{"data":{"id":15506,"title":"Monthly Studio Report: August 2016","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15506-Monthly-Studio-Report-August-2016","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15506","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15506","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens!\n\nIt should come as no surprise that August was a very busy month. Teams all around the world were hard at work on the Gamescom demo, which showcased staggeringly new tech from a variety of disciplines. Meanwhile, we also pushed 2.5 Live, releasing the Grim HEX outlaw station, Argo and Reliant Kore out to all of our backers.\n\nThere\u2019s no time to rest as we have big plans for Citizen Con, which is right around the corner, and 2.6 development and testing is well underway as well.\n\nCloud Imperium Los Angeles\nEngineering\n\nThis month the Engineering team was focused on several priorities, which included crushing bugs for Alpha 2.5.0 and ensuring target Gamescom features functioned properly. All while also getting Item System 2.0 ready for prime time.\n\n\nDesign\nLA Design split time between long and short term goals. Immediate needs had us knocking out fixes for SC Alpha 2.5.0 and Gamescom. Meanwhile, we updated ship mass and health calculations for a number of flyable ships, made improvements to the Hornet, and did tech setup to the Constellation Aquila. We also worked with Engineering on features for Item System 2.0.\n\n\nArt\nBesides the normal bug fixes, Art focused on generating new content in August. Major advancements were made on the Drake Caterpillar, which entered the final art stage. Marine suits updated, fun new costumes created, heads polished to push them to that next level, and much more.\n\n\nNarrative\nGamescom allowed us to introduce you to Miles Eckhart, who represents our first crack at a PU mission giver. We captured the actor during the July shoot and it was incredible to see the subtlety of the performance translate into the game. For 3.0 we fleshed out the tone, flavor, and characters of Stanton\u2019s various locations, and worked with Design on needed text for missions and NPCs.\n\n\nQuality Assurance\nLAQA\u2019s kept busy testing the Gamescom demo, 2.5, Star Marine, and Squadron 42. In addition, the team worked with developers on Item 2.0, ship LOD\u2019s, lighting, and landing gear.\n\nCloud Imperium Austin\nDesign\n\nThe Austin Design Team helped ensure that the elevators in Grim HEX worked properly (you might recall that this is trickier than it sounds when accounting for localized physics grids), and coordinated with LA Engineering to guarantee that they will work with the upcoming Item 2.0 system. Lead Designer Rob Reininger focused on the \u201cSelling Kiosk\u201d plan, which lets players sell stuff. He also created Blueprint Documents for additional Grim HEX shops, and synced up with other teams on content to sell in those stores. Finally, Pete Mackay identified the first twenty commodities that will be available to collect, transport, and sell. He also iterated on designs for resource spawning, trade routes, and quantum fuel models.\n\n\nBackend Services\nLead Server Engineer Jason Ely wrapped up work on the Service Beacon feature, and passed it along to other teams to finish. Senior Server Engineer Tom Sawyer and Ian Guthrie at Wyrmbyte implemented Service Discovery, which will be extremely helpful once we have Dynamic Server Spinup\/Shutdown online for the PU. Tom also worked on hooks into the Player Info Service that will provide details on NPC relationships. Finally, Ian and Turbulent continued to create a bridge between Platform and Services, so the two can share information like player presence, UEC transaction history, Org members, and contacts\/friends.\n\n\nArt\/Animation\nThe Animation team was excited to see their assets breathe life into the Star Citizen universe. They implemented and polished numerous NPC animations, and finally saw their work function within Subsumption (our AI system). The Ship Animation Team reauthored enter\/exit animations to \u201ccombat speed\u201d for the Gladius and Vanguard, added Dropship seat enter\/exits to the Vanguard Hoplite, and completed an initial pass on character interactions with the Ursa Rover and Drake Dragonfly.\n\nChris Smith\u2019s update of the Constellation Aquila is in Greybox and will be into Final Art soon. Josh Coons is doing a final polish on the Herald, which is set for a lighting adjustment next. Lighting artist, Emre Switzer, completed his final pass on the Levski landing zone and Grim HEX station.\n\n\nQA\nAustin QA put in a tremendous amount of work on the Gamescom presentation. Special recognition goes to Don Allen and Todd Raffray for heavily testing the Stanton system, documenting it, and staying late to test builds for our UK and DE teams. Jesse Mark, Bryce Benton, and Scott McCrea field tested requests from our Developer groups to ensure a quick turnaround and integration of their work into our builds.\n\nIn August, Austin QA supported the deployment of 12 PTU builds and 2.5.0 to Live. Michael Blackard and Elijah Montenegro were integral to the process, which involves extensive test passes of the build, deployment services and patch note support. Tyler Tumlinson and Bryce performed vital work on 2.5.0 involved coordinating with the Game Support team to gather feedback and data from the community.\n\nOnce 2.5.0 went Live, future content became our focus. Scott McCrea and Brandon Crocker worked with the UK on daily smoke tests and helped organize frequent Star Marine playtests. Tory Turner and Andrew Rexroth focused on Squadron 42 while also building level flow and guides for other testers.\n\n\nGame Support\nChris Danks, Eric Green, and Will Leverett spent time hammering 2.5.0 on the PTU with Evocati Test Flight. We wanted to express our appreciation for the volunteers who donated their time and energy to test a frustrating build. Game Support also worked with the Community team to produce Austin\u2019s episode of Around the Verse and publish a post on the migration from combat visors to in-ship multi-function displays.\n\nWe\u2019re very excited about some things coming up for 2.6.0, and will be adding additional testers to Evocati Test Flight. The additions will come from the top contributors on the Issue Council, so if you want to participate, make sure you\u2019re active on https:\/\/robertsspaceindustries.com\/community\/issue-council\n\n\nIT\/Operations\nAustin IT set up and tested all the equipment prior to the event and then shipped it to the venue. At Gamescom, our IT ground team, along with many helpful volunteers, set up and tore down the rigs. All the way up to show time, we provided 24-hour support on builds and fine tuning the network so all content from Austin arrived in Germany with time for testing and the live stream.\n\nWe also continued to work with DevOps on reducing our patch size. By migrating the new patching process into the build system output pipeline, we\u2019ll be able to work with real build data rather than test data. Soon, we\u2019ll be able to get new data to the internal teams using this system, and finally get to see the results of all this development work.\n\n\nLiveOps\/DevOps\nIn August, the LiveOps\/DevOps team deployed 11 builds to PTU and published 2.5.0 to Live. Since we also publish a lot of builds internally, every minute we shave off a build or build replication time makes a difference. Here are a few fun stats that demonstrate the size and scope of information that we\u2019re dealing with \u2014\n\nAugust Build Stats 161 builds completed successfully\n\nDepending on branch and type, build sizes varied from 40-200 GB each\n\n7,728 GB of build data was generated\n\nUsers deployed 78 servers across all build versions\n\n30,912 GB of build data was replicated between studios\n\nWe transfer nearly 1,000 build copies a day to the desktop level across all studios with most testers and developers consuming multiple build versions per day\n\nThe central build system is currently made up of 48 servers\n\nCurrently configured with 524 cores and 812 GB of RAM with access to 400 additional cores during heavy build activity\n\nFoundry 42 UK\nProgramming\n\nThe Gamescom demo premiered the initial implementation of the Star Map in-game. Based on the application already on the RSI website, the version we\u2019ve been working on will match the UI and feature numerous functions. For example: you\u2019ll use it to select a Quantum Drive destination rather than the current system in-game, which, while functional, is less than optimal when trying to pick out a specific destination from a POI cluster at long range. .\n\nIn addition, our FPS team has been refining and implementing new game modes for Star Marine. Since it will be a focused FPS experience with its own specific maps, we\u2019ve tidied up a lot of the code and repurposed much of the CrySDK. We also fixed a nasty performance issue that was blocking 2.5.0 from going Live. The bug, a low level CPU instruction \u2014 specifically a memory alignment issue with atomic memory access, didn\u2019t appear internally, and only showed itself once the servers were filled with players. Thus the benefit of backers helping us test PTU releases. After an extensive investigation, we identified the bug and squashed it with a one-line fix.\n\n\nArt\nThere was a lot on the table in August, including props both large and small. Soon you\u2019ll see stuff like spiral fruit appearing in shops. mobiGlas got another pass to provide flexibility with the characters and more customization options. We also pumped out ship sale brochures, worked on a new ship we\u2019re all excited about!\n\nOn the weapons front, the Kastak Arms ballistic shotgun is in development and a K&W energy handgun is about complete. We also running a Knightsbridge Arms weapon through our streamlined ship weapons process. Hopefully, it\u2019ll cut down the amount of work needed and increase the production rate for in-game items.\n\n\nVFX\nFor the 2.5.0 release, our team fixed bugs and polished effects, which included a final pass on Grim HEX\u2019s environment effects and the ARGO and Reliant thrusters\/damage. We also improved the Aurora\u2019s thrusters, and are steading working through all existing ships to ensure boost effects are consistent.\n\nOur work was also all over the Gamescom demo. We created the burning effect on the Freelancer during atmospheric entry, polished all weapon effects seen, did a full flight\/hover-ready pass on the Dragonfly, and made ship landing effects improvements. In addition to that, we added surface dust kicking up from the Ursa Rover, provided atmospheric effects (dust, steam, smoke) to Levski\u2019s interior and exterior.