of Persistence in 2.4.0. Jason Ely, Tom Sawyer, and Ian Guthrie have all but tied a neat little bow on this major feature that is crucial to any MMO. With persistence comes a broadened way of approaching the game development of Star Citizen, and it\u2019s a welcome challenge for our team. Since the release of Persistence Jason, Tom, and Ian have been cleaning up and knocking out the edge cases that were causing issues on the Live environment. There were some crashes that cropped up with the persistence cache that have since been resolved and subsequently released with the 2.4.1 patch.\n\nThe Design Team in Austin is looking farther out to future releases now that 2.4.0 has gone Live. Another major feature of 2.4.0 that was run out of Austin was Shopping. Lead Designer Rob Reininger and his team have since turned their attention to further fleshing out the Shopping design, adding elements for Purchasing via Kiosk, Selling, Commodities, and Remote Storage to their to-do list. We\u2019ve touched on all of these features this month, however our primary focus right now is iterating on feedback for Purchasing via Kiosk that we\u2019ve received from CR. We want to get this functionality online soon so that we can add some new shops and inventory to the game, including Dumper\u2019s Depot and its inventory of ship components and weapons. Design intern Robert Gaither has been playing around with a program called Axure that helps us visualize how the user experience will work with the Purchase Kiosk. We\u2019re hoping to have our next iteration in front of CR for approval and signoff soon.\n\nOur Ship Artists have been plugging away at their tasks for the Hornet F7A and the Herald. Both of those ships are in \u201cFinal Art\u201d phases and the guys are going above and beyond to hit their deadlines.\n\nEmre Switzer, Lighting Artist in Austin, has been working with the UK to wrap up an initial lighting pass on a new space station called GRIMHex. This environment is looking absolutely amazing and its thanks in no small part to Emre\u2019s superb lighting skills.\n\nOur Animation Team has shifted gears slightly this month. We\u2019ve been getting data back from Imaginarium that Jay Brushwood helped run last month, and our Ship Animation Team has started reviewing this data and getting it into game. We\u2019re getting data back for brand new ship enter\/exit animations, and we\u2019ll be using this data to reauthorize our ship animations to account for varying enter\/exit speeds. We\u2019re tracking well on the Hornet and Super Hornet right now, so look for speedier enter\/exit animations on those ships soon!\n\nOur PU Animation Team has altered course by request of Design to try and get some specific animation sets in game to be used with Subsumption, our peaceful NPC AI system. We\u2019re going back and polishing animations for sitting on couches, leaning against walls, interacting with terminals, inspecting weapons, standing idles, and much more. With the aid of Erik Link, our new Tech Animator in our LA studio, we\u2019re able to get these animations into game post-haste so that Design can start hooking these animations up for NPC\u2019s to utilize! In addition to this, Lead Animator Bryan Brewer has been busy nailing down interaction metrics for several of our animation sets, including Sitting on Couches, Getting into Bed, Gripping Tools\/Handles, Sitting\/Standing Console Interactions, and the Bar Scene. These metrics will make it much easier to standardize how NPC\u2019s interact with what we call \u201cUsables\u201d, which are items\/props that characters can interact with in the scene.\n\n\nQA\nAustin QA was extremely busy through June with a big focus on 2.4.0 and 2.4.1, with us providing support for 11 PTU pushes and 2 Live pushes over the course of the month. This included everything from build testing, patch notes, databases checks build to build, as well as post-deployment support.\n\nPersistence testing was a major focus item for our team throughout the month as we worked closely with our engineering team to overcome the remaining hurdles for 2.4.0, acting as a point of contact both for network engineers as well as our platform team to ensure everything was functioning normally. Major kudos go out to both Jeff Daily for his tireless work testing, documenting and supporting the platform team and Bryce Benton for taking on investigating emergent database and back-end issues.\n\nWe conducted a number of stress-tests with our PTU play testers, and started a new round of regular global performance captures with the entire QA department. Across the latter half of June, QA switched gears toward getting our development stream stabilized for 2.5.0 and providing ongoing support toward our 2.4.1 patch.\n\nSeveral members of the Austin team were pulled into testing several new web and launcher security features for our site alongside Turbulent. We used this time to provide information on the functionality of the new security features, and provide recommendations to the Game and Customer support teams for supporting them. Special thanks to Scott McCrea and Brandon Crocker in particular for their tireless work testing and breaking the new security tools!\n\nOtherwise we\u2019ve been making major efforts to get ahead before our next big push, with the team as a whole concentrating to clear out a significant portion of our JIRA ticket backlog.\n\nMarissa Meissner and Andrew Hesse have been focusing on laying down foundational work for QA over the next several months, including updated test plans, further training new hires and ensuring that new tools and procedures are documented for the global QA team. To round out our month, we also welcomed a new QA hire to our team this month, Michael Blackard and promoted Andrew Rexroth to QA Specialist!\n\n\nGame Support\nJune was an amazing month for the Game Support Team!\n\nWe were all hands on deck early in the month for 2.4.0, whether it was testing on PTU, publishing to Live, or triaging the one-off issues afterwards. Game Support worked closely with QA, DevOps, and Production to run daily builds and tests with Evocati and 1st Wave PTU testers until we rolled out to Live, then we worked to track down issues related to Persistence into 2.4.1.\n\nOn many levels, 2.4.0 has been our biggest launch ever considering the amount of infrastructure changes on top of game content updates. With the advent of Persistence, we had to account for all of the scenarios in which a player would buy, use, equip, transfer, or destroy items, all the while making sure the platform, the game server, and the client are in sync with each other. As we progressed through the month, we continued to isolate and fix specific one-off situations that needed particular investigation, and we appreciate everyone\u2019s patience as we troubleshot our Persistence related bugs.