{"data":{"id":15637,"title":"Monthly Studio Report: November 2016","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15637-Monthly-Studio-Report-November-2016","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15637","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15637","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens!\n\nNovember 2016 was one for the record books! We celebrated our fourth anniversary with a special \u2018air show\u2019-themed livestream featuring the return of everyone\u2019s favorite Galactic Gear (now Galactic Tour!) host. We launched the long-awaited Prowler boarding ship and made great progress all around\u2026 which you can track in more detail than ever thanks to the weekly production reports we now share with the community.\n\nWork continued on Star Citizen Alpha 2.6, 3.0 and Squadron 42 this month, with a focus on getting Star Marine ready for launch. We\u2019ve been having an incredible time watching it come together, and we\u2019re excited to let the Star Citizen community exerience the pitched FPS battles our Quality Assurance teams have been putting through their paces. Now let\u2019s take a look back at the month that was November, 2016.\n\nCloud Imperium Los Angeles\nEngineering\n\nWith the push for 2.6, the team made huge progress on the vehicle system and flight control, while laying the groundwork for further development of the item system. Improved first-person radar mechanics should allow for new gameplay, and the first version of our atmospheric volume system was rolled out. Work continued on systems that support and control interactions, and tools for designers to flesh out the gigantic universe of Star Citizen.\n\n\nTech Design\nOur tech design team continues to plug away supporting the engineers in their endeavor to get Item2.0 up and out the door. We also started putting some new ships through the pipeline. We can\u2019t say which yet, but in the meantime, we\u2019re very excited to finally release Drake\u2019s Caterpillar and Herald. Last but not least we\u2019ve been all hands on deck getting SC alpha 2.6.0 ready for public consumption as well as working with the various teams to put on a fun live stream.\n\n\nArt\nThe Art Teams have been dividing their efforts between Star Marine, Squadron 42 and the Persistent Universe. The Ship Team put the finishing touches on the Caterpillar and also moved onto the Drake Buccaneer making progress on the whitebox and now greybox of that ship. The Character Art Team worked on planetary fauna to add to the vast landscapes of our many planets as well as updating and working on humanoids by improving textures on the Outlaw and Marine BDUs, and have also created several new clothing items that you\u2019ll soon see in the shops in the Persistent Universe. Both teams still have much more to do, so keep your eyes peeled for new additions!\n\n\nTech Content\nThe team was intensely focused on cleaning up the animation streaming system and unified the character head assets. Character Items were revisited and improved, setting the stage for the inventory system yet to come, and new scripts and pipeline tools will allow for artists and designers to bring even more to the \u2018verse in coming builds. For the first time, asset and profiling fixes lead to zero asset build errors in the game.\n\n\nNarrative\nIn the wake of last month\u2019s motion capture shoot, the team worked with the editor to review the footage to put together selected footage for Chris to review. In anticipation of the November Live Stream, everyone pulled together to help script some of the events and segments while continuing to tackle any lingering 2.6 needs, the vast catalogue of items that are being created and chipping away at 3.0.\n\nWill and Adam faced each other in the Electronic Access Invitational, causing much division and tension in the writer pit. Although the competition was resolved, hopefully they will start speaking soon.\n\n\nQuality Assurance\nLAQA\u2019s primary focus was on supporting local developers, and providing QA support and participating in the November Live Stream event. This involved a number of Star Marine and Arena Commander playtests. The team also took looks at the latest Afterburner and flight balance changes, as well as new missile systems that John Pritchett was working on. The team also enjoyed taking early looks at the new slate of ships for SC alpha 2.6.0: the Caterpillar, the Herald and even an extra-early look at the 85X.\n\nLAQA also welcomed to the team a new tester: Andrew Hernando. Andrew joins us from Turtle Rock Studios, and he jumped in the deep end very quickly to get up to speed on the full scope of Star Citizen.\n\nCloud Imperium Austin\nNovember has been a big month for Star Citizen. We have ramped up major testing on Alpha 2.6 and started adding Evocati playtesters as well. We provided a lot of technical support for the Anniversary Livestream and a ton of Player Relations and Platform support for the Anniversary sale which was a huge success! We\u2019re looking towards the release of 2.6 now and the end of the calendar year, so here are some detailed updates from each team.\n\n\nDesign\nThe Austin Design Team has been looking ahead to 3.0.0. for the majority of November. Lead Tech Designer Rob Reininger took a trip out to LA to touch base with several of the Execs and Directors on various topics. He discussed the Shop Entity setup with Chris Roberts and Paul Reindell, presented the latest iteration on the Shopping Kiosk designs to Chris, and reviewed upcoming design requests for the Character Team with Josh Herman. He got some great feedback and has been doing another iteration on the Shopping Kiosk, working with the UI Team to get some good mockups.\n\nWe\u2019re experimenting with \u201cShop Archetypes\u201d for the better part of a month now. These archetypes are basically establishing fundamental parameters that every shop within a certain \u201ctype\u201d will follow. Parameters include specific metrics that need to be followed, types of NPCs, prop requests, animation requests, and any gameplay considerations that need to be taken into account. The first batch of Shop Archetypes we\u2019ve been addressing are \u201cBar,\u201d \u201cClothing Shop,\u201d \u201cSecurity\u201d and \u201cPersonal Weapons Shop.\u201d There are several questions surrounding these various archetypes, so we\u2019ve been having regular syncs with Tony Z and Todd Papy to answer these questions.\n\nDesigner Pete Mackay has been focused on the economy as it relates to 3.0. He\u2019s been tweaking his Price Fixer tool, which takes varying gameplay aspects into account to generate value for items and components. These values will help to inform final in-game pricing for items and ships. Pete has also been defining various aspects of the \u201cCommodities\u201d list, distribution of said commodities, and how this informs the establishment of trade routes within the Stanton System.\n\n\nArt\nShip artists Chris Smith and Josh Coons are chugging away on their respective ships. Chris Smith is putting the final touches on the Hornet refactor and Josh is in the middle of Greybox pass for the Drake Cutlass refactor. Chris and Josh also took some time this month to create variants on the Hornet and Herald, the Wildfire and racing variants respectively. Emre Switzer has been hard at work at lighting the Star Marine maps, OP Station Demien Station and Echo Eleven.