\n\n\nEnvironment Art\nThe Gamescom event showcased a number of cool environments, from the beautiful vistas seen when traveling from space to planet, to Levski\u2019s interior. There was also a moon base of small compounds built out of temporary structures. This is an idea we\u2019re excited to develop further with structures half-buried in deserts or engulfed by overgrown jungles. We also polished Grim HEX and continued steady work on Squadron 42.\n\n\nAnimation\nWhen animators weren\u2019t off sick, on holiday, or injured from crashing bikes, we\u2019ve provided support to the AI teams, revisited the player animations (specifically fixing some of the aimposes, select\/deselect animations, crouch movement and smoothed out the headcam when jumping) and did some previz explorations on new FPS (personal) weapons.\n\n\nDesign\n2.5 and Gamescom allowed us to progress with some of the core systems in the game that needed some love: coming soon will be flight model improvements, the landing and take-off systems were tweaked to feel more intuitive, and the Cargo system has begun to come online with the first tier design being implemented.\n\nThe tech designers have been getting to grips with the conversion of all our existing ships to Item 2.0, which is a huge but super necessary task to add the layer of usability that Chris described at Gamescom. They also got the Argo and Reliant flight ready, and are pushing on with the Dragonfly and Ursa Rover among other things.\n\nFocusing on future releases, our Star Marine designers have been working with the environment art team to craft some cool FPS levels, and for Grim HEX, we are working on a slalom race track that will be awesome for all the Dragonfly pilots. Lastly, we have been updating the Arena Commander maps as well as adding some cool new missions to SC Live.\n\n\nProps\nWe dedicated some of our time to polishing up and bug fixing any assets that were being shown on stage and I believe only one bug made it through. Damn you, popping container!\n\nAlongside Gamescom and 2.5 release, we spent some time investigating photogrammetry and working with the environment team on the procedural planet tech. We have shifted our focus back onto Squadron 42 and the CitizenCon demo, locking down the backlog and putting together a solid plan through CitizenCon and towards the end of the year.\n\nWe\u2019ve also started developing the damage and destruction pipeline for the ship items. Ultimately we want to create a system so when you pop open the ship panels and see your items, we can visually represent damage so you know what\u2019s gone wrong and what needs to be fixed.\n\n\nGraphics\nLast month the graphics team focused on polishing the Gamescom demo, as problems often arise in areas we don\u2019t expect. We also began to work on tech to populate the universe with asteroid fields, gas clouds, lightning, and VFX on planets. This tech will allow us to seamlessly spawn hundreds of thousands of asteroids at once and have asteroid fields containing billions of asteroids in total. The current focus is on the placement algorithm and making sure it\u2019s fast and visually pleasing. The gas cloud and lightning tech are both coming along well and should set the scene for spectacular dogfights!\n\nWe\u2019ve also worked on low level tech, like adding the ability for the engine to render secondary cameras (for video comms, holograms and UIs), and adding LOD mesh merging support to the new \u2018object container\u2019 technology (which will enable us to load and stream such large levels).\n\n\nAudio\nCollectively we had Gamescom, 2.5 and our usual tasks for Squadron 42, but here\u2019s an overview of what CIG Audio has been up to over the past month.\n\nBob Rissolo headed up the charge for integrating the dialogue into the Gamescom demo. Working with Phil Smallwood, they handled the dialogue support for our mission giver, landing coordinator and NPCs as well as the various soundscapes you passed through.\n\nThe whole team contributed to building the incredibly dense soundscapes for the demo, from the general ambience of the locations (Levski, the derelict ship, Olisar, etc.) to the specific (the Dragonfly, in-atmosphere wind-drag sounds, even footsteps).\n\nRoss Tregenza and Sam Hall continued working on the music system and incorporating the various musical cues into the game. The big system they\u2019ve been working on is the music logic system, which triggers dynamic musical cues based on your actions during the game, allowing the musical score to change based on your actions and the situation. It\u2019s a tremendously exciting addition to see develop.\n\n\nQA\nWe touched many new exciting areas in the Gamescom demo: procedural planets, AI Subsumption, HUD alterations, the Dragonfly and the Ursa Rover. We worked in tandem with the QA in Frankfurt, Austin and L.A. and learned many valuable lessons about cross-studio testing that will come in handy for CitizenCon and any future events.\n\nWe\u2019ve also devoted a lot of time to Star Marine, headed up by our main FPS testers Mark Tobin and Nathan Rigby. They have been drafting test case documents and really getting into the nitty gritty of the Free for All and Team Deathmatch game modes. We are really looking forward to getting this into your hands, as free EVA offers new tactics and gameplay opportunities to FPS which you just can\u2019t find anywhere else!\n\nFoundry 42 DE\nEngine\n\nShortly before Gamescom, team members from Frankfurt flew to the Wilmslow studio to provide on-site support while the final builds were being put together. There were numerous tech systems working in conjunction that introduced unique challenges with the local physics grid, like carrying a functional vehicle inside another ship. Throw multiplayer into the mix and we\u2019re on a whole new level of complexity. We also improved ground vehicle and landing gear suspensions to make them more realistic, did some more work on vis areas culling and continued to develop the planetary system.\n\n\nAI\nThe AI team made a big push on the navigation system to allow designers to setup navigation meshes in different object containers. A navigation area placed inside an object container will now be loaded at run-time, and it will connect to the right zone and the right local physics grid.\n\nIn the image you can see the navigation mesh on the landing pad, in Blue, and the one attached to the zone and local grids of the Constellation. We also worked on fixing several bugs related to the characters moving on non z-up surfaces, we still have some work to do there but things are progressing nicely.\n\nWe are now consolidating the usage of GUID for all the elements inside our Subsumption Editor and the actual core code, so that we can allow designers a large amount of flexibility when changing names of variables or renaming activities and subactivities, all without breaking any logic. We also introduced several new tasks that are now available to the design team:\n\nSelectTarget: this node allows an NPC to select a perceived object\/character as a target.\n\nTokenScope: this node allows designers to specify the maximum amount of NPCs that can execute a specific section of the logic.\n\nReserveScope: this node allows an NPC to reserve an object for the duration of a specific action.\n\nIsEntityPlayer: this node allows an NPC to distinguish between an AI character and a Player character.\n\nIsTargetWithinDistance: this node allows the designer to create a specific logic when the target is within a specific distance.\n\nOver the last month we began moving the combat activity into Subsumption, so that we can start the complete unification of the human behaviors under the Subsumption system.\n\nRegarding the perception system, we can now enable NPCs to track both friendly and hostile characters, allowing us to craft more complex relaxed behaviors. We also submitted the first pass on the Large Object Vision map, this is a very similar system to the normal vision map we use, but oriented towards tracking large objects as capital ships.\n\nThe Cover System received the same love as the Navigation System, we completed the first pass to allow designers to properly setup cover surfaces in different object containers and load the cover data connecting it to the proper zone and local grid.\n\n\nDesign\nOn the Systems Design side, we implemented the mission giver, Miles Eckhart, and got AI working properly in our new Container system with proper physics and local AI navigation meshes using our Subsumption system. This will allow us to create a variety of behaviors to make the universe come to life. We\u2019ve also started designing new Space Flight maneuvers with the goal of creating more advanced Dogfighting tactics for the single-seater AI ships.\n\nThere has also been some design work done on our Gathering systems for various professions, specifically outlining how our core gameplay loop works for gathering different types of resources, ranging from harvesting asteroids or gas clouds to the gathering and selling of data. This coincided with developing ancillary game loops like being hired to either gather or transport materials.\n\nWe have almost finalized the FPS suit design, defining how we break up the suit for modularity as well as adding components and other attachments to the suits, allowing the player to customize suit pieces to fit their play style.\n\nWe have also finished up our R&D for the unmanned satellites, probes, landers, as well as small modular bases for procedural planets, that will eventually populate the nascent Stanton System in Alpha 3.0. It will still be some time before we implement these, but with the proposed system we will be able to build a large amount of these infrastructural devices fairly quickly for the Stanton system in 3.0.\n\n\nEnvironment Art\nThe Environment Art team in Frankfurt was fully tasked in August with supporting the Engine Team to develop the procedural planets. We spent a good amount of time working on ground materials, authoring new height maps and continuing work on the functionality and general usability of our \u201cPlanet Editor.\u201d\n\n\nTech Art\nFor August, the Tech Art team in Frankfurt primarily worked on updating all weapons with proper individual mass and physics, so they can correctly collide with other items and the floor.\n\n\nWeapon Art\nLast month, we finished a bunch of prototype models for upcoming new weapons and gadgets, and completed a set of modular barrel attachments such as compensators and suppressors. We also finished another Behring rifle, the P8-AR, and are in the final stages of art production for a set of Behring grenades. On the ship weapon side, we wrapped up the new missile racks in all sizes and variants and have started to polish, optimize and adjust the missiles themselves.\n\n\nCinematics\nThe cinematics team in Frankfurt contributed animations, blocking, lighting, and camera work to the \u201cquest giver\u201d portions of the Gamescom playthrough. Going through the full process from beginning to end allowed them to test the existing pipeline and make it more robust for upcoming scenes and characters. We also worked closely with our Lead Engine Programmer to test how the look IK will perform in cutscenes where the player has full control and freedom of movement.