\n\nAs we\u2019ve stated before, we\u2019d not be able to do this as quickly without the immense help of our volunteers. Thank you Avocados and PTU testers\u2026 the BDSSE is one step closer because of your gracious help and tireless efforts.\n\nOn that note, as a reminder for those wanting to participate in Evocati or PTU: It\u2019s possible to be added by being an active and helpful member of the Issue Council. We\u2019ll be adding to both Evocati and PTU ranks later this summer, so jump on in!\n\nhttps:\/\/robertsspaceindustries.com\/community\/issue-council\n\nInternally, we\u2019ve refined and updated some of our publish processes to streamline the way we get a build out. While these are largely invisible to you, the result for you should be less downtime, fewer mistakes, and increased communication.\n\nWe\u2019ve also been finalizing some of the work related to Multi-Factor Authentication, both in terms of the user experience and the processes we\u2019ll use to support it. Security of your account is of paramount importance to us here at CIG, and we very much look forward to rolling MFA out to the public later in July.\n\nLastly, we\u2019re excited to grow by one here in Austin, Texas as one of the original Star Citizen backers, Eric \u201cProxus\u201d Green, has joined us here in Game Support. We\u2019re thrilled he\u2019s onboard, and you\u2019ll be hearing more from him next month!\n\n\nIT\/Operations\nJune brought us some exciting new developments in our patch reduction size project. When we started this massive overhaul we knew the project was going to be big incorporating several teams working together. We also knew that we\u2019d uncover numerous hidden land mines along with hopefully a few little gems. This month we continued work on some of our internal delivery tools. As planned we will be rolling out the new patching mechanisms to QA and the developers to work out the kinks prior to working the new system in to our new public launcher. We did run in to some challenges this month on some of our core technology but we were able to quickly work past these problems and in the process we\u2019ve designed an even better internal delivery approach. We still need testing to prove the new findings but it\u2019s beginning to look like we may now be able to reduce our own storage footprint for all these builds which is something quite significant considering we\u2019re currently producing 36-40 TB of build assets per month.\n\nThis month our LA studio got some core networking upgrades. As the LA QA team expanded, we saw exponential growth in network traffic per day due to the amount of builds they\u2019re transferring across the network to each of their multiple testing systems. At the same time we upgraded the build storage as well which provided a major increase in build delivery performance to the entire LA studio. It\u2019s pretty gratifying to see the teams receiving their builds faster than expected and we can\u2019t wait to start rolling out some of this patch reduction technology so we can start seeing internal teams patching builds rather than copying multiple full builds per day.\n\n\nLiveOps\/DevOps\nWe deployed 12 publishes to PTU and two Publishes to Live this month. The addition of persistence has added more complexity to our publish process but the team is keeping up with the game dev schedule while writing optimizations to our publish orchestration system. This behind the scenes work is hard to see in the game but the near zero down time publishes and the high rate of PTU and QA publishes we can achieve makes it highly gratifying work that the entire team has been able to engage in.\n\nAhmed has been busy gathering and analyzing data gathered from the servers and managed to make an appearance on Reverse the Verse \u2013 June Subscriber Edition (embedded below.) In this interview he answered a number of questions about the servers and publishing. He even drew up a chart explaining how our game servers and the multiple services work from a high level starting from the build system all the way out to the final game publish.\n\nWork has continued on build system optimization this month with our goals shifting slightly from build performance to build stability. We saw major improvements in stability as a result and still managed to pull out some minor gains in performance. As previously reported, this is an area where we will continue to focus as build iteration is a top priority for a development effort our size.\n\n#SquadronGoals\n\nHello Citizens! Another good month in Manchester. We\u2019re quite pleased to have Alpha 2.4 in Citizens\u2019 hands, and we\u2019re eager for you to see some of the other content we\u2019ve been working on. Here\u2019s June!\n\n\nConcept Art\nThe concept team is growing, we have secured two new artists to join the team, one will be taking on the mushrooming list of props and the second chap will be tackling environments plus anything else we can throw at him :)\n\nAs most of you will know the Drake Dragonfly went out the door for its concept sale, all I want to do now is put the whole team on making the other manufacturers versions but that\u2019s just my own wish and I hand on heart have no idea what the plans are for more (no really I don\u2019t!).\n\nGav Rothery has just wrapped up a new ship that I think looks pretty awesome and we\u2019re now focusing back on solving some Klaus and Werner FPS weapon designs and fleshing out the family (in addition to some work on the new corvette!)\n\nA new small vehicle has also been worked up and passed straight to the production team \u2013 hmm I wonder when that\u2019ll come out??..Ship items and props are ripping along and the whole universe feels like it\u2019s starting to be more cohesive which can only be a good thing.\n\nAlso taking some time to work with Justin in LA and solve some areas of the Caterpillar that needed another round of attention and love \u2013 don\u2019t worry owners, it\u2019s mainly some shape language work to the command module and Turret \u2013 looks good, but then I\u2019m biased!\n\nNext month we\u2019ll be addressing ship weapons and how to make more from less \u2013 watch this space.\n\n\nEnvironment Team\nThe environment team has been working on many different tasks this month. As always the main production focus is on a sq42 level, and now we\u2019ve started to move into the Final Art phase for most of the Shubin interior levels too. We are hardening up the Levski landing zone environment and bedding it into the procedural tech \u2013 feels really cool flying from space and onto a planet! Our lighting team has been blocking in some visual target areas for GrimHEX, this environment is shaping up and have a really good flavour to it. There is a demo coming up and we\u2019re well on the way making sure we\u2019re going to show you something special.