\n\n\nAnimation\nThe PU Animation Team has been supporting Squadron 42 by implementing animations for the various Usables that have been set up in the Idris by Design. Bryan Brewer and David Peng worked on the Idris Deck Crew sequence, splitting up the various roles within the Deck Crew to be operated completely as AI. This is a very complex sequence that required a lot of back-and-forth with Design and it is looking really awesome. David and Vanessa have since been incorporating what we\u2019re calling \u201clego piece transition\u201d animations into the existing animation sets. These lego pieces were captured at Imaginarium Studios and, once stitched in to various animations, will allow AI characters to interact with Usables at more angles than they could previously. Right now we\u2019re specifically working on stitching these into the Mess Hall and Sitting Console animation sets.\n\nThe Ship Animation Team wrapped up work on the Drake Caterpillar and Origin 85X this month in preparation for the 2.6 release. Jay Brushwood has since moved on to improving the GForces animations in the various cockpit types, taking into account improvements in other tech like Eye Stabilization to get them feeling really nice. Daniel Craig finished implementing all of the updated enter\/exit combat speed animations this month as well.\n\n\nBackend Services\nThe Backend Team spent the month delving into various areas of the project. Tom Sawyer has been fixing up bugs to help smooth out our lobby\/matchmaking services. He is also supporting the UI Team in implementing the new Frontend Refactor of the Lobby, Matchmaking, and Leaderboard screens. Tom also created a new Leaderboard Service that grabs info from the website leaderboards and posts them in the new in-game Leaderboards.\n\nLastly, Ian Guthrie at Wyrmbyte helped implement some new admin commands that will help our LiveOps and Customer Support teams better navigate servers and identify problems. Ian is always a huge help and we\u2019re grateful for all he has done on this project.\n\n\nQuality Assurance\nThe first half of the month testing focused on Star Marine and Arena Commander to ensure they were ready for the November Live Stream. The second half of the month, the focus has been testing 2.6.0 and supporting multiple deployments to Evocati. We worked closely with Turbulent in a series of destructive tests of the new Spectrum website. Michael Blackard, Elijah Montenegro and Dash Wilkinson were tasked to assist the Animation department with special projects. This month we also welcomed Justin \u2018Jub\u2019 Bauer to the team.\n\n\nPlayer Relations\nIf Player Relations is unfamiliar to you, it\u2019s because it\u2019s just been created! CIG Player Relations encompasses three areas: Game Support, E-Commerce Support (formerly Customer Service) and Community Support, with Will Leverett as Director of Player Relations overseeing the global department out of Austin, Texas, and Ray Roocroft managing the UK team.\n\nWe\u2019ve worked hard to combine our US and UK support teams into a single organization that can mobilize to expedite support for the backers, and there was no better example than the work that the team did each and every day of the November Anniversary Live Stream and Sale. Special kudos go to Kraiklyn and CDanks for doubling up on live stream support.\n\nWe spent the later part of the month preparing 2.6.0 to go to the Evocati, and a very special thanks goes to Proxus, Mac, and George for their efforts in managing the test environments. They\u2019ve spent countless nights and weekends working on Star Marine with our volunteer testers, and we\u2019re excited that we\u2019re getting close to pushing the build out to a wider audience.\n\n\nIT\/Operations\nNetwork Services Manager Paul Vaden and IT Director Mike Jones spent time in LA with IT Manager Dennis Daniel in order to prepare for the November Live Stream event. For this live stream event, the IT team coordinated to build and deploy 12 gaming class systems that were used in the head to head matchups between Team Anvil and Team Aegis. Additionally, the IT team built a new live streaming solution capable of switching and mixing all players into the live stream plus cameras. Overall, it was an incredibly rewarding project, but the real credit goes to the video production team for pulling off a great show.\n\n\nLiveOps\/DevOps\n2.6 was a huge focus this month as we prepare all our servers and publishing systems for Star Marine. While we completed several publishes to the Evocati, we deployed countless publishes internally for the QA teams across all studios to test on. With any major release there is a good amount of configuration and tuning that goes on behind the scenes. We really enjoy the early testing phases for this work. Special call out to Ahmed and his team, Andy, Nathan, and Jeffrey who have been putting in so much work on the publishing pipeline in order to streamline our internal publishes for flawless rapid deployment. This will be critical in the coming weeks as we roll out 2.6 to wider and wider groups.\n\nFoundry 42 UK\nArt\n\nThe big focus this month had to be the Prowler. It was a complex ship and we had a lot to deliver but the team did a great job. We didn\u2019t get to rest on our laurels, though, as we had work to do on the 85X, MISC racing ship and Caterpillar promo. Work has begun on the Vanduul Stinger and the ship team has kicked off a major lighting pass on the Idris to make sure that our characters look amazing in the ship\u2019s interior environment. Finally, several more rooms have been checked off the Javelin, leaving only a few left until the interior is complete.\n\nWe have three FPS weapons in concept. Plus, we have done a ton of previous work for more Klaus and Werner energy weapons. We have also done additional work with the Knightbridge Arms ship weapon family and fleshing out modular barrels.\n\nIn addition, we\u2019ve been pushing heavily to close out 2.6, particularly the Star Marine maps OP Station Demien and Echo Eleven. As you can see, we\u2019ve also continued to push along the visual development of our \u2018surface outpost\u2019 set as well as our planetary surface assets for the vertical slice level.\n\nThe team Behaviour focused on adding life to the three epic planets they\u2019re working on. Each planet has now evolved from whiteboxed to textured and modelled environments. Although it may seem a lot of work is done, but more intensive work will be needed on the texture and composition to hit the look and feel we\u2019re hoping to bring to the fans.\n\nFor Hurston, we focused on two areas, the interior streets and vista shots of the planet. For the interior streets, we wanted to create an oppressive feel for the general populace, so we added obstructed skylines, narrow alleys covered with machinery, ever present security checkpoints, and expressionless statues looking down towards the streets.\n\nFor MicroTech, we reduced the size and scale of our plan and focused on one dome only in an effort to make the planet a more feasible endeavor, while maximizing the visuals.\n\nFor Crusader, we worked especially hard in utilizing the building silhouettes and gaps between buildings to present breathtaking vista shots on the skylines. We also spent time on the background buildings of the map to complement the planetary vista, which offers a nice balance between the natural environment and human technology.\n\n\nVFX\nThis month, the VFX team finished a full pass on two of the new ships going into 2.6 including the 85X and the Caterpillar. For Star Marine, we completed a final optimization pass for the Demien and Echo Eleven maps including destructible props and surface type impacts, implemented a new VFX pass on the energy shotgun (changing the rounds from electricity to plasma) and did an initial pass on dead player fadeout VFX.\n\nWe did a huge clean-up of ship and fps weapons, implementing a new projectile shader created by the Graphics team and improved missile effects to tie in better with the new missile assets. In a bit of administrative work, we also cleaned up our library of generic particles. It\u2019s always nice to do a little spring-cleaning to makes sure the team can find elements quickly.