\n\n\nQA\nWhen August began, DEQA hit the ground running focused on Gamescom demo testing. We worked tirelessly with UKQA, ATXQA and LAQA toward the goal of smashing all critical and blocking issues encountered during our testing up to the event. The QA team, with the addition of Gr\u00e9goire Andivero from Design, were also given the opportunity to assist on the show floor for a few hours to ensure that all PCs were set up with the proper demo build. All the long hours paid off though with Chris Speak\u2019s epic final play of the demo.\n\nSince Gamescom, we spent the last week and a half of August creating Feature Test levels and testing Star Marine.\n\nBHVR\n\nWith the delivery of the 2.5 patch came along a lot of clean ups and long overdue fixes for us at Behaviour. On the engineering side, this meant making sure things were more stable and simpler for future features, as well as reducing the time spent updating the UI each frame. On the art side, we introduced the abandoned Green Imperial Housing Exchange asteroid base we have been working on for the past several months. A big focus for the team was on the lighting in order to reinforce the story conveyed by the level art and modeling. And we\u2019re not done yet. We\u2019ve included some before and after shots to show where Grim HEX is headed in future patches. We hope you\u2019ll enjoy the new look once it has been integrated in game.\n\nTurbulent\n\nNot even us devs in Montreal were able to escape the Gamescom excitement as we designed and built a special web page for the event. This page contained the Twitch 5-day livestream, as well as a new chat module featuring improved tech. It was great being able provide this cool experience to backers during Gamescom and we look forward to using this in the future for other events. In addition, work is underway on new search functionality, allowing for more intuitive, platform-wide results. This new search module will eventually replace the current website\u2019s search altogether\n\n\nShip Happens\nThis month saw the introduction of the Anvil Terrapin, an exploration ship with a proven military track record able to take a hit\u2026 or two, and keep on going. It was offered up alongside a couple exploration themed combo packs. And while not a ship, the newly revealed Ursa Rover was there as well. The 2.5 patch saw the release of three flight ready ships: two Argo MPUVs, both cargo and personnel variants, and the Xi\u2019An influenced MISC Reliant Kore!\n\n\nRSI Newsletter\nThe official Star Citizen newsletter saw an overhaul as we moved away from the standard RSS news update, and into a new layout that favors curated content and more information from the community as a whole. Not only does it include each week\u2019s top stories, but it also recaps updates for RSI Subscribers, current promotions, and showcases top Arena Commander pilots, fan creations from the Community Hub, and sometimes, brand new content you\u2019ve never seen before!\n\nCommunity\n\nBetween our first major showfloor booth, five days of gameplay livestreaming, our fourth-annual Gamescom presentation where we demo\u2019d Star Citizen Alpha 3.0, trips to our Frankfurt and Wimslow offices, and more Bar Citizen events in Germany and the UK than you can shake a stick at, August has been one heck of a ride.\n\nBroadcasts\nWhile Around the Verse and Reverse the Verse continued their trek around the globe, it was our Fourth-Annual Gamescom Presentation livestream hosted again by Chris Roberts himself that drew all the attention. We we\u2019re able to show the community, not to mention the world at large, a preview of the upcoming Star Citizen Alpha 3.0.\n\nAdditionally, our five days of game streaming from the Gamescom Showfloor booth both before and after the presentation was a tremendous success. Members of our Star Citizen livestreaming community shared their experiences, and we gave away a whopping 42 game packages. It was such a hit that smart money says we\u2019ll be continuing the program in the future.\n\nYou Guys\nThe Community continues to blow us out of the water each and every month with the amount of talented and detailed contributions submitted to the Community Hub. This month was one of the toughest to choose an MVP each week, as there was an abundance of deserving content. If you see something in the Hub worth highlighting for MVP, it\u2019s not too late to vote! Even if it didn\u2019t get MVP in August, this does not rule out a highlight in the future.\n\nOne of the best parts of our jobs is when we get to meet all of you in person! Gamescom alone had three fan gatherings in addition to the presentation after-party. These are an incredible way to get in touch with local Citizens, so make sure to check and see if there are any in your local area. As always, thank you to everyone who came out to support us and hang out: stuff like this really recharges the ol\u2019 batteries.\n\nAnd did you see Dastro34\u2019s Big Benny\u2019s costume? Big hit here.\n\nLooking Ahead\nThanks again to everyone for an awesome month. We\u2019re going to get back to work and keep plugging away at Squadron 42, SC Alpha 2.6 and 3.0.\n\nWe\u2019re almost a month away from Citizen Con 2016, being held this year in Los Angeles. Check back to find out more details about events and schedules. It\u2019s definitely going to be a showstopper.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\n\nEs sollte nicht \u00fcberraschen, dass der August ein sehr arbeitsreicher Monat war. Teams auf der ganzen Welt arbeiteten hart an der Gamescom-Demo, die erstaunlich neue Technologien aus verschiedenen Disziplinen pr\u00e4sentierte. In der Zwischenzeit haben wir auch 2.5 Live gef\u00f6rdert und die Grim HEX Outlaw Station, Argo und Reliant Kore an alle unsere Geldgeber verteilt.\n\nEs bleibt keine Zeit zum Ausruhen, da wir gro\u00dfe Pl\u00e4ne f\u00fcr Citizen Con haben, das gleich um die Ecke liegt, und auch die Entwicklung und Erprobung von 2.6 ist bereits im Gange.\n\nCloud Imperium Los Angeles\nIngenieurwesen\n\nIn diesem Monat konzentrierte sich das Engineering-Team auf mehrere Priorit\u00e4ten, darunter das Zerschlagen von Bugs f\u00fcr Alpha 2.5.0 und die Sicherstellung, dass die Ziel-Gamescom-Funktionen ordnungsgem\u00e4\u00df funktionieren. Und das alles mit dem Item System 2.0 f\u00fcr die Prime Time.\n\n\nDesign\nLA Design Zwischenzeit zwischen lang- und kurzfristigen Zielen. Sofortige Bed\u00fcrfnisse veranlassten uns, Korrekturen f\u00fcr SC Alpha 2.5.0 und Gamescom auszuschalten. In der Zwischenzeit haben wir die Schiffsmassen- und Gesundheitsberechnungen f\u00fcr eine Reihe von fliegenden Schiffen aktualisiert, die Hornet verbessert und die Constellation Aquila technisch eingerichtet. Wir haben auch mit dem Engineering an Features f\u00fcr das Item System 2.0 gearbeitet.\n\n\nKunst\nNeben den normalen Bugfixes konzentrierte sich Art im August auf die Generierung neuer Inhalte. Gro\u00dfe Fortschritte wurden bei der Drake Caterpillar erzielt, die in die Endphase der Kunst eintrat. Marine-Anz\u00fcge aktualisiert, lustige neue Kost\u00fcme erstellt, K\u00f6pfe poliert, um sie auf die n\u00e4chste Stufe zu bringen, und vieles mehr.\n\n\nNarrativ\nDie Gamescom hat es uns erm\u00f6glicht, Ihnen Miles Eckhart vorzustellen, der unsere erste Chance bei einem PU-Missionsgeber darstellt. Wir haben den Schauspieler w\u00e4hrend des Juli-Shootings gefangen genommen und es war unglaublich zu sehen, wie sich die Raffinesse der Performance in das Spiel \u00fcbertragen hat. F\u00fcr 3.0 haben wir den Ton, den Geschmack und die Charaktere der verschiedenen Standorte von Stanton ausgearbeitet und mit Design an dem ben\u00f6tigten Text f\u00fcr Missionen und NSCs gearbeitet.\n\n\nQualit\u00e4tssicherung\nLAQA's hat die Gamescom-Demo, 2.5, Star Marine und Squadron 42 getestet. Dar\u00fcber hinaus arbeitete das Team mit Entwicklern an Artikel 2.0, Schiffs-LODs, Beleuchtung und Fahrwerken.\n\nWolkenimperium Austin\nDesign\n\nDas Austin Design Team trug dazu bei, dass die Aufz\u00fcge in Grim HEX ordnungsgem\u00e4\u00df funktionierten (Sie erinnern sich vielleicht daran, dass dies schwieriger ist, als es bei der Ber\u00fccksichtigung lokalisierter physikalischer Netze klingt), und koordinierte dies mit LA Engineering, um sicherzustellen, dass sie mit dem kommenden Item 2.0-System funktionieren werden. Lead Designer Rob Reininger konzentrierte sich auf den Plan \"Selling Kiosk\", der es den Spielern erm\u00f6glicht, Dinge zu verkaufen. Er erstellte auch Blueprint-Dokumente f\u00fcr weitere Grim HEX-Shops und synchronisierte sie mit anderen Teams f\u00fcr den Verkauf von Inhalten in diesen Gesch\u00e4ften. Schlie\u00dflich identifizierte Pete Mackay die ersten zwanzig Rohstoffe, die zum Sammeln, Transportieren und Verkaufen zur Verf\u00fcgung stehen werden. Er besch\u00e4ftigte sich auch mit Entw\u00fcrfen f\u00fcr Ressourcenlaichen, Handelsrouten und Quantenkraftstoffmodellen.\n\n\nBackend Services\nDer leitende Serveringenieur Jason Ely beendete die Arbeiten an der Service Beacon-Funktion und gab sie an andere Teams weiter, um sie zu beenden. Senior Server Engineer Tom Sawyer und Ian Guthrie von Wyrmbyte haben Service Discovery implementiert, was \u00e4u\u00dferst hilfreich sein wird, sobald wir Dynamic Server Spinup\/Shutdown f\u00fcr die PU online haben. Tom arbeitete auch an Hooks in den Player Info Service, der Details \u00fcber die Beziehungen zu NSCs liefern wird. Schlie\u00dflich schufen Ian und Turbulent weiterhin eine Br\u00fccke zwischen Plattform und Services, so dass die beiden Informationen wie Spielerpr\u00e4senz, UEC-Transaktionsgeschichte, Org-Mitglieder und Kontakte\/Freunde austauschen k\u00f6nnen.\n\n\nKunst\/Animation\nDas Animationsteam war begeistert, als es sah, wie ihre Assets dem Star Citizen-Universum Leben einhauchten. Sie implementierten und polierten zahlreiche NSC-Animationen und sahen schlie\u00dflich ihre Arbeitsfunktion in Subsumption (unserem KI-System). Das Ship Animation Team schrieb Enter\/Exit-Animationen f\u00fcr die Gladius und Vanguard neu, f\u00fcgte Dropship Seat Enter\/Exits f\u00fcr die Vanguard Hoplite hinzu und absolvierte einen ersten Pass on Character Interactions mit dem Ursa Rover und Drake Dragonfly.\n\nChris Smith's Update des Sternbildes Aquila ist in Greybox und wird bald in Final Art erscheinen. Josh Coons macht einen letzten Feinschliff am Herald, der als n\u00e4chstes f\u00fcr eine Beleuchtungsanpassung vorbereitet ist. Der Lichtk\u00fcnstler Emre Switzer absolvierte seinen letzten Pass auf der Levski Landezone und der Grim HEX Station.