\n\n\nProps\nAs mentioned last month we have been on the final push for this batch of ship items. Shields, Coolers, Power Plants and Quantum drives are on their final art pass and we are just finishing up the last few Avionics modules, this should be complete within the next sprint (possible two\u2026) and that closes off the first round of ship components.\n\nWe\u2019ve had 3 new artists start in June so it\u2019s been a busy few weeks but it is really going to help with supporting all the different areas of the game that require props and ship items.\n\nWork has also progressed with the useable items which allow our players and AI to be able to fully interact with the props and environments, it\u2019s a collaboration between the animation, design and props teams and will add that layer of natural interaction that will help to fully immerse the player in the game world.\n\nWith the amazing new procedural tech coming online we are looking at what we need to do to really push the visuals and work out what technical limitations we will need to accommodate when we ramp up resources for the feature.\n\nLooking forward we are moving some of the team onto the smaller vehicle components to support the release of the Drake Dragonfly and pushing forward with the other ship item types while the rest of the team continue ploughing through our Squadron 42 prop list and as always do our best to squash any bugs with our live releases.\n\nAll in all, it has been a busy but productive month\u2026 and next month will be more of the same!\n\n\nSpaceships\nWith another exciting month having gone by, the ship team in the UK has been plenty busy. We have made substantial progress on the Bengal with the main hangar, hangar lift wrapping up shortly along with the interior and exterior bridge of the ship. Idris interior does not have many more rooms left to do, with the team now focusing on some final polish before moving on to lighting and exterior damage.\n\nEvery improvement we make on the Idris will directly benefit the Javelin, one of the many benefits of using the manufacturer set to keep pushing the quality bar. Speaking of the Javelin, a lot of time has been spent finding the right look and feel for the hangar which is needed in both Squadron 42 and when it goes live in the PU. So capital ship progress is coming along great!\n\nWhat about the other ships you ask? Well, we are happy to report that the Argo is wrapping up this week where we are left to hand it over to remaining disciplines and ensure it has everything it needs in order to go out to all of you! Several improvements have been made to the pod since it was last shown so keep a look out! We have also started production on both the Dragonfly and another vehicle, something we are all very excited for as it presents new challenges for us to tackle. The Dragonfly will be finishing its whitebox phase this week. Lastly, we are doing a lot of work to make sure the Vanduul ships look great, the UK team are focusing on the Driller (a carrier) at the moment. Every lesson learned here will allow us to share procedures and techniques across the entire Vanduul fleet!\n\n\nGraphics\nThis month the graphics team have primarily been focussing on fixing bugs for the next release, and continuing with several major refactors to the underlying renderer code to pave the way for future features (e.g. improved transparency sorting & phasing out of DirectX 9 style code to help move to newer graphics APIs).\n\nThe gas cloud tech is also undergoing a major change to make use of a \u2018bricked\u2019 voxel format which allows increased detail in just the areas we need it. This is crucial for achieving details on very large gas clouds that would otherwise require a prohibitive amount of memory. The brick format should also allow us to make a number of optimisations where we can perform fewer calculations on large open areas.\n\nThe work on the improved HDR effects is continuing with upgrades to the exposure control system, but we\u2019re excited that the new physically based bloom and lens flares have been enabled in the main development branch meaning this will be part of the next release to the backers. The new optical effects are faster than the previous effects, look much better, and crucially allow art to globally change the appearance of these affects with just a few button presses rather than having to tweak hundreds of individual flares. This is because the new flares are created in screen-space rather than being hand placed, and as a result we get flares off reflections too (e.g. when the sun reflects of the very shiny Starfarer).\n\n\nAnimation\nThis month we\u2019ve been focusing in on the core FPS elements of the game. A new jump mechanic is being worked out, as well as testing stocked cover and blind fire and making tweaks where necessary to keep first and third person working well together. New pistol and stocked reload animations have been worked on to give a bit more weight and feel to reloading the weapons. We\u2019ve been involved in testing the new camera and eye stabilisation and working our way through as many assets as possible to give a nice solid core feeling to the fps portion of the game. Selecting and deselecting weapons has been given another pass, working with tech animation we\u2019re very hopeful to get a more polished 1P and 3P system online very soon. We\u2019re excited with the progress even if there is still a lot more to come.\n\n\nEngineering\nAlways seems to be a busy month getting a new release out, this time 2.4.0. As mentioned previously this was a large release for us because it\u2019s the first time we\u2019ve effected persistence in this production environment, and it changed the way a lot of systems worked, which in the long run is a very good thing but it was a major piece of engineering with a great deal of complexity.\n\nMoving on from that we\u2019ve been aware for a long time that some pretty hefty enhancements to CryNetwork would be required for a project of this scale, and getting 2.4.0 out really just re-emphasised this. CryNetwork was really starting to creak under the demands we\u2019re making of it. We\u2019re now chomping at the bit to start making a sustained effort on developing the new technology we\u2019ve been designing on paper and proving it in the codebase. One such technology is the Global Serialized Variables which are designed to make the gameplay programmers\u2019 lives easier and help optimise the network bandwidth. Previously when we were using \u201caspects\u201d it is up to the gameplay programmer to decide what information needed to be sent over the network and then also to deal with both writing that information out on one end and reading it back in again at the other. This was always prone to mistakes in transmission because of the nature of network latency, which is unfortunately never really under your control. If you don\u2019t receive, read, and parse the data in exactly the same manner you wrote it out you end up with a disconnection, which can prove more fiddly than you\u2019d imagine. It was also very inefficient as if even one bit of data got changed the whole aspect block would have to get sent. The serialized variables takes all that away, the programmer just marks which variables they want to replicate to the server\/clients and then the underlying system can just detect which have changed since the last time they were sent, and which haven\u2019t, and takes care of the rest in a nice and efficient manner.