\n\n\nDesign\nMost of the S42 designers have been working out of our Frankfurt office throughout November in an effort to work as efficiently as possible with the system designers that are helping with the Subsumption implementation. Obviously, the tech is still being developed, but the process is really paying off and we are starting to get behavior types into the game. The Vertical Slice level is still enabling us to prove out gameplay mechanics that will allow designers to polish up the graybox missions and the intense focus on small details is making a big difference across the board.\n\nThe guys working on 2.6 are fixing bugs and last second polish actions that will hopefully make it into your hands very soon.\n\n\nAudio\nThis month the Audio department, like the rest of the team, was pretty heavily focused on Star Marine and other 2.6 needs. For 2.6 we finished up audio for the Caterpillar and 85X which included everything from thrusters and moving parts to extensive work on the internal ambience around the ship. For Star Marine, we created and implemented ambient and environment sounds for the levels, weapon sounds, player sounds and ambient music. Extensive work was also done to include announcers for the teams.\n\nWe also continued working on Squadron 42 which included (without getting into specifics): developing our outsourced editorial pipeline to handle the massive amount of dialogue that\u2019s been recorded, optimizing the AI battle chatter code, working on the ambient and cinematic music.\n\nFor the PU and Arena Commander, we did an overhaul on the Announcer and Ship Computer Systems, including the implementation of a Ship Computer Verbosity setting into the options menu, and fixed some issues where sound was dropping out during Quantum travel and during some weapon fire.\n\n\nUI\nSince last month, the UI team has been continuing work on the implementation of the new front-end menus and Electronic Access lobbies. The entire front-end flow is now mostly in a functional state, and the artists have been working on furthering the visual polish and animations for each screen. We\u2019ve also been working on both the Star Marine and Arena Commander loadout interfaces \u2013 for ship customization, we\u2019ve got 3D holo-objects rendering in the UI with smooth rotation and zooming. The work we are doing here will also eventually serve as the base system for the revamped in-world holotable interface.\n\nSince the live stream, we\u2019ve also made additional headway with regard to the Star Marine game HUD \u2013 which includes better AR callouts for friendly players, offscreen icon boundaries, as well as improved rendering of the 2D UI. We have also designed 3D icons for in-game pickup items in Arena Commander. We have also started working on insignia designs for Star Marine and Arena Commander leaderboard rankings.\n\n\nProgramming\nAgain working hard on all the features and polish for 2.6 and on the FPS for the Star Marine games. In Arena Commander we\u2019ve now implemented the missile and ammo pickups. We also continued work on the new camera system including the new spectator cam mode.\n\nThe team is also working hard on the Arena Commander mega map. Most of the work required for the dynamic gamerules has been completed, and now it\u2019s at the testing stage to find what still isn\u2019t working and fix it up. The lobby refactor means we can now connect and disconnect to a server without having to completely load and unload a whole map, which we hope will make a big and positive difference for you while creating and joining Arena Commander matches.\n\nOn the networking side we\u2019re making great progress with the message queue rewrite, serialised components, the lobby refactor and entity bind culling.\n\n\nGraphics\nThe depth of field effect is getting a complete overhaul to vastly improve its speed (up to 10x faster in some cases). We\u2019re fine tuning the shadow system to achieve greater shadow resolution and many more shadows through the introduction of static shadow maps for the environments, with the focus being on achieving cinematic quality lighting on SQ42 in-game rather than just in hand crafted cut-scenes. We\u2019ve also started on a major upgrade of the bounced light system (global illumination) with the first step being the GPU acceleration of reflection\/cube-map captures to remove the previous offline\/CPU system.\n\n\nAnimation\nWe have been mostly supporting the upcoming Star Marine release. There has also been continued work on AI combat animation assets so that the design and programming teams can get core functionality implemented and ready for the next round of animation iteration.\n\nAll existing base weapons have been through a second animation pass. Reloads are improved, as well as hand positioning and various other tweaks. There has been some further work done on previz for the next round of weapons that are due to come down the pipeline. Legacy weapons have been spruced up for the initial Star Marine release with improved hand positioning and firing animations.\n\nThe prone animation set is being looked at with a view to implementing some big improvements. Core poses will be updated and transitions to and from different stances are prepped and ready to be worked on.\n\nWe have a new animator based in the Frankfurt studio that is mainly going to be working with the design and code team on getting AI functionality looking and feeling good. There has been progress made on player combat signals as well as AI reactions to danger \/ sounds.\n\n\nQuality Assurance\nTo help with 2.6.0 feature testing and preparation for the live stream, we split our team into three groups, with Liam leading the Squadron 42 testing, Mike leading Arena Commander and Crusader testing and Nathan leading Star Marine testing, with the help of our FPS specialist Mark Tobin. The testing required a lot of cross studio communication and team building as we worked on filling servers to ensure we had a steady platform to push to the Evocati shortly after the live stream. For the live stream itself our efforts came together, testing the new flight balances put in by the tech team and the new ships, we had several dry runs of what we showed to ensure it all went off without a hitch.\n\nFoundry 42 DE\nCinematics\n\nFor the SQ42 campaign we\u2019re continuing work on video comms and several conversational scenes, cleaning and editing the required animations as well as setting up and lighting them. We also experimented with a camera\/character based lighting rig, as we\u2019ll have the challenge that some conversations can happen in very dark alcoves\/corridors or other non-controlled situations where we might want more filmic light shining on the scene.\n\nWe also completed the 10 separate \u201cGalactic Tour\u201d segments for the Anniversary Live Stream. Those featured already established lore character Jax McCleary visiting the 2946 Intergalactic Aerospace Expo. Jax used a modified Tier 2 character head and, as time was critical, only had some basic animation cleanup done for body and face. For the Expo, we built the ex-Navy airbase and hangars that got converted into show floor halls. Different ship manufacturers got a 3D version of their logo, including Drake, Aegis, Anvil and RSI.\n\n\nVFX\nDuring the past month, the Frankfurt VFX work has been focused on polishing effects for the 2.6 release. These included full environmental VFX passes on several of the levels as well as some effects created specifically for the FPS aspect of the game, like several new variations of blood impacts for when the player is shot, screen effects for player damage that are triggered via flowgraph and a new MK4 frag grenade explosion.