\n\n\nQA\nAustin QA hat einen enormen Arbeitsaufwand f\u00fcr die Pr\u00e4sentation der Gamescom geleistet. Besondere Anerkennung geb\u00fchrt Don Allen und Todd Raffray f\u00fcr das intensive Testen des Stanton-Systems, die Dokumentation und den langen Aufenthalt, um Builds f\u00fcr unsere Teams in Gro\u00dfbritannien und DE zu testen. Jesse Mark, Bryce Benton und Scott McCrea testeten im Feld Anfragen unserer Developer Groups, um eine schnelle Bearbeitung und Integration ihrer Arbeit in unsere Builds zu gew\u00e4hrleisten.\n\nIm August unterst\u00fctzte Austin QA den Einsatz von 12 PTU-Builds und 2.5.0 to Live. Michael Blackard und Elijah Montenegro waren integraler Bestandteil des Prozesses, der umfangreiche Testdurchl\u00e4ufe des Builds, Bereitstellungsdienste und Patchnotiz-Support beinhaltet. Tyler Tumlinson und Bryce leisteten wichtige Arbeiten am 2.5.0. Dabei koordinierten sie sich mit dem Game Support Team, um Feedback und Daten aus der Community zu sammeln.\n\nMit dem Go-Live von 2.5.0 standen zuk\u00fcnftige Inhalte im Mittelpunkt. Scott McCrea und Brandon Crocker arbeiteten mit Gro\u00dfbritannien an t\u00e4glichen Rauchproben und halfen bei der Organisation h\u00e4ufiger Star Marine Spieltests. Tory Turner und Andrew Rexroth konzentrierten sich auf die Staffel 42 und bauten gleichzeitig Level Flow und Guides f\u00fcr andere Tester auf.\n\n\nSpielunterst\u00fctzung\nChris Danks, Eric Green und Will Leverett verbrachten Zeit damit, mit Evocati Test Flight 2.5.0 auf die PTU zu h\u00e4mmern. Wir wollten unseren Dank an die Freiwilligen aussprechen, die ihre Zeit und Energie gespendet haben, um einen frustrierenden Build zu testen. Game Support arbeitete auch mit dem Community-Team zusammen, um Austins Episode von Around the Vers zu produzieren und einen Beitrag \u00fcber die Migration von Kampfvisieren zu Multifunktions-Displays im Schiff zu ver\u00f6ffentlichen.\n\nWir sind sehr gespannt auf einige Dinge, die f\u00fcr 2.6.0 anstehen, und werden zus\u00e4tzliche Tester zu Evocati Test Flight hinzuf\u00fcgen. Die Erg\u00e4nzungen werden von den wichtigsten Mitwirkenden im Issue Council kommen, also wenn du teilnehmen m\u00f6chtest, stelle sicher, dass du auf https:\/\/robertsspaceindustries.com\/community\/issue-council aktiv bist.\n\n\nIT\/Betrieb\nAustin IT hat alle Ger\u00e4te vor der Veranstaltung eingerichtet, getestet und dann an den Veranstaltungsort verschifft. Bei der Gamescom hat unser IT-Bodenteam zusammen mit vielen hilfsbereiten Freiwilligen die Rigs aufgebaut und abgerissen. Bis zur Showzeit boten wir 24-Stunden-Support beim Aufbau und der Feinabstimmung des Netzwerks, so dass alle Inhalte aus Austin mit Zeit zum Testen und dem Live-Stream in Deutschland ankamen.\n\nWir haben auch weiterhin mit DevOps zusammengearbeitet, um unsere Patch-Gr\u00f6\u00dfe zu reduzieren. Durch die Migration des neuen Patch-Prozesses in die Ausgabepipeline des Build-Systems k\u00f6nnen wir mit echten Build-Daten und nicht mit Testdaten arbeiten. Bald werden wir in der Lage sein, mit diesem System neue Daten an die internen Teams zu liefern und endlich die Ergebnisse all dieser Entwicklungsarbeiten zu sehen.\n\n\nLiveOps\/DevOps\/DevOps\nIm August stellte das LiveOps\/DevOps-Team 11 Builds f\u00fcr PTU bereit und ver\u00f6ffentlichte 2.5.0 f\u00fcr Live. Da wir auch viele Builds intern ver\u00f6ffentlichen, macht jede Minute, die wir einen Build oder eine Build-Replikationszeit abschneiden, einen Unterschied. Hier sind ein paar lustige Statistiken, die die Gr\u00f6\u00dfe und den Umfang der Informationen zeigen, mit denen wir es zu tun haben -\n\nAugust Baustatistiken\n\n\n161 Builds erfolgreich abgeschlossen Abh\u00e4ngig von Branche und Typ variierten die Build-Gr\u00f6\u00dfen von 40-200 GB je 7.728 GB an Build-Daten Benutzer setzten 78 Server in allen Build-Versionen ein 30.912 GB an Build-Daten wurden zwischen den Studios repliziert Wir \u00fcbertragen t\u00e4glich fast 1.000 Build-Kopien auf Desktop-Ebene in allen Studios mit den meisten Testern und Entwicklern, die mehrere Build-Versionen pro Tag verbrauchen Das zentrale Build-System besteht derzeit aus 48 Servern, die derzeit mit 524 Kernen und 812 GB RAM mit Zugang zu 400 zus\u00e4tzlichen Kernen bei intensiver Build-Aktivit\u00e4t konfiguriert sind.\nGie\u00dferei 42 UK\nProgrammierung\n\nDie Gamescom-Demo war die Premiere der ersten Implementierung der Star Map im Spiel. Basierend auf der Anwendung, die bereits auf der RSI-Website zu finden ist, wird die Version, an der wir gearbeitet haben, der Benutzeroberfl\u00e4che entsprechen und zahlreiche Funktionen bieten. Zum Beispiel: Sie verwenden es, um ein Quantum Drive-Ziel und nicht das aktuelle System im Spiel auszuw\u00e4hlen, das zwar funktional ist, aber nicht optimal, wenn Sie versuchen, ein bestimmtes Ziel aus einem POI-Cluster auf lange Sicht auszuw\u00e4hlen. .\n\nDar\u00fcber hinaus hat unser FPS-Team neue Spielmodi f\u00fcr Star Marine entwickelt und implementiert. Da es sich um eine fokussierte FPS-Erfahrung mit eigenen spezifischen Maps handeln wird, haben wir viel Code aufger\u00e4umt und einen Gro\u00dfteil des CrySDKs neu verwendet. Wir haben auch ein b\u00f6ses Performance-Problem behoben, das den Going Live von 2.5.0 blockierte. Der Fehler, ein Low-Level-CPU-Befehl - insbesondere ein Speicherausrichtungsproblem beim atomaren Speicherzugriff - trat intern nicht auf und zeigte sich erst, als die Server mit Playern gef\u00fcllt waren. Somit ist der Nutzen von Geldgebern, die uns helfen, PTU-Releases zu testen. Nach einer umfangreichen Untersuchung haben wir den Fehler identifiziert und mit einem einzeiligen Fix gequetscht.\n\n\nKunst\nIm August stand viel auf dem Tisch, einschlie\u00dflich der gro\u00dfen und kleinen St\u00fctzen. Bald werden Sie sehen, dass Dinge wie Spiralfr\u00fcchte in den Gesch\u00e4ften auftauchen. mobiGlas hat einen weiteren Pass bekommen, um Flexibilit\u00e4t bei den Charakteren und mehr Anpassungsm\u00f6glichkeiten zu bieten. Wir haben auch Brosch\u00fcren \u00fcber den Schiffsverkauf verteilt, an einem neuen Schiff gearbeitet, \u00fcber das wir alle begeistert sind!\n\nAn der Waffenfront befindet sich die ballistische Schrotflinte Kastak Arms in der Entwicklung und eine K&W-Energiepistole ist fast fertig. Wir f\u00fchren auch eine Knightsbridge Arms Waffe durch unseren optimierten Schiffswaffenprozess. Hoffentlich wird es den Arbeitsaufwand reduzieren und die Produktionsrate f\u00fcr Gegenst\u00e4nde im Spiel erh\u00f6hen.\n\n\nVFX\nF\u00fcr die Version 2.5.0 behebt unser Team Fehler und polierte Effekte, die einen letzten Pass \u00fcber die Umgebungseffekte von Grim HEX und die ARGO- und Reliant Thruster\/Sch\u00e4den beinhalten. Wir haben auch die Triebwerke der Aurora verbessert und arbeiten durch alle bestehenden Schiffe, um sicherzustellen, dass die Boost-Effekte konstant sind.\n\nUnsere Arbeit erstreckte sich auch auf die Gamescom-Demo. Wir haben den brennenden Effekt auf den Freelancer w\u00e4hrend des Atmosph\u00e4reneintritts erzeugt, alle Waffeneffekte poliert, einen Full Flight\/Live-Ready-Pass auf die Dragonfly gemacht und Schiffslandungseffekte verbessert. Dar\u00fcber hinaus haben wir Oberfl\u00e4chenstaub, der vom Ursa Rover aufsteigt, hinzugef\u00fcgt, der f\u00fcr atmosph\u00e4rische Effekte (Staub, Dampf, Rauch) im Inneren und \u00c4u\u00dferen von Levski sorgt.\n\n\nUmwelt Kunst\nDie Gamescom-Veranstaltung pr\u00e4sentierte eine Reihe von coolen Umgebungen, von den wundersch\u00f6nen Aussichten, die man auf Reisen von Weltraum zu Planet sieht, bis hin zum Inneren von Levski. Es gab auch eine Mondbasis aus kleinen Verbindungen, die aus tempor\u00e4ren Strukturen aufgebaut waren. Dies ist eine Idee, die wir gerne weiterentwickeln m\u00f6chten, mit Strukturen, die halb in W\u00fcsten vergraben sind oder von \u00fcberwuchertem Dschungel verschlungen werden. Wir haben auch Grim HEX poliert und die Arbeit an Squadron 42 fortgesetzt.\n\n\nAnimation\nWenn Animatoren nicht krank, im Urlaub oder durch Fahrradunf\u00e4lle verletzt waren, haben wir die KI-Teams unterst\u00fctzt, die Spieleranimationen erneut besucht (insbesondere einige der Zielstellungen repariert, Animationen ausgew\u00e4hlt\/entfernt, die Bewegung geduckt und die Kopfkamera beim Springen gegl\u00e4ttet) und einige Erkundungen mit neuen FPS (pers\u00f6nlichen) Waffen durchgef\u00fchrt.\n\n\nDesign\n2.5 und Gamescom erm\u00f6glichte es uns, mit einigen der Kernsysteme des Spiels fortzufahren, die etwas Liebe brauchten: Demn\u00e4chst werden Verbesserungen am Flugmodell vorgenommen, die Lande- und Startsysteme wurden optimiert, um sich intuitiver zu f\u00fchlen, und das Cargo-System hat begonnen, mit der Implementierung des First Tier Designs online zu gehen.\n\nDie Tech-Designer haben sich mit der Umstellung aller unserer bestehenden Schiffe auf Item 2.0 besch\u00e4ftigt, was eine riesige, aber super notwendige Aufgabe ist, um die von Chris auf der Gamescom beschriebene Ebene der Usability hinzuzuf\u00fcgen. Sie haben auch den Argo und Reliant Flug vorbereitet und machen unter anderem mit der Libelle und dem Ursa Rover weiter.\n\nMit Blick auf zuk\u00fcnftige Versionen haben unsere Star Marine Designer mit dem Environment Art Team zusammengearbeitet, um einige coole FPS Levels zu entwickeln, und f\u00fcr Grim HEX arbeiten wir an einer Slalom-Rennstrecke, die f\u00fcr alle Dragonfly-Piloten fantastisch sein wird. Schlie\u00dflich haben wir die Arena Commander Karten aktualisiert und SC Live um einige tolle neue Missionen erweitert.\n\n\nRequisiten\nWir haben einen Teil unserer Zeit dem Polieren und Beheben von Fehlern gewidmet, die auf der B\u00fchne gezeigt wurden, und ich glaube, nur ein Fehler hat es geschafft. Verdammt, du knallst den Container ab!\n\nNeben Gamescom und 2.5 haben wir einige Zeit damit verbracht, die Photogrammetrie zu untersuchen und mit dem Umweltteam am verfahrenstechnischen Planeten Tech zu arbeiten. Wir haben unseren Fokus wieder auf die Staffel 42 und die CitizenCon-Demo verlagert, den R\u00fcckstand abgebaut und einen soliden Plan durch CitizenCon und gegen Ende des Jahres erstellt.\n\nWir haben auch mit der Entwicklung der Besch\u00e4digungs- und Zerst\u00f6rungsleitung f\u00fcr die Schiffsartikel begonnen. Letztendlich wollen wir ein System schaffen, damit wir, wenn Sie die Schiffstafeln \u00f6ffnen und Ihre Gegenst\u00e4nde sehen, Sch\u00e4den visuell darstellen k\u00f6nnen, damit Sie wissen, was schief gelaufen ist und was repariert werden muss.\n\n\nGrafiken\nLetzten Monat konzentrierte sich das Grafik-Team auf das Polieren der Gamescom-Demo, da es oft Probleme in Bereichen gibt, die wir nicht erwarten. Wir begannen auch an der Technik zu arbeiten, um das Universum mit Asteroidenfeldern, Gaswolken, Blitzen und VFX auf Planeten zu bev\u00f6lkern. Diese Technologie wird es uns erm\u00f6glichen, Hunderttausende von Asteroiden auf einmal nahtlos zu vermehren und Asteroidenfelder mit insgesamt Milliarden von Asteroiden zu haben. Der aktuelle Schwerpunkt liegt auf dem Platzierungsalgorithmus und der Sicherstellung, dass er schnell und optisch ansprechend ist. Die Gaswolke und die Blitztechnik kommen gut voran und sollten die Voraussetzungen f\u00fcr spektakul\u00e4re Luftk\u00e4mpfe schaffen!