\n\nWe\u2019ve also been having problems with the underlying message queue which, although it would send packets through reliably, they wouldn\u2019t necessarily come through in the correct order, and so you end up with a lot of code having to untangle that. Issues caused by this are very hard to track down and fix, especially within the real-time requirements of a multiplayer game, as by their nature they are completely random and the fixes tend to be horrible and nasty. We\u2019re completely rewriting this message queue and it is going to be designed to better enforce the ordering and transmission of packets. This means we can make certain assumptions which will help clean up the codebase, for example if you get a message telling a player to respawn you know that the message killing them in the first place has already arrived and been processed. If there are any logicians out there in the audience, you\u2019d love this stuff.\n\nOtherwise gameplay progress has been ticking over nicely on all the usual aspects of the game.\n\n\nAudio\nHello all! June was another busy month for CIG Audio. Here\u2019s a breakdown of what people have been up to.\n\nSam Hall was mainly working on getting the dynamic bank loading to work as it should. As it stands, work is 99% complete, but we still need to deal with bank loading synchronisation before we can go live with it \u2013 this is to ensure sounds play on cue first time, every time.\n\nSam has also been optimising the Editor\u2019s audio plugin start-up time to help with productivity. It now saves up to ten seconds every time the Editor starts up. Though this may seem inconsequential in the context of a single instance, all these periods waiting add up! (Think about how much time you\u2019d lose in your own life if you had to wait at least ten seconds every time you opened your email or a Word document) Sam\u2019s also currently working on improving the audio playback with the animation tool, Mannequin.\n\nGraham Phillipson has been refactoring and refining the code to better support reverbs and weapon tails, to make transition between areas smoother and more \u201crealistic\u201d. Added more options to audio mark-up for how audio triggers begin. At the start of the month he got the prototype together for in-game VOIP which has wide-ranging implications for the persistent universe.\n\nDarren Lambourne has been undertaking general maintenance of ship audio (improving sync on anims, bug fixing). Establish the audio structure (geometry and Wwise side) for the playable Idris, and working on designing the \u2018tone\u2019 and first pass implementation of the Idris ambiences.\n\nLuke Hatton has been working on new explosion sounds so that smaller ship sizes (Hornet, Xian Scout, M50) aren\u2019t quite as overbearing as the larger ones. He\u2019s also been working on more pass-bys for the likes of the Origin M50; he\u2019s currently looking at the pass-bys for the Starfarer, which require a different style because of the sheer size of the ship.\n\nStefan Rutherford has been continuing work on the GrimHex map, putting down the foundations there for ambience. We\u2019ve changed our process quite a lot where ambience is concerned; this is a lot more spatialized these days rather than made up of \u20182D\u2019 beds\/backgrounds so that the audio is far more compatible with head-tracking based audio rendering (i.e. VR) and also offers more momentary variation and interest. Otherwise he\u2019s been revising and improving upon the FPS weapons.\n\nRoss Tregenza has been primarily designing a system that will play cool cinematic music in a self-managing and context sensitive way throughout the Persistent Universe. He\u2019s been working with Pedro Macedo Camacho to get the new music in place and fine tune the system \u2013 it\u2019s already sounding awesome. The dynamic music system is also starting to make its way into Squadron 42, where it\u2019ll be used in tandem with bespoke set piece music for the most dramatic moments of the game. He\u2019s been working with Geoff Zanelli on that content \u2013 again, already sounding fantastic, even in its early days.\n\nRoss has also been working on ambient sound for a variety of locations across Squadron 42, and keeping the audio guys informed of any S42 based developments, as well as assisting the dialogue guys when possible to help progress the battle-chatter systems.\n\nSimon Price has been improving scalability of the dialogue pipeline, migrating Ship Computer dialogue over to the communication system ahead of a refactor\/standardisation. Also generally porting dialogue to use the CommunicationSystem to give designers more control.\n\nBob Rissolo \u2013 lot of prep and preproduction work for S42 shoots, combined with editing dialogue for cinematics, making progress on the pipeline tools and tech with Simon.\n\nPhil Smallwood has been riding shotgun with Bob recently so as to assist him on S42 shoot dialogue capture duties, and undertaking some dialogue edit work too.\n\nMatteo Cerquone started taking ownership of various sub-systems such as physics, character Foley, as well as assisting Ross with S42 sound design.\n\nEwan Brown has been implementing support for multi-positional sounds within the game editor, which is a neat optimisation that reduces the number of voices for a given sound, even if it\u2019s assigned to play from multiple positions. He\u2019s also been working on low level audio synchronisation and various Mannequin tool improvements.\n\nLast (but not least), Jason Cobb has been hard at work at a whole list of tasks! He\u2019s been developing audio build validation scripts, fixing voice leaks, documenting test cases for Flowgraph audio trigger fixes and more\u2026 real nitty gritty stuff that will make Star Citizen all the more immersive from an audio persiectve! He\u2019s about 90% complete an area-based mix state mark-up for multicrew ships, and he has been investigating the same for single-seat ships.\n\n\nVFX\nAs has been the case company-wide this past month, the VFX team has dedicated a significant amount of time focusing on asset clean-up. Specifically in our case, we have been making sure none of our particle libraries are referencing missing textures, materials, custom lens flares or objects. These are the sort of tasks no one looks forward to, but there is something quite satisfying about whittling your way down a long error log list! Caleb in Frankfurt has been working hard on this, so no doubt he will elaborate on this process.