\n\n\nQuality Assurance\nDEQA\u2019s main focus for November was Star Marine, Squadron 42, as well as testing new engine-side features. Chris Speak and Glenn Kneale spent a majority of the month working on Star Marine ad-hoc testing and regression, with Glenn also tackling Squadron 42 testing and AI sync meetings. We also participated in multiple playtests not only once but sometimes three or four times per day, ranging from dev playtests to cross studio playtests with our offices in UK, ATX, and LA. Chris also worked on creating various test levels for the dev team to use for their own feature testing. Melissa Estrada has been working closely with Chris Bolte to test his newly developed integrated page heap for our Game Dev builds that will allow us to capture more robust crash core dumps for our engineers. These core dumps will provide much more information for an engineer to use when resolving low reproduction crashes, which is a win-win for bug smashing and for improving overall gameplay. Chris Bolte made this process much simpler, so that anyone in QA will be able to provide these core dumps when requested for a specific crash. Melissa also spent time learning and testing Sascha Hoba\u2019s planet editor together with Pascal Muller, in order to formulate a new checklist that will specifically check the planet editor\u2019s core functionality to ensure that it continues to be in working order for our environment artists.\n\n\nEnvironmental Art\nThis month the DE Environment team grew by a few people, so the senior staff spent time getting them acquainted to our internal processes. The existing team is primarily focused on procedural planets tasks: defining and creating bespoke ecosystems like canyons and mining pits, improving the blending of the terrain materials to get more detail, and iterating on the tools to make the workflow more efficient. They also worked on various megastructures for a SQ42 level, including modelling, UV mapping and making prefabs out of the components for the designers to place.\n\n\nTech Art\nLike many other departments, Tech Art spent the month supporting 2.6 as well as S42. The team worked with Designers and updated a large amount of animation for FPS, especially improving select, deselect, and reloads. They updated and re-exported numerous weapons and gadgets to accommodate the new left hand grip pose, which is now functioning using runtime IK. We also completed our new weapon pre-visualization pipeline which enables our modelling department to test their WIP weapons directly in a game, this allows them to quickly review and identify any potential issue a weapon may have.\n\n\nEngineering\nThe engine team has almost too much to post, which is a good thing, so let\u2019s start with the high-level stuff. We made some general improvements on Physics, Shader system, Texture Array Streaming, Animation Ragdoll and Terrain\/Ecosystems. One of the tools allowed artists to punch holes into planet terrain for smoother embedding of large mass structures which will come in handy for landing areas. We also switched to a multi-threaded memory allocator which will not only increase efficiency, but unify the use across the engine, game, tools and editor.\n\nWe improved the reprojection based occlusion systems by cleaning up the previously existing code and converting it to pure SSE2 SIMD (allows us later to select the best SIMD variant supported on the user\u2019s CPU). While doing so, we also fixed some aliasing problems inside the occlusion code which results in a more stable frame during movement. Then we spent some time doing a massive clean-up of our Zone transition code. Over the time this part had become very complex, but we managed to get the complexity down again which made our zone transitions more stable. Before the update, the client code had to find out if an object had changed zones, which was very fragile. Now the code is explicit, so that all objects change zones as an automatic operation. In addition, this is also synced with physics which should fix (or at least improve a lot) the cases of players being teleported to space when entering\/leaving ships.\n\nWe also improved our low level memory redirection functionality; we managed to get rid of some layers making the code more understandable. Building on this clean-up, we changed our core system allocators, so far we had used a custom allocator for small allocations and the OS allocator for larger ones. Problem was that this design is several years old. In practice, this means that the OS allocator can now perform small allocations as well as our allocator, but instead of going OS allocator only, we went with JeMalloc. This is the system allocator used by FreeBSD and backed by Facebook. JeMalloc follows a more modern design so that it scales very well with multiple threads, something which is important for us and will be more important as we parallelize more and more code.\n\nWe also continued working on our Area system. Areas are a special mark-up used by the game designers to give rooms or areas some specific context. The engine can report when entities enter or leave such an area. We have now extended this system to track the overlapping status of all entities within all areas. To implement this in a way that it works with our massive scale (in number of entities and areas), we moved the old system directly into the zone system, which allows us to reuse spatial information for a much more efficient algorithm.\n\n\nWeapons\nOver the last month, the FPS weapon artists polished weapons and gadgets for upcoming releases, built prototypes for a whole range of new Kastak Arms guns, and spent some time making modular irons sights for the P8 weapon family. We completed the first pass art for the new re-worked ATT-4 laser rifle, and started the same process for the Arrowhead sniper rifle. The ship weapon team has been blocking out a new range of ship weapons based on the updated Knightbridge Arms manufacturer style which will include a more modular design.\n\n\nLevel Design\nThe Level Design team in Frankfurt is hard at work on the locations required for 3.0, this involves building out space station archetypes and satellite variants as well as a few surface outposts. We are also looking into supporting the art team on the larger planetary landing zones, as well as progressing on a modular approach for our locations. Satellites and surface outposts are shaping up nicely and have been passed onto the art team.\n\n\nSystem Design\nThis month system design was busy setting up usable records for Squadron 42, which will lay the groundwork for cinematic scenes and player interactions, adding background conversations between AI and in general making AI feel a lot more alive and natural in their environment. At the same time, we worked on finalizing the Mercenary and Bounty Hunter careers for 3.0 and breaking these careers into their component systems. We also made progress on the AI skills and stats system which should allow each AI to have an individual personality, individual needs and wants. Generally based on these skills and stats, an AI will change the priority of their Subsumption behaviors. For example, if an AI is ordered to fix your ship, he might not do that if he needs to go to the toilet or if he is too tired. It will also encourage the players to crew their ships with AI who have a variety of skills for every situation, and set up teams based on how all of these guys complement each other for the task at hand.