\n\nWir haben auch an Low-Level-Technologie gearbeitet, wie z.B. die M\u00f6glichkeit, dass die Engine sekund\u00e4re Kameras rendern kann (f\u00fcr Videokommandos, Hologramme und Benutzeroberfl\u00e4chen), und die Unterst\u00fctzung f\u00fcr das Zusammenf\u00fchren von LOD-Mesh-Mesh zur neuen Objektcontainer-Technologie hinzugef\u00fcgt (die es uns erm\u00f6glicht, so gro\u00dfe Level zu laden und zu streamen).\n\n\nAudio\nZusammen hatten wir Gamescom, 2.5 und unsere \u00fcblichen Aufgaben f\u00fcr Staffel 42, aber hier ist ein \u00dcberblick dar\u00fcber, was CIG Audio im letzten Monat gemacht hat.\n\nBob Rissolo leitete die Verantwortung f\u00fcr die Integration des Dialogs in die Gamescom-Demo. In Zusammenarbeit mit Phil Smallwood \u00fcbernahmen sie die Dialogunterst\u00fctzung f\u00fcr unsere Missionsspender, Landekoordinatoren und NSCs sowie die verschiedenen Klanglandschaften, die Sie durchquert haben.\n\nDas gesamte Team trug dazu bei, die unglaublich dichten Klanglandschaften f\u00fcr die Demo zu schaffen, von der allgemeinen Atmosph\u00e4re der Locations (Levski, das verfallene Schiff, Olisar, etc.) bis hin zu den spezifischen (die Libelle, in der Atmosph\u00e4re Wind-Drag-Sounds, sogar Schritte).\n\nRoss Tregenza und Sam Hall arbeiteten weiter an der Musikanlage und integrierten die verschiedenen musikalischen Cues in das Spiel. Das gro\u00dfe System, an dem sie gearbeitet haben, ist das Musiklogiksystem, das dynamische musikalische Cues basierend auf Ihren Aktionen w\u00e4hrend des Spiels ausl\u00f6st, so dass sich die Partitur je nach Ihren Aktionen und der Situation \u00e4ndern kann. Es ist eine enorm aufregende Erg\u00e4nzung, um die Entwicklung zu sehen.\n\n\nQA\nWir haben in der Gamescom-Demo viele neue spannende Bereiche ber\u00fchrt: prozedurale Planeten, KI Subsumption, HUD-\u00c4nderungen, die Libelle und den Ursa Rover. Wir arbeiteten parallel zur QA in Frankfurt, Austin und L.A. und lernten viele wertvolle Erkenntnisse \u00fcber Cross-Studio-Tests, die f\u00fcr CitizenCon und zuk\u00fcnftige Veranstaltungen n\u00fctzlich sein werden.\n\nWir haben auch viel Zeit der Star Marine gewidmet, angef\u00fchrt von unseren wichtigsten FPS-Testern Mark Tobin und Nathan Rigby. Sie haben Testfalldokumente verfasst und sind wirklich in die nitty gritty des Free for All und Team Deathmatch Spielmodi gekommen. Wir freuen uns sehr darauf, dies in Ihre H\u00e4nde zu bekommen, denn der kostenlose EVA bietet neue Taktiken und Spielm\u00f6glichkeiten f\u00fcr FPS, die Sie sonst nirgendwo finden k\u00f6nnen!\n\nGie\u00dferei 42 DE\nMotor\n\nKurz vor der Gamescom flogen Teammitglieder aus Frankfurt ins Wilmslow-Studio, um vor Ort Unterst\u00fctzung zu leisten, w\u00e4hrend die endg\u00fcltigen Bauten erstellt wurden. Es gab zahlreiche technische Systeme, die in Verbindung arbeiteten und einzigartige Herausforderungen mit dem lokalen Physikgitter stellten, wie z.B. das Tragen eines funktionierenden Fahrzeugs in einem anderen Schiff. Wenn Sie den Multiplayer in den Mix einbeziehen, sind wir auf einer ganz neuen Ebene der Komplexit\u00e4t. Wir haben auch die Aufh\u00e4ngungen von Bodenfahrzeugen und Fahrwerken verbessert, um sie realistischer zu gestalten, weitere Arbeiten an der Keulung von Vis-Bereichen durchgef\u00fchrt und das Planetensystem weiterentwickelt.\n\n\nKI\nDas KI-Team hat das Navigationssystem stark vorangetrieben, damit Designer Navigationsnetze in verschiedenen Objektcontainern einrichten k\u00f6nnen. Ein Navigationsbereich, der sich in einem Objektcontainer befindet, wird nun zur Laufzeit geladen und mit der richtigen Zone und dem richtigen lokalen Physikgitter verbunden.\n\nIm Bild sehen Sie das Navigationsnetz auf dem Landeplatz, in Blau, und dasjenige, das an der Zone und den lokalen Netzen der Konstellation befestigt ist. Wir haben auch daran gearbeitet, mehrere Fehler im Zusammenhang mit den Charakteren zu beheben, die sich auf nicht z-up Oberfl\u00e4chen bewegen, wir haben dort noch etwas Arbeit zu erledigen, aber die Dinge schreiten gut voran.\n\nWir konsolidieren nun die Verwendung von GUID f\u00fcr alle Elemente in unserem Subsumption Editor und den eigentlichen Kerncode, so dass wir den Designern ein hohes Ma\u00df an Flexibilit\u00e4t beim \u00c4ndern von Variablennamen oder beim Umbenennen von Aktivit\u00e4ten und Subaktivit\u00e4ten bieten k\u00f6nnen, ohne die Logik zu unterbrechen. Wir haben auch einige neue Aufgaben eingef\u00fchrt, die nun dem Designteam zur Verf\u00fcgung stehen:\n\nSelectTarget: Dieser Knoten erm\u00f6glicht es einem NSC, ein wahrgenommenes Objekt\/Charakter als Ziel auszuw\u00e4hlen. TokenScope: Dieser Knoten erm\u00f6glicht es Designern, die maximale Anzahl von NSCs anzugeben, die einen bestimmten Abschnitt der Logik ausf\u00fchren k\u00f6nnen. ReserveScope: Dieser Knoten erm\u00f6glicht es einem NSC, ein Objekt f\u00fcr die Dauer einer bestimmten Aktion zu reservieren. IsEntityPlayer: Dieser Knoten erm\u00f6glicht es einem NSC, zwischen einem KI-Charakter und einem Spielercharakter zu unterscheiden. IsTargetWithinDistance: Dieser Knoten erm\u00f6glicht es dem Designer, eine bestimmte Logik zu erstellen, wenn sich das Ziel innerhalb einer bestimmten Entfernung befindet. Im Laufe des letzten Monats begannen wir, die Kampfaktivit\u00e4t in die Unterordnung zu verschieben, so dass wir mit der vollst\u00e4ndigen Vereinheitlichung der menschlichen Verhaltensweisen im Rahmen des Unterlassungssystems beginnen k\u00f6nnen.\n\nWas das Wahrnehmungssystem betrifft, so k\u00f6nnen wir es NSCs nun erm\u00f6glichen, sowohl freundliche als auch feindliche Charaktere zu verfolgen, so dass wir komplexere, entspannte Verhaltensweisen entwickeln k\u00f6nnen. Wir haben auch den ersten Pass auf der Large Object Vision Map eingereicht, dies ist ein sehr \u00e4hnliches System wie die normale Vision Map, die wir verwenden, aber darauf ausgerichtet, gro\u00dfe Objekte als Gro\u00dfschiffe zu verfolgen.\n\nDas Abdeckungssystem erhielt die gleiche Liebe wie das Navigationssystem, wir haben den ersten Durchgang abgeschlossen, um es den Designern zu erm\u00f6glichen, Abdeckungsfl\u00e4chen in verschiedenen Objektcontainern richtig einzurichten und die Abdeckungsdaten zu laden, die es mit der richtigen Zone und dem lokalen Netz verbinden.\n\n\nDesign\nAuf der Seite des Systemdesigns haben wir den Missionsspender Miles Eckhart implementiert und die KI in unserem neuen Containersystem mit der richtigen Physik und lokalen KI-Navigationsnetzen mit unserem Subsumptionssystem zum Laufen gebracht. Dies wird es uns erm\u00f6glichen, eine Vielzahl von Verhaltensweisen zu schaffen, um das Universum zum Leben zu erwecken. Wir haben auch damit begonnen, neue Raumfahrtman\u00f6ver zu entwickeln, mit dem Ziel, fortschrittlichere Dogfighting-Taktiken f\u00fcr die einsitzigen KI-Schiffe zu entwickeln.\n\nEs wurden auch einige Designarbeiten an unseren Sammelsystemen f\u00fcr verschiedene Berufe durchgef\u00fchrt, insbesondere die Darstellung, wie unsere Kern-Gameplay-Schleife f\u00fcr das Sammeln verschiedener Arten von Ressourcen funktioniert, von der Ernte von Asteroiden oder Gaswolken bis hin zur Sammlung und dem Verkauf von Daten. Dies fiel mit der Entwicklung von zus\u00e4tzlichen Spielkreisl\u00e4ufen zusammen, wie z.B. die Beauftragung, Materialien zu sammeln oder zu transportieren.\n\nWir haben das FPS-Anzugdesign fast abgeschlossen, indem wir definiert haben, wie wir den Anzug modular aufl\u00f6sen, sowie Komponenten und andere Befestigungen zu den Anz\u00fcgen hinzugef\u00fcgt haben, die es dem Spieler erm\u00f6glichen, die Anzugteile an seinen Spielstil anzupassen.\n\nWir haben auch unsere Forschung und Entwicklung f\u00fcr die unbemannten Satelliten, Sonden, Landungen sowie kleine modulare Basen f\u00fcr verfahrenstechnische Planeten abgeschlossen, die schlie\u00dflich das aufkommende Stanton-System in Alpha 3.0 bev\u00f6lkern werden. Es wird noch einige Zeit dauern, bis wir diese umsetzen, aber mit dem vorgeschlagenen System werden wir in der Lage sein, eine gro\u00dfe Menge dieser Infrastrukturger\u00e4te ziemlich schnell f\u00fcr das Stanton-System in 3.0 zu bauen.\n\n\nUmwelt Kunst\nDas Environment Art Team in Frankfurt wurde im August vollst\u00e4ndig damit beauftragt, das Engine Team bei der Entwicklung der Verfahrensplaneten zu unterst\u00fctzen. Wir haben viel Zeit damit verbracht, an Bodenmaterialien zu arbeiten, neue H\u00f6henkarten zu erstellen und weiter an der Funktionalit\u00e4t und allgemeinen Benutzerfreundlichkeit unseres \"Planet Editor\" zu arbeiten.\n\n\nTechnische Kunst\nF\u00fcr August arbeitete das Tech Art Team in Frankfurt vor allem daran, alle Waffen mit der richtigen individuellen Masse und Physik zu aktualisieren, damit sie korrekt mit anderen Gegenst\u00e4nden und dem Boden kollidieren k\u00f6nnen.\n\n\nWaffenkunst\nLetzten Monat haben wir eine Reihe von Prototyp-Modellen f\u00fcr kommende neue Waffen und Ger\u00e4te fertiggestellt und eine Reihe von modularen Laufbefestigungen wie Kompensatoren und Entst\u00f6rer fertiggestellt. Wir haben auch ein weiteres Behring-Gewehr, die P8-AR, fertig gestellt und befinden uns in der Endphase der Kunstproduktion f\u00fcr eine Reihe von Behring-Granaten. Auf der Schiffswaffenseite haben wir die neuen Raketengestelle in allen Gr\u00f6\u00dfen und Varianten verpackt und damit begonnen, die Raketen selbst zu polieren, zu optimieren und anzupassen.\n\n\nKinematiken\nDas Frankfurter Cinematics-Team steuerte Animationen, Blockaden, Beleuchtung und Kameraarbeit zu den \"Quest Giver\"-Anteilen des Gamescom-Durchspiels bei. Durch den kompletten Prozess von Anfang bis Ende konnten sie die bestehende Pipeline testen und sie robuster f\u00fcr kommende Szenen und Charaktere machen. Wir haben auch eng mit unserem Lead Engine Programmer zusammengearbeitet, um zu testen, wie der Look IK in Cutscenes funktioniert, in denen der Spieler die volle Kontrolle und Bewegungsfreiheit hat.\n\n\nQA\nAls der August begann, startete DEQA den ersten Schritt mit dem Fokus auf Gamescom-Demotests. Wir haben unerm\u00fcdlich mit UKQA, ATXQA und LAQA zusammengearbeitet, um alle kritischen und blockierenden Probleme zu beseitigen, die w\u00e4hrend unserer Tests bis zum Event aufgetreten sind. Das QA-Team, mit Gr\u00e9goire Andivero von Design, hatte auch die M\u00f6glichkeit, einige Stunden lang auf der Ausstellungsfl\u00e4che mitzuwirken, um sicherzustellen, dass alle PCs mit dem richtigen Demo-Build eingerichtet wurden. Alle langen Stunden zahlten sich jedoch mit Chris Speaks epischem Finalspiel der Demo aus.\n\nSeit der Gamescom haben wir die letzten anderthalb Wochen im August damit verbracht, Feature Test Levels zu erstellen und Star Marine zu testen.