\n\nAs well as this, we have been performing other general maintenance tasks such as converting various assets \u2013 smoke, fire and explosions in particular \u2013 over to the new heat map\/gradient tech we now have in place. This is an ongoing process, as there are loads of legacy assets we want to convert in order to take advantage of the new tech.\n\nSpeaking of which, the new heat maps and gradients tie in beautifully with the optical bloom and flares that you will hopefully see in the next live release, as well as the tiled particle lighting we mentioned briefly in last month\u2019s report. It\u2019s been a long process getting all this tech to come together, but we feel confident that in the long run you will see a big step up in the quality of our effects!\n\nIn terms of new content, more work has been done on weapon impact effect variants, a polish pass on a new laser cannon, and an environment VFX pass for a new PU location. Finally, we have done an effects pass for flight-ready Reliant.\n\nAs always, busy busy busy!\n\n\nDesign\nIt\u2019s been a busy June in the design department here in the UK. The Live team have grown to 4 full time designers and will be 5 in mid-July. I don\u2019t want to spoil anything so I will just say that they are all working flat out working on expanding the content for the 2.7 Live release for the Stanton System. There is a lot of cool stuff going into that release on the systems side that we are excited to get out into the community, such as the new landing and take-off work that is being implemented by Craig. As of me writing this it is all using placeholder (programmer art), but are hopeful that Zane and crew will be able to take a pass at it before it is released into Live.\n\nThe systems design team have been working on MobiGlas and particularly the StarMap app, which is looking great as a portable version of our favourite web app.\n\nAs you will probably see from other reports we are refactoring the AI system for both combat and interstitials into one system called \u201cSubsumption\u201d that will systemically deal with a huge variety of different AI states. While this has affected some of the progress on a few S42 levels, it is looking hugely encouraging for the levels as a whole, cutting down massively on a lot of complex and sometimes fragile bespoke scripting from design.\n\nThe Tech team are working on the various ships and vehicles and we are hopeful to get the DragonFly, which is feeling very fun and different to what you will be used to, into the live stream soon. We are also almost there with the Argo light utility ship!\n\nThat\u2019s it for now, except to say a big thanks as always for your fantastic support.\n\n\nQA\nUK QA have been very busy over the past month. Our primary focus was getting Alpha 2.4.0 out of the door. This required us to work in sync with our ATX counterparts, as well as the select backers in the Evocati group. As you\u2019re no doubt aware, Alpha 2.4.0 is probably our biggest update since 2.0.0, with the introduction of shopping and persistence to Crusader, as well the Starfarer and Starfarer Gemini, our biggest flyable ships to date!\n\nAlpha 2.4.0 is now in your hands, and has recently been patched up to Alpha 2.4.1 in order to extinguish a nasty infinite loading screen bug and an issue with ship persistence. We have continued to monitor the Live build, gathering feedback from you guys, as well as looking into issues that only seem to arise when the game is out in the wild.\n\nBeyond that, testing on Squadron 42 continues as development ramps up, with our dedicated Squadron 42 testers performing daily smoke tests to help the devs narrow down on persistent issues. Adam Parker, our resident ship expert, has been putting the Reliant and the Argo through their initial paces. Mark Tobin, FPS extraordinaire, has been leading initial group tests on the FPS systems. Mark White, one of our seniors, has been testing additional systems you\u2019ll be hearing about shortly!\n\nWe Create Worlds, Spaceships, Characters, Star Systems\u2026\n\nThe Frankfurt team is running at full capacity, we have 49 desks in the office and just signed our 49th employee. We\u2019re very selective on who we bring in, and have had a large amount of interest on joining from people worldwide. We\u2019re also an extremely diverse group, made up of 13 different nationalities I believe. Luckily we planned ahead and as I previously mentioned we\u2019re expanding our office space. The extension will hold an additional 25 people and will be ready for us on August 1st.\n\nWe\u2019re getting closer to showing off more of our progress, and look forward to getting stuff in your hands. See below for a portion of some of the stuff we covered this month, it\u2019s impossible to put it all, but gives you a sense of some of the larger items.\n\n\nWeapons\nLast month the weapon art team has been hard at work polishing up the existing Behring ship weapons as well as making a new Size 5 variant. On the FPS side we finished the ballistic Smart Ammo and the 1st pass texturing on the Behring P8SC submachine-gun. We\u2019re also in the process of updating the Behring Pro-Line grenades and finished the 1st pass model so it can be rigged, animated and tested.\n\n\nQuality Assurance\nDE QA is happy to welcome Glenn Kneale as the newest member of our team! Glenn joins us from our CIG-UK office in Wilmslow, and he will be our new QA Technical Lead in our Frankfurt office. Glenn started the month by setting new grounds in personal development for the EU QA Technical team. New procedures for reporting have been set in place to ensure all information and progress is shared seamlessly across the UK and DE offices. DE QA also continued to spend the majority of the month of June testing the procedural planet together with support from Mark White in the UK. We also worked together with Marius Airinei to identify and debug a crash on the Crusader public servers. The crash was related to missiles being fired at other ships, and the reproduction rate is painfully low. We managed to repro the crash on the 2nd day of testing, and we were able to provide Marius with the information he needed to work toward a solid solution. Chris Speak has also been helping Ivo Herzeg by creating physics test maps, which Ivo is using to test both physics enabled character ragdolling and physicalized objects such as bottles, chairs, and other in-game props (see image above). The next few months will be focused on ramping up our testing for Gamescom 2016 together with UKQA and ATXQA, and we cannot wait to share what we will be testing \u2013 it is truly something to look forward to!\n\n\nCutscenes\nThe cutscene team spent the beginning of the month prepping material for a new Mocap shoot. A few key members headed to the UK the last week of June, and will return to Germany in a few weeks when the shoot is over. This is the last fully scheduled shoot for Squadron 42, with the possibility to return for a pickup shoot if needed. The Animators on the team also spent some time this month supporting the in-game animation team, as well as doing some animations to test out NPC head looks.