\n\n\nAI\nWe made great progress on AI this past month. At the beginning of the month we completed the first pass on Mission Functions and Mission Callbacks. A mission in Subsumption will first start with an Init function and will end with Uninit to allow designers to both prepare and clean-up their logic. Let\u2019s assume we create a new test mission where we want to spawn Captain White in the Bridge, the Init function will look like this.\n\nFunctions for a Mission can either be called by the AI code (like the Init above), or can be dynamically created by designers, and they can be imagined as mission local functions. As you can see in the picture the Captain White character is now stored into the \u201cCaptainWhite\u201d variable, that is the NPC type, which carries information about what the game code can communicate to the Mission System in regards to the element that it stores. An NPC variable can, for example, call back the mission system when the NPC health changes, when the NPC dies, when he gets healed and so on. If we want to react to situations in which the health of Captain White is changed, then we can add a mission callback, as in the following picture.\n\n\nThe more callbacks that are exposed from the game code, the more events a designer can react to and create his own logic. Also the Subsumption Mission system (as Subsumption in general) allows game programmers to define any type in the game code, allowing the system to be easily extended without any need to modify the core code. Callbacks can also be specified as global, for example, we can have specific logic when any NPC dies during a mission. Those are what we call \u201cGlobal Callbacks\u201d.\n\nFor Subsumption, we also made new improvements to the Combat behaviors. Combat is a very different element for the NPC behaviors, since it requires a lot of coordination between the characters and specific analysis. We created a new Combat activity (based on the work we have done in the previous months), so that the designers can utilize it for any case in which a hostile is detected by an NPC character. The first combat reaction is something that happens when an NPC thinks he saw something dangerous: his behavior will change based on how sure he is that the thing he saw is an actual danger for himself. For example, an NPC that see the player at a far distance, won\u2019t react immediately to the threat, he will try to look in the direction of the player and understand if what he sees can be a threat, and if so he can communicate to the other member of his group and then start to attack the enemy. This is the state that allows the player to decide his approach, he is almost detected, but he can still try to hide, approach from a different angle or, for example, try to take down the enemy before he informs his friends.\n\nFor combat and non-combat environments we have introduced an \u201cEmotion component\u201d to allow the ability to control facial animations based on the emotion of the NPC. We also worked on improving the animation flows to allow proper blending between states and make sure the characters feel more fluid during the gameplay. We also did some work on ground turrets to make sure that they can easily be controlled by the AI and execute proper behaviors. In addition to all the above, we made progress on improving stability and fixing existing bugs.\n\nTurbulent\n\nFor those of you who are new to Star Citizen, Spectrum is an integrated communication platform that includes forum, chat, private messaging, and notifications. Future versions will include additional features like voice chat and in-game overlay.\n\nWe were excited to release Spectrum (alpha v.0.1) to members of the Evocati test group. Having the \u201cAvocados\u201d test the communication platform and give feedback to us has been invaluable. We are planning to expand the testing group to include more and more backers, finally culminating in a full release on the site for all backers in the new year.\n\nThis past November has been an incredibly busy month when it comes to ships and ship sales. At the end of the month the Anniversary sale was kicked off with the Galactic Tour series, which featured a new manufacturer each day, offering up their ships for sale. During the sale we saw not only older ships making a comeback, but new ships as well, including four new variants, the 85X and the sleek Tevarin dropship, the Prowler! The Anniversary sale was capped off by the return of all manufacturers and ships to the sales floor for a two-day Grand Finale.\n\nLooking Ahead\nThat\u2019s it for November, 2016! Watch this space for additional updates, and please continue to check our production reports for the status of Alpha 2.6 and Star Marine. We\u2019re also ending our broadcast year with a holiday livestream later today; tune in to help us bid adieu to 2016!","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\n\nNovember 2016 war einer f\u00fcr die Rekordb\u00fccher! Wir feierten unser vierj\u00e4hriges Jubil\u00e4um mit einem speziellen Livestream unter dem Motto \"Air Show\", bei dem der beliebte Galactic Gear (jetzt Galactic Tour!) Gastgeber zur\u00fcckkehrt. Wir haben das lang erwartete Prowler-Boardschiff gestartet und rundum gro\u00dfe Fortschritte gemacht.... die Sie dank der w\u00f6chentlichen Produktionsberichte, die wir jetzt mit der Community teilen, detaillierter denn je verfolgen k\u00f6nnen.\n\nDie Arbeiten an Star Citizen Alpha 2.6, 3.0 und Squadron 42 wurden diesen Monat fortgesetzt, wobei der Schwerpunkt darauf lag, Star Marine startbereit zu machen. Wir hatten eine unglaubliche Zeit, als wir sahen, wie es zusammenkam, und wir freuen uns, die Star Citizen-Community die ausgetragenen FPS-K\u00e4mpfe erleben zu lassen, die unsere Qualit\u00e4tssicherungsteams auf Herz und Nieren gepr\u00fcft haben. Werfen wir nun einen Blick zur\u00fcck auf den Monat November 2016.\n\nCloud Imperium Los Angeles\nIngenieurwesen\n\nMit dem Vorsto\u00df f\u00fcr 2.6 machte das Team gro\u00dfe Fortschritte in den Bereichen Fahrzeugsystem und Flugsicherung und legte die Grundlage f\u00fcr die Weiterentwicklung des Positionssystems. Verbesserte First-Person-Radarmechanik sollte ein neues Gameplay erm\u00f6glichen, und die erste Version unseres atmosph\u00e4rischen Volumensystems wurde eingef\u00fchrt. Die Arbeit an Systemen, die Interaktionen unterst\u00fctzen und kontrollieren, sowie an Werkzeugen f\u00fcr Designer, um das gigantische Universum von Star Citizen zu vervollst\u00e4ndigen, wurde fortgesetzt.\n\n\nTechnisches Design\nUnser technisches Designteam unterst\u00fctzt die Ingenieure in ihrem Bestreben, Item2.0 auf Vordermann zu bringen. Wir begannen auch, einige neue Schiffe durch die Pipeline zu bringen. Wir k\u00f6nnen noch nicht sagen, was, aber in der Zwischenzeit sind wir sehr gespannt, Drake's Caterpillar und Herald endlich zu ver\u00f6ffentlichen. Last but not least waren wir alle H\u00e4nde voll zu tun, um SC alpha 2.6.0 f\u00fcr den \u00f6ffentlichen Konsum vorzubereiten und mit den verschiedenen Teams zusammenzuarbeiten, um einen lustigen Live-Stream zu erstellen.\n\n\nKunst\nDie Kunstteams haben ihre Bem\u00fchungen zwischen Star Marine, Staffel 42 und dem Persistent Universe aufgeteilt. Das Schiffsteam legte den letzten Schliff an der Raupe an und bewegte sich auch auf dem Drake Buccaneer, der Fortschritte bei der Whitebox und nun der Graukiste dieses Schiffes machte. Das Character Art Team arbeitete an der planetarischen Fauna, um die weiten Landschaften unserer vielen Planeten zu erweitern, sowie an der Aktualisierung und Arbeit an Humanoiden, indem es die Texturen der Outlaw und Marine BDUs verbesserte, und hat auch einige neue Kleidungsst\u00fccke entworfen, die Sie bald in den Gesch\u00e4ften des Persistent Universe sehen werden. Beide Teams haben noch viel mehr zu tun, also haltet die Augen offen f\u00fcr Neuzug\u00e4nge!