\n\nBHVR\n\nMit der Auslieferung des 2.5-Patches kamen f\u00fcr uns bei Behaviour viele Clean-Ups und l\u00e4ngst \u00fcberf\u00e4llige Fixes hinzu. Auf der technischen Seite bedeutete dies, die Dinge f\u00fcr zuk\u00fcnftige Funktionen stabiler und einfacher zu gestalten und den Zeitaufwand f\u00fcr die Aktualisierung der Benutzeroberfl\u00e4che in jedem Frame zu reduzieren. Auf der Kunstseite haben wir die verlassene Asteroidenbasis Green Imperial Housing Exchange vorgestellt, an der wir seit einigen Monaten arbeiten. Ein gro\u00dfer Fokus des Teams lag auf der Beleuchtung, um die Geschichte, die durch die Level Art und die Modellierung vermittelt wurde, zu verst\u00e4rken. Und wir sind noch nicht fertig. Wir haben einige Vorher-Nachher-Sch\u00fcsse eingef\u00fcgt, um zu zeigen, wohin Grim HEX in zuk\u00fcnftigen Patches unterwegs ist. Wir hoffen, dass Sie den neuen Look genie\u00dfen werden, sobald er in das Spiel integriert wurde.\n\nTurbulent\n\nNicht einmal wir Entwickler in Montreal konnten uns der Spannung der Gamescom entziehen, als wir eine spezielle Webseite f\u00fcr die Veranstaltung entwarfen und bauten. Diese Seite enthielt den 5-t\u00e4gigen Livestream von Twitch sowie ein neues Chat-Modul mit verbesserter Technik. Es war gro\u00dfartig, den Sponsoren w\u00e4hrend der Gamescom dieses coole Erlebnis bieten zu k\u00f6nnen, und wir freuen uns darauf, es in Zukunft f\u00fcr andere Veranstaltungen zu nutzen. Dar\u00fcber hinaus wird an einer neuen Suchfunktionalit\u00e4t gearbeitet, die intuitivere, plattform\u00fcbergreifende Ergebnisse erm\u00f6glicht. Dieses neue Suchmodul wird schlie\u00dflich die Suche der aktuellen Website vollst\u00e4ndig ersetzen.\n\n\nSchiff passiert\nIn diesem Monat wurde die Anvil Terrapin vorgestellt, ein Erkundungsschiff mit nachgewiesener milit\u00e4rischer Erfolgsbilanz, das in der Lage ist, einen Treffer zu erzielen... oder zwei, und weiterzumachen. Es wurde zusammen mit einem Paar thematischen Combo-Paketen angeboten. Und obwohl es kein Schiff war, war der neu entdeckte Ursa Rover auch da. Der 2.5-Patch sah die Ver\u00f6ffentlichung von drei flugfertigen Schiffen: zwei Argo MPUVs, sowohl Fracht- als auch Personalvarianten, und die Xi'An beeinflussten MISC Reliant Kore!\n\n\nRSI Newsletter\nDer offizielle Star Citizen-Newsletter wurde \u00fcberarbeitet, als wir uns von der standardm\u00e4\u00dfigen Aktualisierung der RSS-News verabschiedeten und ein neues Layout einrichteten, das kuratierte Inhalte und mehr Informationen aus der Community als Ganzes bevorzugt. Es enth\u00e4lt nicht nur die Top-Stories jeder Woche, sondern auch Updates f\u00fcr RSI-Abonnenten, aktuelle Promotionen und pr\u00e4sentiert Top-Arenacommander-Piloten, Fan-Kreationen aus dem Community Hub und manchmal brandneue Inhalte, die Sie noch nie zuvor gesehen haben!\n\nCommunity\n\nZwischen unserem ersten gro\u00dfen Showfloor-Stand, f\u00fcnf Tagen Gameplay-Livestreaming, unserer vierten j\u00e4hrlichen Gamescom-Pr\u00e4sentation, bei der wir Star Citizen Alpha 3.0 vorf\u00fchren, Ausfl\u00fcgen zu unseren B\u00fcros in Frankfurt und Wimslow und mehr Bar Citizen-Veranstaltungen in Deutschland und Gro\u00dfbritannien, als man mit einem Stock sch\u00fctteln kann, war der August ein Kinderspiel.\n\nSendungen\nW\u00e4hrend Around the Verse und Reverse the Verse ihre Reise um den Globus fortsetzten, war es unser Livestream Fourth-Annual Gamescom Presentation, der erneut von Chris Roberts selbst veranstaltet wurde, der die Aufmerksamkeit auf sich zog. Wir sind in der Lage, der Community, ganz zu schweigen von der ganzen Welt, eine Vorschau auf den kommenden Star Citizen Alpha 3.0 zu zeigen.\n\nDar\u00fcber hinaus war unser f\u00fcnft\u00e4giges Game-Streaming vom Gamescom Showfloor-Stand sowohl vor als auch nach der Pr\u00e4sentation ein gro\u00dfer Erfolg. Mitglieder unserer Livestreaming-Community Star Citizen tauschten ihre Erfahrungen aus, und wir verschenkten satte 42 Spielepakete. Es war ein solcher Erfolg, dass Smart Money sagt, dass wir das Programm in Zukunft fortsetzen werden.\n\nIhr Jungs\nDie Gemeinschaft bl\u00e4st uns weiterhin jeden Monat aus dem Wasser mit der Menge an talentierten und detaillierten Beitr\u00e4gen, die an den Community Hub geschickt wurden. Dieser Monat war einer der schwierigsten, sich jede Woche f\u00fcr ein MVP zu entscheiden, da es eine F\u00fclle von verdienstvollen Inhalten gab. Wenn Sie etwas im Hub sehen, das es wert ist, f\u00fcr MVP hervorgehoben zu werden, ist es nicht zu sp\u00e4t, um abzustimmen! Auch wenn es im August kein MVP bekommen hat, schlie\u00dft dies ein Highlight f\u00fcr die Zukunft nicht aus.\n\nEiner der besten Aspekte unserer Arbeit ist, wenn wir Sie alle pers\u00f6nlich treffen k\u00f6nnen! Allein die Gamescom hatte neben der Pr\u00e4sentations-Nachparty drei Fan-Treffen. Dies ist eine unglaubliche M\u00f6glichkeit, mit den B\u00fcrgern vor Ort in Kontakt zu treten, also \u00fcberpr\u00fcfen Sie unbedingt, ob es in Ihrer N\u00e4he welche gibt. Wie immer vielen Dank an alle, die gekommen sind, um uns zu unterst\u00fctzen und abzuh\u00e4ngen: Solche Sachen laden die alten Batterien wirklich auf.\n\nUnd hast du Dastro34's Big Bennys Kost\u00fcm gesehen? Gro\u00dfer Hit hier.\n\nVorausschauend\nNochmals vielen Dank an alle f\u00fcr einen tollen Monat. Wir werden wieder an die Arbeit gehen und uns weiter bei Squadron 42, SC Alpha 2.6 und 3.0 zur\u00fcckziehen.\n\nWir sind fast einen Monat von der Citizen Con 2016 entfernt, die dieses Jahr in Los Angeles stattfindet. Schauen Sie zur\u00fcck, um mehr Details \u00fcber Veranstaltungen und Zeitpl\u00e4ne zu erfahren. Es wird definitiv ein Hingucker sein.","zh_CN":"Greetings Citizens!\n\nIt should come as no surprise that August was a very busy month. Teams all around the world were hard at work on the Gamescom demo, which showcased staggeringly new tech from a variety of disciplines. Meanwhile, we also pushed 2.5 Live, releasing the Grim HEX outlaw station, Argo and Reliant Kore out to all of our backers.\n\nThere\u2019s no time to rest as we have big plans for Citizen Con, which is right around the corner, and 2.6 development and testing is well underway as well.\n\nCloud Imperium Los Angeles\nEngineering\n\nThis month the Engineering team was focused on several priorities, which included crushing bugs for Alpha 2.5.0 and ensuring target Gamescom features functioned properly. All while also getting Item System 2.0 ready for prime time.\n\n\nDesign\nLA Design split time between long and short term goals. Immediate needs had us knocking out fixes for SC Alpha 2.5.0 and Gamescom. Meanwhile, we updated ship mass and health calculations for a number of flyable ships, made improvements to the Hornet, and did tech setup to the Constellation Aquila. We also worked with Engineering on features for Item System 2.0.\n\n\nArt\nBesides the normal bug fixes, Art focused on generating new content in August. Major advancements were made on the Drake Caterpillar, which entered the final art stage. Marine suits updated, fun new costumes created, heads polished to push them to that next level, and much more.\n\n\nNarrative\nGamescom allowed us to introduce you to Miles Eckhart, who represents our first crack at a PU mission giver. We captured the actor during the July shoot and it was incredible to see the subtlety of the performance translate into the game. For 3.0 we fleshed out the tone, flavor, and characters of Stanton\u2019s various locations, and worked with Design on needed text for missions and NPCs.\n\n\nQuality Assurance\nLAQA\u2019s kept busy testing the Gamescom demo, 2.5, Star Marine, and Squadron 42. In addition, the team worked with developers on Item 2.0, ship LOD\u2019s, lighting, and landing gear.\n\nCloud Imperium Austin\nDesign\n\nThe Austin Design Team helped ensure that the elevators in Grim HEX worked properly (you might recall that this is trickier than it sounds when accounting for localized physics grids), and coordinated with LA Engineering to guarantee that they will work with the upcoming Item 2.0 system. Lead Designer Rob Reininger focused on the \u201cSelling Kiosk\u201d plan, which lets players sell stuff. He also created Blueprint Documents for additional Grim HEX shops, and synced up with other teams on content to sell in those stores. Finally, Pete Mackay identified the first twenty commodities that will be available to collect, transport, and sell. He also iterated on designs for resource spawning, trade routes, and quantum fuel models.\n\n\nBackend Services\nLead Server Engineer Jason Ely wrapped up work on the Service Beacon feature, and passed it along to other teams to finish. Senior Server Engineer Tom Sawyer and Ian Guthrie at Wyrmbyte implemented Service Discovery, which will be extremely helpful once we have Dynamic Server Spinup\/Shutdown online for the PU. Tom also worked on hooks into the Player Info Service that will provide details on NPC relationships. Finally, Ian and Turbulent continued to create a bridge between Platform and Services, so the two can share information like player presence, UEC transaction history, Org members, and contacts\/friends.\n\n\nArt\/Animation\nThe Animation team was excited to see their assets breathe life into the Star Citizen universe. They implemented and polished numerous NPC animations, and finally saw their work function within Subsumption (our AI system). The Ship Animation Team reauthored enter\/exit animations to \u201ccombat speed\u201d for the Gladius and Vanguard, added Dropship seat enter\/exits to the Vanguard Hoplite, and completed an initial pass on character interactions with the Ursa Rover and Drake Dragonfly.\n\nChris Smith\u2019s update of the Constellation Aquila is in Greybox and will be into Final Art soon. Josh Coons is doing a final polish on the Herald, which is set for a lighting adjustment next. Lighting artist, Emre Switzer, completed his final pass on the Levski landing zone and Grim HEX station.\n\n\nQA\nAustin QA put in a tremendous amount of work on the Gamescom presentation. Special recognition goes to Don Allen and Todd Raffray for heavily testing the Stanton system, documenting it, and staying late to test builds for our UK and DE teams. Jesse Mark, Bryce Benton, and Scott McCrea field tested requests from our Developer groups to ensure a quick turnaround and integration of their work into our builds.\n\nIn August, Austin QA supported the deployment of 12 PTU builds and 2.5.0 to Live. Michael Blackard and Elijah Montenegro were integral to the process, which involves extensive test passes of the build, deployment services and patch note support. Tyler Tumlinson and Bryce performed vital work on 2.5.0 involved coordinating with the Game Support team to gather feedback and data from the community.\n\nOnce 2.5.0 went Live, future content became our focus. Scott McCrea and Brandon Crocker worked with the UK on daily smoke tests and helped organize frequent Star Marine playtests. Tory Turner and Andrew Rexroth focused on Squadron 42 while also building level flow and guides for other testers.