\n\n\nEngine\nThis month Ivo continued to work on smoothing out bits of the animation code, working on head-bobbing, Eye-Stabilization, and Head-stabilization. He\u2019s made great progress and we\u2019ll have something to show off in the very near future. We\u2019ve also made some good leaps on the Procedural Planets and toolset for artist behind it. The tech team is excited to show off what they\u2019ve done, and we\u2019re getting close.\n\nRotating VisAreas: We worked on support for Rotating VisAreas. A VisArea can be thought of as a room with windows, which allows us to cull away all objects not visible through the windows (classic portal culling). So far VisAreas were 2.5D Shapes (polygons with a height). This was fine for our use cases so far: Regular flat levels like Area18 and Ships, where the VisAreas are part of the local reference frame and hence are still 2.5D, even if the hosting reference frame is rotated\/moved. But now we have planets, and planets are round, which brings a new challenge. To allow us to use VisAreas on planets, we had to implement support for rotation. This was implemented by keeping the 2.5D representation but adjusting all the checks to be in VisAreas space, hence transform each point into the space of the visarea before it is checked. Doing it this way allowed us to keep all current VisAreas setups, and just extend the functionality.\n\nTree-ification of the ZoneSystem: The ZoneSystem was started as a spatial data structure which replaced the octree we used for fast culling for rendering. Such cull operations are mostly \u201clarge\u201d, meaning they tend to cover a large area. Now the ZoneSystem (as planed from the beginning) is being used for more and more systems. Most of those systems tend to do \u201csmall\u201d queries, like finding all objects in a 2m x 2m x 2m box with Tags [x,y,z]. The ZoneSystem is now responsible to find all objects in the whole universe inside this box extremely fast. When we experimented with this, it turned out that some parts of the ZoneSystem still utilized a linear search, and those didn\u2019t scale well in our large universe with such small queries (large ones had enough other cost to not notice those issues). Hence we extended all internal data structures to utilize AABB trees, allowing us to more quickly exclude objects improving the runtime from O(N) to roughly O(Log2(N))). As this was a very complex change, since such tree structures must also be maintained in an efficient manner when some objects move, it took some time. But we are now in the final steps of local testing and so far it looks very promising and to give us the performance benefits we were aiming for.\n\n\nTech Art\nDid a good amount of support to the Engine team on various things such as head stabilization. Also continued to support the weapons team, rigging new weapons as they get completed. Did some weapon select and deselect RND on animation driven IK, with the goal of getting them to look smooth in various frames of the animation while still being as responsive as they need to be. Also continued to address any and all bugs or issues from the global team.\n\n\nAI\nLet\u2019s start this monthly talking about Subsumption and the mission system.\n\nSubsumption has received a lot of attention this month, we first of all worked a lot with Tony Zurovec to introduce several features in the tool, then connect them up into the system code.\n\nWe introduced the concept of tasks with parallel children: when creating a subactivity, we can connect several tasks one to the other to create a chain of operations the NPC will then execute. We can now create archetypes for tasks that can actually serve as fathers of multiple children tasks: they manage the lifetime of the subtasks, how those tasks are executed in parallel with the father, and what to do when the father is interrupted.\n\nIn the picture we can see a node that executes in parallel specific subtasks, and it succeeds as soon as the one child succeeds and it fails as soon as one child fails.\n\nAny node can be setup to have parallel children, but the actual task is totally responsible to define how the execution takes care of the children itself.\n\nWe also developed the concept of Checkpoints and Goto tasks.\n\nA checkpoint is a way to store specific points in the behavior from which it\u2019s safe to restore the execution at a later time. Any time a Checkpoint task is hit, then the system automatically stores that entry into the internal This.Subactivity.Checkpoint that can be then used by the Goto task. This allows us to create jobs that can be interrupted and resumed, we can perform operations in the middle of longer behaviors and resume the old tasks as soon as possible.\n\nWe introduce the functionality to handle specific events in the subactivities directly so that we can decide whether we wait to finish some operations before reacting to some events. We also started to work on the core code for the Subsumption Mission system: missions will sit on top of the normal NPC activities. Game and level designers can create their mission influencing the population of the level, the schedule of the NPCs, setup objectives and a lot of additional things. We hope to show you some screenshots about the mission system soon!\n\nWe\u2019re close to complete the work on the local navigation mesh to allow characters to move inside moving ships, planets, etc. Regarding the spawning system, we moved the definition of the spaceships\u2019 crew into Dataforge so that designers can easily setup this content without manually editing an xml or any configuration file. We also started the work to properly unify the code paths that spawns characters and ships.\n\nRegarding the communication system we\u2019re working close with the audio engineers to support properly external audio files that can be played through WWise, we also developed some new debug draw functionalities to help designers keep track of the dialogues used, the amount of times they are triggered, and so on.\n\nThis month we also worked on the ships behavior to properly support strict limitations on the flying behaviors: boundaries have always been considered as a soft limitation allowing ships to leave the assigned area to enter it back immediately after the restriction was not respected. We introduced improvements to the ships behavior to properly react to the target leaving the restricted area they might be assigned to, we introduced a new \u201cboundary patrol\u201d behavior that will trigger once the target cannot be reached due to \u201cexternal\u201d orders to the running behavior.\n\nAs usual we also continued on improving the stability of the overall AI system and to fix as many bugs as we could!