\n\n\nTechnischer Inhalt\nDas Team konzentrierte sich intensiv auf die Bereinigung des Animations-Streaming-Systems und die Vereinheitlichung der Charakterhauptanlagen. Charaktergegenst\u00e4nde wurden \u00fcberarbeitet und verbessert, um die Voraussetzungen f\u00fcr das noch kommende Inventarsystem zu schaffen, und neue Skripte und Pipeline-Tools werden es K\u00fcnstlern und Designern erm\u00f6glichen, den Vers in kommenden Builds noch besser zu verstehen. Erstmals f\u00fchren Asset- und Profiling-Fixes zu Null Asset-Build-Fehlern im Spiel.\n\n\nNarrativ\nNach dem Motion-Capture-Shooting im letzten Monat hat das Team zusammen mit dem Redakteur das Filmmaterial \u00fcberpr\u00fcft, um ausgew\u00e4hltes Filmmaterial f\u00fcr Chris zusammenzustellen. In Erwartung des Live-Streams im November haben alle an einem Strang gezogen, um einige der Ereignisse und Segmente zu skripten, w\u00e4hrend sie weiterhin alle verweilenden 2.6-Bed\u00fcrfnisse, den riesigen Katalog der Elemente, die erstellt werden und bei 3.0 wegkommen, angehen.\n\nWill und Adam standen sich im Electronic Access Invitational gegen\u00fcber und verursachten viel Spaltung und Spannung in der Schreibgrube. Obwohl der Wettbewerb gekl\u00e4rt war, werden sie hoffentlich bald anfangen zu sprechen.\n\n\nQualit\u00e4tssicherung\nLAQAs Hauptaugenmerk lag auf der Unterst\u00fctzung lokaler Entwickler, dem QS-Support und der Teilnahme an der Live Stream-Veranstaltung im November. Dies beinhaltete eine Reihe von Star Marine und Arena Commander Spieletests. Das Team besch\u00e4ftigte sich auch mit den neuesten \u00c4nderungen der Nachbrenner- und Flugbilanz sowie mit neuen Raketensystemen, an denen John Pritchett arbeitete. Das Team genoss es auch, sich fr\u00fchzeitig mit den neuen Schiffen f\u00fcr den SC alpha 2.6.0 vertraut zu machen: die Caterpillar, die Herald und sogar einen extra fr\u00fchen Blick auf die 85X.\n\nLAQA begr\u00fc\u00dfte das Team auch mit einem neuen Tester: Andrew Hernando. Andrew kommt von den Turtle Rock Studios zu uns, und er sprang sehr schnell ins kalte Wasser, um sich \u00fcber die gesamte Bandbreite von Star Citizen zu informieren.\n\nWolkenimperium Austin\nNovember war ein gro\u00dfer Monat f\u00fcr Star Citizen. Wir haben gro\u00dfe Tests auf Alpha 2.6 hochgefahren und begonnen, auch Evocati Playtester hinzuzuf\u00fcgen. Wir haben viel technischen Support f\u00fcr den Jubil\u00e4ums-Livestream und eine Menge Spielerbeziehungen und Plattformunterst\u00fctzung f\u00fcr den Jubil\u00e4ums-Verkauf geleistet, der ein gro\u00dfer Erfolg war! Wir schauen auf die Ver\u00f6ffentlichung von 2.6 jetzt und am Ende des Kalenderjahres, also hier sind einige detaillierte Updates von jedem Team.\n\n\nDesign\nDas Austin Design Team hat sich auf den 3.0.0.0. f\u00fcr die Mehrheit im November eingestellt. Lead Tech Designer Rob Reininger unternahm eine Reise nach LA, um mit mehreren der F\u00fchrungskr\u00e4fte und Direktoren zu verschiedenen Themen Kontakt aufzunehmen. Er besprach das Setup der Shop Entity mit Chris Roberts und Paul Reindell, pr\u00e4sentierte Chris die neueste Version der Shopping Kiosk Designs und besprach mit Josh Herman die anstehenden Designanfragen f\u00fcr das Character Team. Er bekam ein gro\u00dfartiges Feedback und hat eine weitere Iteration am Shopping Kiosk durchgef\u00fchrt und mit dem UI-Team zusammengearbeitet, um einige gute Mockups zu erhalten.\n\nWir experimentieren nun schon fast einen Monat lang mit \"Shop Archetypen\". Diese Archetypen legen im Wesentlichen grundlegende Parameter fest, denen jeder Shop innerhalb eines bestimmten \"Typs\" folgen wird. Zu den Parametern geh\u00f6ren spezifische Metriken, die eingehalten werden m\u00fcssen, Arten von NSCs, Requisitenanforderungen, Animationsanforderungen und alle Aspekte des Gameplays, die ber\u00fccksichtigt werden m\u00fcssen. Die erste Gruppe von Shop-Archetypen, mit denen wir uns befassen, sind \"Bar\", \"Bekleidungsgesch\u00e4ft\", \"Sicherheit\" und \"Pers\u00f6nlicher Waffenladen\". Es gibt mehrere Fragen zu diesen verschiedenen Archetypen, also haben wir regelm\u00e4\u00dfig mit Tony Z und Todd Papy synchronisiert, um diese Fragen zu beantworten.\n\nDer Designer Pete Mackay hat sich auf die Wirtschaft in Bezug auf 3.0 konzentriert. Er hat sein Price Fixer-Tool optimiert, das verschiedene Spielaspekte ber\u00fccksichtigt, um einen Mehrwert f\u00fcr Gegenst\u00e4nde und Komponenten zu generieren. Diese Werte werden dazu beitragen, die endg\u00fcltigen Preise f\u00fcr Gegenst\u00e4nde und Schiffe im Spiel zu ermitteln. Pete hat auch verschiedene Aspekte der \"Commodities\"-Liste definiert, den Vertrieb dieser Waren und wie diese die Einrichtung von Handelsrouten innerhalb des Stantonssystems beeinflussen.\n\n\nKunst\nDie Schiffsk\u00fcnstler Chris Smith und Josh Coons tuckern mit ihren jeweiligen Schiffen davon. Chris Smith setzt die letzten Schliffe auf den Hornet-Refaktor und Josh ist in der Mitte des Greybox-Passes f\u00fcr den Drake Cutlass-Refaktor. Chris und Josh nahmen sich diesen Monat auch etwas Zeit, um Varianten f\u00fcr die Hornet und den Herald, die Wildfire- und Rennvarianten zu entwickeln. Emre Switzer hat hart an der Beleuchtung der Star Marine Karten, der OP Station Demien Station und des Echo Eleven gearbeitet.\n\n\nAnimation\nDas PU-Animationsteam unterst\u00fctzt Squadron 42 bei der Implementierung von Animationen f\u00fcr die verschiedenen Usables, die im Idris by Design eingerichtet wurden. Bryan Brewer und David Peng arbeiteten an der Idris Deck Crew Sequenz und teilten die verschiedenen Rollen innerhalb der Deck Crew auf, die komplett als KI betrieben werden sollte. Dies ist eine sehr komplexe Sequenz, die mit Design viel Hin und Her erfordert und die wirklich fantastisch aussieht. David und Vanessa haben seitdem Animationen, die wir \"Legost\u00fcck-\u00dcbergang\" nennen, in die bestehenden Animationssets integriert. Diese Legosteine wurden in den Imaginarium Studios aufgenommen und werden es den KI-Charakteren erm\u00f6glichen, mit Usables unter mehr Winkeln als bisher zu interagieren. Im Moment arbeiten wir speziell daran, diese in die Animations-Sets von Mess Hall und Sitting Console einzuf\u00fcgen.\n\nDas Ship Animation Team hat in diesem Monat die Arbeiten an der Drake Caterpillar und Origin 85X abgeschlossen, um sich auf das Release 2.6 vorzubereiten. Jay Brushwood hat seitdem die GForces-Animationen in den verschiedenen Cockpittypen verbessert, wobei Verbesserungen in anderen Technologien wie der Augenstabilisierung ber\u00fccksichtigt wurden, um ihnen ein wirklich sch\u00f6nes Gef\u00fchl zu geben. Daniel Craig hat auch in diesem Monat alle aktualisierten Animationen f\u00fcr die Ein- und Ausstiegsgeschwindigkeit implementiert.\n\n\nBackend Services\nDas Backend-Team verbrachte den Monat damit, sich in verschiedenen Bereichen des Projekts zu vertiefen. Tom Sawyer hat Fehler behoben, um unsere Lobby\/Matchmaking-Services zu gl\u00e4tten. Er unterst\u00fctzt auch das UI-Team bei der Implementierung des neuen Frontend-Refactors der Bildschirme Lobby, Matchmaking und Leaderboard. Tom hat auch einen neuen Leaderboard Service erstellt, der Informationen von den Ranglisten der Website sammelt und in den neuen Ranglisten im Spiel ver\u00f6ffentlicht.\n\nSchlie\u00dflich half Ian Guthrie von Wyrmbyte bei der Implementierung einiger neuer Admin-Befehle, die unseren LiveOps- und Kundendienst-Teams helfen werden, Server besser zu navigieren und Probleme zu identifizieren. Ian ist immer eine gro\u00dfe Hilfe und wir sind dankbar f\u00fcr alles, was er f\u00fcr dieses Projekt getan hat.