\n\n\nGame Support\nChris Danks, Eric Green, and Will Leverett spent time hammering 2.5.0 on the PTU with Evocati Test Flight. We wanted to express our appreciation for the volunteers who donated their time and energy to test a frustrating build. Game Support also worked with the Community team to produce Austin\u2019s episode of Around the Verse and publish a post on the migration from combat visors to in-ship multi-function displays.\n\nWe\u2019re very excited about some things coming up for 2.6.0, and will be adding additional testers to Evocati Test Flight. The additions will come from the top contributors on the Issue Council, so if you want to participate, make sure you\u2019re active on https:\/\/robertsspaceindustries.com\/community\/issue-council\n\n\nIT\/Operations\nAustin IT set up and tested all the equipment prior to the event and then shipped it to the venue. At Gamescom, our IT ground team, along with many helpful volunteers, set up and tore down the rigs. All the way up to show time, we provided 24-hour support on builds and fine tuning the network so all content from Austin arrived in Germany with time for testing and the live stream.\n\nWe also continued to work with DevOps on reducing our patch size. By migrating the new patching process into the build system output pipeline, we\u2019ll be able to work with real build data rather than test data. Soon, we\u2019ll be able to get new data to the internal teams using this system, and finally get to see the results of all this development work.\n\n\nLiveOps\/DevOps\nIn August, the LiveOps\/DevOps team deployed 11 builds to PTU and published 2.5.0 to Live. Since we also publish a lot of builds internally, every minute we shave off a build or build replication time makes a difference. Here are a few fun stats that demonstrate the size and scope of information that we\u2019re dealing with \u2014\n\nAugust Build Stats 161 builds completed successfully\n\nDepending on branch and type, build sizes varied from 40-200 GB each\n\n7,728 GB of build data was generated\n\nUsers deployed 78 servers across all build versions\n\n30,912 GB of build data was replicated between studios\n\nWe transfer nearly 1,000 build copies a day to the desktop level across all studios with most testers and developers consuming multiple build versions per day\n\nThe central build system is currently made up of 48 servers\n\nCurrently configured with 524 cores and 812 GB of RAM with access to 400 additional cores during heavy build activity\n\nFoundry 42 UK\nProgramming\n\nThe Gamescom demo premiered the initial implementation of the Star Map in-game. Based on the application already on the RSI website, the version we\u2019ve been working on will match the UI and feature numerous functions. For example: you\u2019ll use it to select a Quantum Drive destination rather than the current system in-game, which, while functional, is less than optimal when trying to pick out a specific destination from a POI cluster at long range. .\n\nIn addition, our FPS team has been refining and implementing new game modes for Star Marine. Since it will be a focused FPS experience with its own specific maps, we\u2019ve tidied up a lot of the code and repurposed much of the CrySDK. We also fixed a nasty performance issue that was blocking 2.5.0 from going Live. The bug, a low level CPU instruction \u2014 specifically a memory alignment issue with atomic memory access, didn\u2019t appear internally, and only showed itself once the servers were filled with players. Thus the benefit of backers helping us test PTU releases. After an extensive investigation, we identified the bug and squashed it with a one-line fix.\n\n\nArt\nThere was a lot on the table in August, including props both large and small. Soon you\u2019ll see stuff like spiral fruit appearing in shops. mobiGlas got another pass to provide flexibility with the characters and more customization options. We also pumped out ship sale brochures, worked on a new ship we\u2019re all excited about!\n\nOn the weapons front, the Kastak Arms ballistic shotgun is in development and a K&W energy handgun is about complete. We also running a Knightsbridge Arms weapon through our streamlined ship weapons process. Hopefully, it\u2019ll cut down the amount of work needed and increase the production rate for in-game items.\n\n\nVFX\nFor the 2.5.0 release, our team fixed bugs and polished effects, which included a final pass on Grim HEX\u2019s environment effects and the ARGO and Reliant thrusters\/damage. We also improved the Aurora\u2019s thrusters, and are steading working through all existing ships to ensure boost effects are consistent.\n\nOur work was also all over the Gamescom demo. We created the burning effect on the Freelancer during atmospheric entry, polished all weapon effects seen, did a full flight\/hover-ready pass on the Dragonfly, and made ship landing effects improvements. In addition to that, we added surface dust kicking up from the Ursa Rover, provided atmospheric effects (dust, steam, smoke) to Levski\u2019s interior and exterior.\n\n\nEnvironment Art\nThe Gamescom event showcased a number of cool environments, from the beautiful vistas seen when traveling from space to planet, to Levski\u2019s interior. There was also a moon base of small compounds built out of temporary structures. This is an idea we\u2019re excited to develop further with structures half-buried in deserts or engulfed by overgrown jungles. We also polished Grim HEX and continued steady work on Squadron 42.\n\n\nAnimation\nWhen animators weren\u2019t off sick, on holiday, or injured from crashing bikes, we\u2019ve provided support to the AI teams, revisited the player animations (specifically fixing some of the aimposes, select\/deselect animations, crouch movement and smoothed out the headcam when jumping) and did some previz explorations on new FPS (personal) weapons.\n\n\nDesign\n2.5 and Gamescom allowed us to progress with some of the core systems in the game that needed some love: coming soon will be flight model improvements, the landing and take-off systems were tweaked to feel more intuitive, and the Cargo system has begun to come online with the first tier design being implemented.\n\nThe tech designers have been getting to grips with the conversion of all our existing ships to Item 2.0, which is a huge but super necessary task to add the layer of usability that Chris described at Gamescom. They also got the Argo and Reliant flight ready, and are pushing on with the Dragonfly and Ursa Rover among other things.\n\nFocusing on future releases, our Star Marine designers have been working with the environment art team to craft some cool FPS levels, and for Grim HEX, we are working on a slalom race track that will be awesome for all the Dragonfly pilots. Lastly, we have been updating the Arena Commander maps as well as adding some cool new missions to SC Live.\n\n\nProps\nWe dedicated some of our time to polishing up and bug fixing any assets that were being shown on stage and I believe only one bug made it through. Damn you, popping container!\n\nAlongside Gamescom and 2.5 release, we spent some time investigating photogrammetry and working with the environment team on the procedural planet tech. We have shifted our focus back onto Squadron 42 and the CitizenCon demo, locking down the backlog and putting together a solid plan through CitizenCon and towards the end of the year.\n\nWe\u2019ve also started developing the damage and destruction pipeline for the ship items. Ultimately we want to create a system so when you pop open the ship panels and see your items, we can visually represent damage so you know what\u2019s gone wrong and what needs to be fixed.\n\n\nGraphics\nLast month the graphics team focused on polishing the Gamescom demo, as problems often arise in areas we don\u2019t expect. We also began to work on tech to populate the universe with asteroid fields, gas clouds, lightning, and VFX on planets. This tech will allow us to seamlessly spawn hundreds of thousands of asteroids at once and have asteroid fields containing billions of asteroids in total. The current focus is on the placement algorithm and making sure it\u2019s fast and visually pleasing. The gas cloud and lightning tech are both coming along well and should set the scene for spectacular dogfights!\n\nWe\u2019ve also worked on low level tech, like adding the ability for the engine to render secondary cameras (for video comms, holograms and UIs), and adding LOD mesh merging support to the new \u2018object container\u2019 technology (which will enable us to load and stream such large levels).\n\n\nAudio\nCollectively we had Gamescom, 2.5 and our usual tasks for Squadron 42, but here\u2019s an overview of what CIG Audio has been up to over the past month.\n\nBob Rissolo headed up the charge for integrating the dialogue into the Gamescom demo. Working with Phil Smallwood, they handled the dialogue support for our mission giver, landing coordinator and NPCs as well as the various soundscapes you passed through.\n\nThe whole team contributed to building the incredibly dense soundscapes for the demo, from the general ambience of the locations (Levski, the derelict ship, Olisar, etc.) to the specific (the Dragonfly, in-atmosphere wind-drag sounds, even footsteps).\n\nRoss Tregenza and Sam Hall continued working on the music system and incorporating the various musical cues into the game. The big system they\u2019ve been working on is the music logic system, which triggers dynamic musical cues based on your actions during the game, allowing the musical score to change based on your actions and the situation. It\u2019s a tremendously exciting addition to see develop.\n\n\nQA\nWe touched many new exciting areas in the Gamescom demo: procedural planets, AI Subsumption, HUD alterations, the Dragonfly and the Ursa Rover. We worked in tandem with the QA in Frankfurt, Austin and L.A. and learned many valuable lessons about cross-studio testing that will come in handy for CitizenCon and any future events.\n\nWe\u2019ve also devoted a lot of time to Star Marine, headed up by our main FPS testers Mark Tobin and Nathan Rigby. They have been drafting test case documents and really getting into the nitty gritty of the Free for All and Team Deathmatch game modes. We are really looking forward to getting this into your hands, as free EVA offers new tactics and gameplay opportunities to FPS which you just can\u2019t find anywhere else!\n\nFoundry 42 DE\nEngine\n\nShortly before Gamescom, team members from Frankfurt flew to the Wilmslow studio to provide on-site support while the final builds were being put together. There were numerous tech systems working in conjunction that introduced unique challenges with the local physics grid, like carrying a functional vehicle inside another ship. Throw multiplayer into the mix and we\u2019re on a whole new level of complexity. We also improved ground vehicle and landing gear suspensions to make them more realistic, did some more work on vis areas culling and continued to develop the planetary system.