\n\n\nDesign\nOn the System Design side we\u2019ve focused on figuring out how our Vanduul behaviors work, what makes them special and unique compared to fighting against a human opponent. These guys need to offer the players a complete change of combat style where they will have to adapt to a faster paced, more explosive and melee heavy combat compared to their human enemy counterparts.\n\nWe are reworking the way docking in stations will work and all the services that will be available to you and your ship once docked. We\u2019ve seen big problems with players not having enough landing pads so we are designing an automated system that will handle how pads get allocated, how you dock, undock and how your ship is stored once you get out of it. Our main goal is to get players and ships off the docking hangars as quick as possible to free them up for the next player that might want to use it.\n\nWe are starting to design the overarching security and criminality systems that will help us detect wrongdoers and report them to the NPC authorities who will take action. The idea is to, while still being lenient towards a player who merely errs occasionally (i.e. honest mistakes), have the world react in a ruthless way to people who abuse other players or do things that they\u2019re not supposed to. The main goal is to make this part of the world so the NPCs take matters into their own hands based on the local law of the region of space rather than us developers having to police abusers. (Let\u2019s face it \u2013 the devs and game support are always going to be very outnumbered. While we of course care about our players, we can\u2019t personally be everywhere at once, so the system must have some ability to take care of itself)\n\nThe FPS suit is also getting a rework and is heading towards a more modular approach where players will be able to switch components and adjust it to what they need, be it combat or otherwise. At the same time we are looking into developing a new breed of modular deployable gadget that the players can customize as they see fit.\n\nWork on out of combat human behaviors continues and we hope we can show you guys something as soon as the stuff comes online.\n\nLevel Design has finished the design of the lawless base we mentioned in last month\u2019s report, and have been supporting and overseeing the art and design teams who are taking that whitebox design to completion, both at Bhvr and in the UK studio, to communicate the vision and ensure that the core design is preserved throughout the hardening phase. To make sure we could hit the 2.5 release with the lawless base we split it into tiers, which we can focus on one at a time. Expect to see that location evolve in steps over the next few major releases, with new areas opening up and interesting opportunities unlocking as we progress.\n\nWe iterated on the design of Levski (initially based in Nyx) to prepare it to be placed down on the Stanton planet. This involved adding extra hangars for parking, new road access and parking for visitors coming on-foot or driving on the planet surface to the mining base, and adding bedrooms for players to be able to sleep and respawn there. It is now in the artists\u2019 capable hands to bring those additions up to the quality of the rest of Levski, so we can finally enable players to land on a procedural planet and have a first landmark to visit there. These days we\u2019re digging more into modularity for building locations quickly and efficiently, focusing on service stations in particular.\n\nWe have also seen two new LD recruits join our ranks, Ben and Tobias, and focused on on-boarding them: getting them up to speed with the engine, designing practice levels to wrap their heads around the intricacies of Star Citizen and space environments, and generally welcoming them in the family.\n\nNo Time Off For Good Behaviour!\n\nBehaviour Interactive has been busy working on some thrilling content you\u2019ll see in Star Citizen Alpha 2.5. Here\u2019s the rundown:\n\n\nEngineering\nIn June we integrated the last feature missing from the optimized Hologram framework: Render to Target. This should significantly affect ships using on screen Holograms (like the Constellation, Retaliator, Aurora) and enable much better framerate. Not only that but other ships which previously displays empty screens (Vanguard, Sabre, Avenger, \u2026) will now correctly display Holograms.\n\nA lot of polish and bug fixing went into shopping as well. The mobiGlas shopping application will give better feedback on the status of your purchase request. You\u2019ll notice that armor racks will display a full mannequin when trying them on instead of a floating head. All of this and more solid server and client fixes for improved stability.\n\n\nDesign\nThis month was very exciting working on the new outlaw space station. We finished working on the shops, Francois Boucher and Jesse Kalb respectably taking care of the clothing store and the personal weapon store. The artists did a fantastic job working with the tight layouts and they look great. We also worked on future shop locations for this space station and their whiteboxes are well underway.\n\nOverall, we spent a lot of time in the Outlaw space station, fixing collisions issues, setuping gravity, kill triggers, airlocks, spawn room and logic, landing pads and a bunch of other things. I expect us to continue working on that location for a while, adding more and more and keeping it top notch.\n\n\nArt\nThis month we continued working on a map from the previous month, an abandoned imperial asteroid base now occupied by \u201cnew\u201d denizens.\n\nAside from finishing the remaining undefined structures and visuals, we\u2019ve spent a major portion of this month polishing the environment. We took the designer\u2019s vision and added a slice of life to the map.\n\nThe key focus of the polish was story telling. We wanted the environment to give clues on what happened in different sections within the map. The visuals for habitation pods, for example, reflected purposeful rearrangement of furniture and objects after the pods were constructed, as if dweller groups in different pods were trying to differentiate themselves from others, some sort of gang mentality perhaps.\n\nShops, on the other hand, contained objects that showed how the shop keep conducted business, how he went about his daily life outside of the business, and ultimately, how he left his mark in the forgotten stories of the abandoned base as time passed.\n\nPer the same level of detail in other maps we helped create, expect landing pads, hangars, the exteriors\/interiors to be full of its own life and style. We also added a bit more polish on a mining world we previously helped create. Stay tuned.\n\nAtomic Batteries to Power, Turbulent to Speed!