\n\n\nQualit\u00e4tssicherung\nDie erste H\u00e4lfte des Monats konzentrierte sich auf Star Marine und Arena Commander, um sicherzustellen, dass sie f\u00fcr den Live Stream im November bereit waren. In der zweiten Monatsh\u00e4lfte lag der Schwerpunkt auf dem Testen von 2.6.0 und der Unterst\u00fctzung mehrerer Implementierungen f\u00fcr Evocati. Wir haben eng mit Turbulent bei einer Reihe von zerst\u00f6rerischen Tests der neuen Spectrum-Website zusammengearbeitet. Michael Blackard, Elijah Montenegro und Dash Wilkinson wurden beauftragt, die Abteilung Animation bei speziellen Projekten zu unterst\u00fctzen. Diesen Monat begr\u00fc\u00dften wir auch Justin 'Jub' Bauer im Team.\n\n\nSpielerbeziehungen\nWenn Ihnen die Spielerbeziehungen unbekannt sind, liegt das daran, dass sie gerade erst erstellt wurden! CIG Player Relations umfasst drei Bereiche: Game Support, E-Commerce Support (ehemals Customer Service) und Community Support, wobei Will Leverett als Director of Player Relations die globale Abteilung aus Austin, Texas, betreut und Ray Roocroft das britische Team leitet.\n\nWir haben hart daran gearbeitet, unsere Support-Teams in den USA und Gro\u00dfbritannien in einer einzigen Organisation zusammenzuf\u00fchren, die mobilisiert werden kann, um den Support f\u00fcr die Geldgeber zu beschleunigen, und es gab kein besseres Beispiel als die Arbeit, die das Team jeden Tag des Live-Streams und Verkaufs zum November-Jubil\u00e4um geleistet hat. Spezielles Lob geht an Kraiklyn und CDanks f\u00fcr die Verdoppelung des Live-Stream-Supports.\n\nWir haben den sp\u00e4teren Teil des Monats damit verbracht, 2.6.0 vorzubereiten, um zur Evocati zu gehen, und ein ganz besonderer Dank geht an Proxus, Mac und George f\u00fcr ihre Bem\u00fchungen bei der Verwaltung der Testumgebungen. Sie haben unz\u00e4hlige N\u00e4chte und Wochenenden damit verbracht, mit unseren freiwilligen Testern an Star Marine zu arbeiten, und wir freuen uns, dass wir uns dem Ziel n\u00e4hern, den Bau auf ein breiteres Publikum auszudehnen.\n\n\nIT\/Betrieb\nNetwork Services Manager Paul Vaden und IT Director Mike Jones verbrachten Zeit in LA mit IT Manager Dennis Daniel, um sich auf das November Live Stream Event vorzubereiten. F\u00fcr dieses Live-Stream-Event koordinierte das IT-Team den Aufbau und die Bereitstellung von 12 Gaming-Klassensystemen, die im Head-to-Head-Match-Up zwischen Team Anvil und Team Aegis eingesetzt wurden. Dar\u00fcber hinaus entwickelte das IT-Team eine neue Livestreaming-L\u00f6sung, die in der Lage ist, alle Player in den Livestream plus Kameras zu schalten und zu mischen. Insgesamt war es ein unglaublich lohnendes Projekt, aber das eigentliche Verdienst ist das Videoproduktionsteam, das eine gro\u00dfartige Show abgeliefert hat.\n\n\nLiveOps\/DevOps\/DevOps\n2.6 war in diesem Monat ein gro\u00dfer Schwerpunkt, da wir alle unsere Server und Publishing-Systeme f\u00fcr Star Marine vorbereiten. W\u00e4hrend wir mehrere Ver\u00f6ffentlichungen f\u00fcr die Evocati abgeschlossen haben, haben wir zahlreiche interne Ver\u00f6ffentlichungen f\u00fcr die QS-Teams in allen Studios zum Testen bereitgestellt. Mit jeder gr\u00f6\u00dferen Version gibt es eine gute Menge an Konfiguration und Tuning, die hinter den Kulissen stattfindet. Wir genie\u00dfen die fr\u00fchen Testphasen f\u00fcr diese Arbeit sehr. Besonderer Appell an Ahmed und sein Team, Andy, Nathan und Jeffrey, die so viel Arbeit in die Publishing-Pipeline gesteckt haben, um unsere internen Publikationen f\u00fcr eine reibungslose und schnelle Bereitstellung zu optimieren. Dies wird in den kommenden Wochen entscheidend sein, da wir 2.6 in immer breiteren Gruppen einf\u00fchren.\n\nGie\u00dferei 42 UK\nKunst\n\nDer gro\u00dfe Fokus in diesem Monat musste auf dem Prowler liegen. Es war ein komplexes Schiff und wir hatten viel zu liefern, aber das Team hat gute Arbeit geleistet. Auf unseren Lorbeeren konnten wir uns jedoch nicht ausruhen, da wir an dem 85X, MISC-Rennschiff und der Caterpillar-Promotion arbeiten mussten. Die Arbeiten am Vanduul Stinger haben begonnen, und das Schiffsteam hat einen gro\u00dfen Beleuchtungspass auf der Idris gestartet, um sicherzustellen, dass unsere Charaktere im Inneren des Schiffes fantastisch aussehen. Schlie\u00dflich wurden noch einige weitere R\u00e4ume vom Speer \u00fcberpr\u00fcft, so dass nur noch wenige \u00fcbrig bleiben, bis der Innenraum vollst\u00e4ndig ist.\n\nWir haben drei FPS-Waffen im Konzept. Au\u00dferdem haben wir eine Menge fr\u00fcherer Arbeiten f\u00fcr weitere Energiewaffen von Klaus und Werner geleistet. Wir haben auch zus\u00e4tzliche Arbeit mit der Knightbridge Arms Schiffswaffenfamilie geleistet und modulare L\u00e4ufe ausgearbeitet.\n\nDar\u00fcber hinaus haben wir uns intensiv bem\u00fcht, 2.6 abzuschlie\u00dfen, insbesondere die Star Marine Karten OP Station Demien und Echo Eleven. Wie Sie sehen k\u00f6nnen, haben wir auch die visuelle Entwicklung unseres \"Oberfl\u00e4chenau\u00dfenpostens\" sowie unserer planetarischen Oberfl\u00e4chenanlagen f\u00fcr die vertikale Scheibenebene weiter vorangetrieben.\n\nDas Team Behaviour konzentrierte sich darauf, den drei epischen Planeten, an denen sie arbeiten, Leben einzuhauchen. Jeder Planet hat sich nun von einer Whitebox- zu einer strukturierten und modellierten Umgebung entwickelt. Obwohl es so aussieht, als w\u00e4re viel Arbeit getan, aber es wird intensiver an der Textur und der Komposition gearbeitet werden m\u00fcssen, um den Look and Feel zu erreichen, den wir den Fans zu bieten hoffen.\n\nF\u00fcr Hurston konzentrierten wir uns auf zwei Bereiche, die inneren Stra\u00dfen und die Aussichtsaufnahmen des Planeten. F\u00fcr die Innenstra\u00dfen wollten wir ein bedr\u00fcckendes Gef\u00fchl f\u00fcr die allgemeine Bev\u00f6lkerung schaffen, also f\u00fcgten wir versperrte Skylines, enge, mit Maschinen bedeckte Gassen, st\u00e4ndig vorhandene Sicherheitskontrollen und ausdruckslose Statuen hinzu, die auf die Stra\u00dfen blicken.\n\nF\u00fcr MicroTech haben wir die Gr\u00f6\u00dfe und den Umfang unseres Plans reduziert und uns auf eine Kuppel konzentriert, um den Planeten zu einem machbaren Ziel zu machen und gleichzeitig die visuelle Qualit\u00e4t zu maximieren.\n\nF\u00fcr Crusader haben wir besonders hart daran gearbeitet, die Silhouetten und L\u00fccken zwischen den Geb\u00e4uden zu nutzen, um atemberaubende Ausblicke auf die Skylines zu pr\u00e4sentieren. Wir verbrachten auch Zeit mit den Hintergrundgeb\u00e4uden der Karte, um das planetarische Panorama zu erg\u00e4nzen, das ein sch\u00f6nes Gleichgewicht zwischen der nat\u00fcrlichen Umwelt und der menschlichen Technologie bietet.\n\n\nVFX\nIn diesem Monat beendete das VFX-Team einen Full Pass auf zwei der neuen Schiffe, die in 2.6 starten, einschlie\u00dflich der 85X und der Caterpillar. F\u00fcr Star Marine haben wir einen finalen Optimierungspass f\u00fcr die Demien- und Echo Eleven-Karten einschlie\u00dflich zerst\u00f6rbarer Requisiten und Oberfl\u00e4cheneinwirkungen erstellt, einen neuen VFX-Pass f\u00fcr die Energie-Flinte implementiert (Umstellung der Runden von Strom auf Plasma) und einen ersten Pass f\u00fcr den Dead Player Fadeout VFX durchgef\u00fchrt.\n\nWir haben eine riesige S\u00e4uberung der Schiffs- und FPS-Waffen durchgef\u00fchrt, indem wir einen neuen Projektilschattierer implementiert haben, der vom Grafikteam entwickelt wurde, und verbesserte Raketeneffekte, um besser mit den neuen Raketenanlagen in Verbindung zu treten. In etwas Verwaltungsarbeit haben wir auch unsere Bibliothek mit generischen Partikeln bereinigt. Es ist immer sch\u00f6n, einen kleinen Fr\u00fchjahrsputz zu machen, damit das Team schnell Elemente finden kann.