\n\n\nAI\nThe AI team made a big push on the navigation system to allow designers to setup navigation meshes in different object containers. A navigation area placed inside an object container will now be loaded at run-time, and it will connect to the right zone and the right local physics grid.\n\nIn the image you can see the navigation mesh on the landing pad, in Blue, and the one attached to the zone and local grids of the Constellation. We also worked on fixing several bugs related to the characters moving on non z-up surfaces, we still have some work to do there but things are progressing nicely.\n\nWe are now consolidating the usage of GUID for all the elements inside our Subsumption Editor and the actual core code, so that we can allow designers a large amount of flexibility when changing names of variables or renaming activities and subactivities, all without breaking any logic. We also introduced several new tasks that are now available to the design team:\n\nSelectTarget: this node allows an NPC to select a perceived object\/character as a target.\n\nTokenScope: this node allows designers to specify the maximum amount of NPCs that can execute a specific section of the logic.\n\nReserveScope: this node allows an NPC to reserve an object for the duration of a specific action.\n\nIsEntityPlayer: this node allows an NPC to distinguish between an AI character and a Player character.\n\nIsTargetWithinDistance: this node allows the designer to create a specific logic when the target is within a specific distance.\n\nOver the last month we began moving the combat activity into Subsumption, so that we can start the complete unification of the human behaviors under the Subsumption system.\n\nRegarding the perception system, we can now enable NPCs to track both friendly and hostile characters, allowing us to craft more complex relaxed behaviors. We also submitted the first pass on the Large Object Vision map, this is a very similar system to the normal vision map we use, but oriented towards tracking large objects as capital ships.\n\nThe Cover System received the same love as the Navigation System, we completed the first pass to allow designers to properly setup cover surfaces in different object containers and load the cover data connecting it to the proper zone and local grid.\n\n\nDesign\nOn the Systems Design side, we implemented the mission giver, Miles Eckhart, and got AI working properly in our new Container system with proper physics and local AI navigation meshes using our Subsumption system. This will allow us to create a variety of behaviors to make the universe come to life. We\u2019ve also started designing new Space Flight maneuvers with the goal of creating more advanced Dogfighting tactics for the single-seater AI ships.\n\nThere has also been some design work done on our Gathering systems for various professions, specifically outlining how our core gameplay loop works for gathering different types of resources, ranging from harvesting asteroids or gas clouds to the gathering and selling of data. This coincided with developing ancillary game loops like being hired to either gather or transport materials.\n\nWe have almost finalized the FPS suit design, defining how we break up the suit for modularity as well as adding components and other attachments to the suits, allowing the player to customize suit pieces to fit their play style.\n\nWe have also finished up our R&D for the unmanned satellites, probes, landers, as well as small modular bases for procedural planets, that will eventually populate the nascent Stanton System in Alpha 3.0. It will still be some time before we implement these, but with the proposed system we will be able to build a large amount of these infrastructural devices fairly quickly for the Stanton system in 3.0.\n\n\nEnvironment Art\nThe Environment Art team in Frankfurt was fully tasked in August with supporting the Engine Team to develop the procedural planets. We spent a good amount of time working on ground materials, authoring new height maps and continuing work on the functionality and general usability of our \u201cPlanet Editor.\u201d\n\n\nTech Art\nFor August, the Tech Art team in Frankfurt primarily worked on updating all weapons with proper individual mass and physics, so they can correctly collide with other items and the floor.\n\n\nWeapon Art\nLast month, we finished a bunch of prototype models for upcoming new weapons and gadgets, and completed a set of modular barrel attachments such as compensators and suppressors. We also finished another Behring rifle, the P8-AR, and are in the final stages of art production for a set of Behring grenades. On the ship weapon side, we wrapped up the new missile racks in all sizes and variants and have started to polish, optimize and adjust the missiles themselves.\n\n\nCinematics\nThe cinematics team in Frankfurt contributed animations, blocking, lighting, and camera work to the \u201cquest giver\u201d portions of the Gamescom playthrough. Going through the full process from beginning to end allowed them to test the existing pipeline and make it more robust for upcoming scenes and characters. We also worked closely with our Lead Engine Programmer to test how the look IK will perform in cutscenes where the player has full control and freedom of movement.\n\n\nQA\nWhen August began, DEQA hit the ground running focused on Gamescom demo testing. We worked tirelessly with UKQA, ATXQA and LAQA toward the goal of smashing all critical and blocking issues encountered during our testing up to the event. The QA team, with the addition of Gr\u00e9goire Andivero from Design, were also given the opportunity to assist on the show floor for a few hours to ensure that all PCs were set up with the proper demo build. All the long hours paid off though with Chris Speak\u2019s epic final play of the demo.\n\nSince Gamescom, we spent the last week and a half of August creating Feature Test levels and testing Star Marine.\n\nBHVR\n\nWith the delivery of the 2.5 patch came along a lot of clean ups and long overdue fixes for us at Behaviour. On the engineering side, this meant making sure things were more stable and simpler for future features, as well as reducing the time spent updating the UI each frame. On the art side, we introduced the abandoned Green Imperial Housing Exchange asteroid base we have been working on for the past several months. A big focus for the team was on the lighting in order to reinforce the story conveyed by the level art and modeling. And we\u2019re not done yet. We\u2019ve included some before and after shots to show where Grim HEX is headed in future patches. We hope you\u2019ll enjoy the new look once it has been integrated in game.\n\nTurbulent\n\nNot even us devs in Montreal were able to escape the Gamescom excitement as we designed and built a special web page for the event. This page contained the Twitch 5-day livestream, as well as a new chat module featuring improved tech. It was great being able provide this cool experience to backers during Gamescom and we look forward to using this in the future for other events. In addition, work is underway on new search functionality, allowing for more intuitive, platform-wide results. This new search module will eventually replace the current website\u2019s search altogether\n\n\nShip Happens\nThis month saw the introduction of the Anvil Terrapin, an exploration ship with a proven military track record able to take a hit\u2026 or two, and keep on going. It was offered up alongside a couple exploration themed combo packs. And while not a ship, the newly revealed Ursa Rover was there as well. The 2.5 patch saw the release of three flight ready ships: two Argo MPUVs, both cargo and personnel variants, and the Xi\u2019An influenced MISC Reliant Kore!\n\n\nRSI Newsletter\nThe official Star Citizen newsletter saw an overhaul as we moved away from the standard RSS news update, and into a new layout that favors curated content and more information from the community as a whole. Not only does it include each week\u2019s top stories, but it also recaps updates for RSI Subscribers, current promotions, and showcases top Arena Commander pilots, fan creations from the Community Hub, and sometimes, brand new content you\u2019ve never seen before!\n\nCommunity\n\nBetween our first major showfloor booth, five days of gameplay livestreaming, our fourth-annual Gamescom presentation where we demo\u2019d Star Citizen Alpha 3.0, trips to our Frankfurt and Wimslow offices, and more Bar Citizen events in Germany and the UK than you can shake a stick at, August has been one heck of a ride.\n\nBroadcasts\nWhile Around the Verse and Reverse the Verse continued their trek around the globe, it was our Fourth-Annual Gamescom Presentation livestream hosted again by Chris Roberts himself that drew all the attention. We we\u2019re able to show the community, not to mention the world at large, a preview of the upcoming Star Citizen Alpha 3.0.\n\nAdditionally, our five days of game streaming from the Gamescom Showfloor booth both before and after the presentation was a tremendous success. Members of our Star Citizen livestreaming community shared their experiences, and we gave away a whopping 42 game packages. It was such a hit that smart money says we\u2019ll be continuing the program in the future.\n\nYou Guys\nThe Community continues to blow us out of the water each and every month with the amount of talented and detailed contributions submitted to the Community Hub. This month was one of the toughest to choose an MVP each week, as there was an abundance of deserving content. If you see something in the Hub worth highlighting for MVP, it\u2019s not too late to vote! Even if it didn\u2019t get MVP in August, this does not rule out a highlight in the future.\n\nOne of the best parts of our jobs is when we get to meet all of you in person! Gamescom alone had three fan gatherings in addition to the presentation after-party. These are an incredible way to get in touch with local Citizens, so make sure to check and see if there are any in your local area. As always, thank you to everyone who came out to support us and hang out: stuff like this really recharges the ol\u2019 batteries.\n\nAnd did you see Dastro34\u2019s Big Benny\u2019s costume? Big hit here.\n\nLooking Ahead\nThanks again to everyone for an awesome month. We\u2019re going to get back to work and keep plugging away at Squadron 42, SC Alpha 2.6 and 3.0.\n\nWe\u2019re almost a month away from Citizen Con 2016, being held this year in Los Angeles. Check back to find out more details about events and schedules. It\u2019s definitely going to be a showstopper."},"links_count":1,"comment_count":72,"created_at":"2016-09-09T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-04-30 01:38:01","valid_relations":["images","links","translations"],"prev_id":15504,"next_id":15508}}