\n\nGreetings from sunny Montreal! Here\u2019s what we\u2019ve been up to in the last month:\n\n\nMulti-Factor Authentication (MFA)\nLast month, we completed the QA phase with the help of the CIG team. We are getting ready to launch MFA for the website and game launcher. In the first phase, you will be able to setup MFA with an email address or by installing our mobile app. If you\u2019re new to MFA, don\u2019t worry, we\u2019ve got you covered. There will be a post and tutorial explaining everything, plus a new FAQ page that you can consult at any time. This extra security is optional, but it\u2019s easy to setup and will further protect your information and purchases.\n\n\nCommunication Platform\nInternally, we are releasing a functional version of our new communication platform, which includes chat and the new forum. This will go through internal QA only. In the meantime, we are continuing to work on adding features to the platform, such as bookmarking and search. We are eager to share this new platform with the fans, but we have a ways to go yet. Well worth the wait, we can assure you!\n\n\nGame Launcher\nFor those of you who\u2019ve been following this column regularly, you know that we have been working with CIG on the new version of the game launcher\/patcher. There\u2019s a heavy-duty feature list, and we\u2019ve been listening to CIG\u2019s requests and suggestions. Development continues at a healthy pace, and we\u2019re targeting to release a first version by end of summer.\n\nIf you\u2019re new to this column, the new game launcher will support multiple environments (e.g. PTU, live) and multiple games (e.g. Star Citizen, Squadron 42), and will allow for background patching. The interface will be the same as the current version, but future iterations will include more features.\n\n\nShip Happens\nJune was an exciting month for ship sales. Towards the end of the month we were introduced to the Dragonfly, a speedy little ultralight ship with attitude, to be used as a solo rider or as a swarm of Dragonflies. Two versions were put for sale: a sleek, stealthy looking black version and an in-your-face yellow version for those who want to be seen. Not only were these two variants for sale, but we also saw the return of the Caterpillar, both by itself and in a special package with both Dragonflies and LTI for all three ships; a very exciting combo!\n\nBest Damn Space Sim Community Ever\n\nThe community that never sleeps. Serving a community in as many different time zones, continents and countries is an exciting challenge every month, and in June, we began to restructure our output to better serve the wider audience.\n\nDay-to-Day\nJune was a month of focused efforts. Work continues on developing the Gamescom presentations for August, including our first real convention showfloor booth, modeled to invoke a sense of the bridge of an Idris. You may attempt to read into that what you like, but we promise it was just a matter of saying:\n\n\u201cLet\u2019s do a fancy booth this year.\u201d\n\n\u201cIt\u2019d be cool if it looked like the bridge of an Idris!\u201d\n\nSometimes, it really is just that simple. =)\n\nIn addition to having a cool booth, we\u2019ll be livestreaming gameplay from our latest builds on the showfloor itself over the course of the five days. While it\u2019s still too early to say what that will involve, we\u2019re looking at it as a chance to hang out with our fans both in attendance and abroad, give away some ships and swag, and simply celebrate how far Star Citizen has come in the last year. We anticipate broadcast times will match those of Gamescom operating times.\n\nBroadcasts\nJune was dedicated to our run-up to our Around the Verse 100 Celebration, with a concentrated effort towards building out the video infrastructure necessary to expand and encompass our studios around the world, in addition to improving the overall presentation of our releases. Many of these changes won\u2019t be visible to the public until July, August, and beyond, but the work that lead to those changes was a strong focus in the month of June, and you can see the beginnings of that work in Around the Verse 100 released on June 30th.\n\nWe look forward to sharing the new broadcast plan in the coming weeks once additional details are further cemented.\n\nYou Guys\nAs another month of development passes, so does another month of stories, content videos, and community accomplishments!\n\nLast month, we highlighted the PTU testers, and we have to highlight them again! You all have been an extraordinary help in June, assisting us with getting SC Alpha 2.4.0 and 2.4.1 out the door! Your tireless effort has been greatly appreciated, and we plan to continue utilizing the PTU environment and our Evocati test group in future patches. Thank you!\n\nOn the streaming side of things, we were very happy to see the long-awaited return of Geekdomo\u2019s always entertaining stream, Starcast. In addition, we want to give a huge congratulations to Farasalt for taking his streaming endeavor Full-time!\n\nThe Austin, TX Bar Citizen events continue to raise the bar every thanks to the amazing efforts put in by Scrapped, Pyrothoric, and Gany. The evening was Jam-packed with good drinks, good people, and of course, a lot of Star Citizen discussion\/theorycrafting. If you have not been to a Bar Citizen before, we highly recommend seeing if there is one in your area! Great job guys!\n\nOn the Community Hub front, we continue to see incredible content flowing in! Terallian continues to develop his Star Citizen cinematic videos that we all love to see. This guy started learning the Cryengine only 2 months ago, and every video he puts out just gets better and better! Simoniac and Octacube pulled out all the stops by releasing his USUK Hauling Interactive Starmap that left us all in awe! If you have not seen this thing, you need to stop what you are doing and jump on the Community Hub ASAP! Fantastic work Simoniac!\n\nThis community is packed with talented artists of all forms, and we are looking forward to seeing what you all do in the month of July!\n\nLooking Ahead\nWhat comes after Alpha 2.4? Alpha 2.5, of course! 2.5 is going to add a major point of interest to the Crusader area: the GrimHex pirate base. As we continue to develop our reputation and faction system, we need a place for pirates to call home rather than having everyone on Port Olisar together. So we\u2019ve built a very cool station with some exciting features you\u2019re going to enjoy. 2.5 will also feature the flyable Reliant and a number of other updates we\u2019ll be discussing in the coming weeks.\n\nIt\u2019s also full speed ahead for Gamescom! Cloud Imperium will have a booth on the showfloor to show off Star Citizen, and there will be several chances to catch up with the team outside the convention. Expect to see more details before the next Monthly Report is due!"},"links_count":0,"comment_count":82,"created_at":"2016-07-08T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-05-08 00:47:06","valid_relations":["images","links"],"prev_id":15406,"next_id":15410}}