\n\n\nDesign\nDie meisten der S42-Designer haben den ganzen November \u00fcber in unserem Frankfurter B\u00fcro gearbeitet, um so effizient wie m\u00f6glich mit den Systemdesignern zusammenzuarbeiten, die bei der Implementierung der Subsumption helfen. Offensichtlich befindet sich die Technologie noch in der Entwicklung, aber der Prozess zahlt sich wirklich aus und wir beginnen, Verhaltenstypen ins Spiel zu bringen. Die Vertikale Slice-Ebene erm\u00f6glicht es uns immer noch, unsere Gameplay-Mechanik zu beweisen, die es Designern erm\u00f6glicht, die Graybox-Missionen aufzupolieren, und die intensive Konzentration auf kleine Details macht auf breiter Front einen gro\u00dfen Unterschied.\n\nDie Jungs, die an 2.6 arbeiten, beheben Fehler und polieren in letzter Sekunde Aktionen, die es hoffentlich sehr bald in deine H\u00e4nde schaffen werden.\n\n\nAudio\nDiesen Monat war die Audioabteilung, wie der Rest des Teams, ziemlich stark auf Star Marine und andere 2.6 Bed\u00fcrfnisse ausgerichtet. F\u00fcr 2.6 haben wir das Audiomaterial f\u00fcr die Caterpillar und 85X fertiggestellt, das von Triebwerken und beweglichen Teilen bis hin zu umfangreichen Arbeiten an der inneren Atmosph\u00e4re rund um das Schiff reichte. F\u00fcr Star Marine haben wir Ambient- und Umgebungsger\u00e4usche f\u00fcr die Level, Waffenger\u00e4usche, Spielerger\u00e4usche und Ambientmusik erstellt und implementiert. Umfangreiche Arbeiten wurden auch mit Ansagen f\u00fcr die Teams durchgef\u00fchrt.\n\nWir haben auch an Staffel 42 weiter gearbeitet, was (ohne ins Detail zu gehen) Folgendes beinhaltete: die Entwicklung unserer ausgelagerten Redaktionspipeline, um die enorme Menge an aufgezeichneten Dialogen zu bew\u00e4ltigen, die Optimierung des KI-Battle-Chatter-Codes, die Arbeit an Ambient- und Kinomusik.\n\nF\u00fcr den PU- und Arenakommandanten haben wir eine \u00dcberholung der Ansage- und Schiffscomputersysteme durchgef\u00fchrt, einschlie\u00dflich der Implementierung einer Verbosity-Einstellung des Schiffscomputers im Optionsmen\u00fc, und einige Probleme behoben, bei denen der Ton w\u00e4hrend der Quantenreise und bei einigen Waffenfeuer ausfiel.\n\n\nUI\nSeit letztem Monat arbeitet das UI-Team weiter an der Implementierung der neuen Frontend-Men\u00fcs und Electronic Access-Lobbys. Der gesamte Frontend-Flow befindet sich nun weitgehend in einem funktionalen Zustand, und die K\u00fcnstler haben daran gearbeitet, den visuellen Glanz und die Animationen f\u00fcr jeden Bildschirm weiterzuentwickeln. Wir haben auch an den Ladeschnittstellen Star Marine und Arena Commander gearbeitet - f\u00fcr die Schiffsanpassung haben wir 3D-Holo-Objekt-Rendering in der Benutzeroberfl\u00e4che mit sanfter Rotation und Zoom. Die Arbeit, die wir hier leisten, wird letztendlich auch als Basissystem f\u00fcr das \u00fcberarbeitete in-world holotable Interface dienen.\n\nSeit dem Livestream haben wir auch beim Star Marine Spiel HUD zus\u00e4tzliche Fortschritte gemacht - dazu geh\u00f6ren bessere AR-Ausschreibungen f\u00fcr freundliche Spieler, Offscreen-Symbolgrenzen sowie eine verbesserte Darstellung der 2D-Oberfl\u00e4che. Wir haben auch 3D-Icons f\u00fcr Gegenst\u00e4nde im Spiel in Arena Commander entworfen. Wir haben auch begonnen, an Insignien f\u00fcr Star Marine und Arena Commander Ranglisten zu arbeiten.\n\n\nProgrammierung\nIch arbeite wieder hart an allen Features und Polierarbeiten f\u00fcr 2.6 und an den FPS f\u00fcr die Star Marine Spiele. In Arena Commander haben wir nun die Raketen- und Munitionsaufnahmen implementiert. Wir haben auch die Arbeit am neuen Kamerasystem einschlie\u00dflich des neuen Zuschauerkamera-Modus fortgesetzt.\n\nDas Team arbeitet auch intensiv an der Arena Commander Megakarte. Die meisten Arbeiten an den dynamischen Spielregeln sind abgeschlossen, und jetzt befindet es sich in der Testphase, um herauszufinden, was noch nicht funktioniert, und es zu reparieren. Der Lobby-Refaktor bedeutet, dass wir uns nun mit einem Server verbinden und trennen k\u00f6nnen, ohne eine ganze Map vollst\u00e4ndig laden und entladen zu m\u00fcssen, was hoffentlich einen gro\u00dfen und positiven Unterschied f\u00fcr Sie machen wird, w\u00e4hrend Sie Arena Commander Spiele erstellen und beitreten.\n\nAuf der Netzwerkseite machen wir gro\u00dfe Fortschritte bei der Neuschreibung der Nachrichtenwarteschlange, den serialisierten Komponenten, dem Lobby-Refaktor und dem Entity-Bind-Culling.\n\n\nGrafiken\nDie Tiefenwirkung wird komplett \u00fcberarbeitet, um die Geschwindigkeit deutlich zu verbessern (in einigen F\u00e4llen bis zu 10x schneller). Wir optimieren das Schattensystem, um eine h\u00f6here Schattenaufl\u00f6sung und viel mehr Schatten durch die Einf\u00fchrung statischer Schattenkarten f\u00fcr die Umgebung zu erreichen, wobei der Schwerpunkt auf der kinoreifen Beleuchtung auf dem SQ42 im Spiel liegt und nicht nur auf handgefertigten Schnittbildern. Wir haben auch mit einem umfangreichen Upgrade des Bounced Light Systems (Global Illumination) begonnen, wobei der erste Schritt die GPU-Beschleunigung von Reflection\/Cube-Map Captures ist, um das vorherige Offline\/CPU-System zu entfernen.\n\n\nAnimation\nWir haben vor allem die bevorstehende Star Marine Version unterst\u00fctzt. Es wurde auch weiter an KI-Kampfanimationsbest\u00e4nden gearbeitet, so dass die Design- und Programmierteams die Kernfunktionalit\u00e4t implementieren und f\u00fcr die n\u00e4chste Runde der Animationsiteration vorbereiten k\u00f6nnen.\n\nAlle vorhandenen Basiswaffen wurden durch einen zweiten Animationspass gef\u00fchrt. Reloads werden verbessert, ebenso wie die Positionierung der H\u00e4nde und verschiedene andere Optimierungen. Es wurden einige weitere Arbeiten an der Vorbereitung f\u00fcr die n\u00e4chste Runde von Waffen durchgef\u00fchrt, die in die Pipeline kommen sollen. Verm\u00e4chtniswaffen wurden f\u00fcr die erste Star Marine Version mit verbesserter Handpositionierung und Schussanimationen aufgepeppt.\n\nDas anf\u00e4llige Animationsset wird derzeit im Hinblick auf die Umsetzung einiger gro\u00dfer Verbesserungen untersucht. Kernposen werden aktualisiert und \u00dcberg\u00e4nge zu und von verschiedenen Positionen werden vorbereitet und k\u00f6nnen bearbeitet werden.\n\nWir haben einen neuen Animator im Frankfurter Studio, der haupts\u00e4chlich mit dem Design- und Code-Team daran arbeiten wird, die KI-Funktionalit\u00e4t ansprechend und ansprechend zu gestalten. Es wurden Fortschritte bei den Kampfsignalen der Spieler sowie bei den Reaktionen der KI auf Gefahren \/ Ger\u00e4usche erzielt.\n\n\nQualit\u00e4tssicherung\nUm bei den Feature-Tests und der Vorbereitung auf den Live-Stream zu helfen, haben wir unser Team in drei Gruppen aufgeteilt, wobei Liam die Squadron 42 Tests leitet, Mike die Arena Commander und Crusader Tests und Nathan die Star Marine Tests mit Hilfe unseres FPS-Spezialisten Mark Tobin. Die Tests erforderten viel Studio-\u00fcbergreifende Kommunikation und Teambuilding, da wir an der Bef\u00fcllung von Servern arbeiteten, um sicherzustellen, dass wir eine stabile Plattform hatten, um kurz nach dem Live-Stream zur Evocati zu gelangen. F\u00fcr den Live-Stream selbst kamen unsere Bem\u00fchungen zusammen, testeten die neuen Flugbilanzen des Technik-Teams und der neuen Schiffe, wir hatten mehrere Trocken\u00fcbungen von dem, was wir gezeigt haben, um sicherzustellen, dass alles reibungslos abl\u00e4uft.\n\nGie\u00dferei 42 DE\nKinematiken\n\nF\u00fcr die SQ42-Kampagne arbeiten wir weiter an Videokommentaren und mehreren Dialogszenen, reinigen und bearbeiten die ben\u00f6tigten Animationen, richten sie ein und beleuchten sie. Wir haben auch mit einem kamerabasierten Lichtrigg experimentiert, da wir die Herausforderung haben werden, dass einige Gespr\u00e4che in sehr dunklen Nischen\/Korridoren oder anderen unkontrollierten Situationen stattfinden k\u00f6nnen, in denen wir vielleicht mehr filmisches Licht w\u00fcnschen, das auf die Szene scheint.\n\nWir haben auch die 10 separaten Segmente der \"Galaktischen Tour\" f\u00fcr den Jubil\u00e4ums-Live-Stream abgeschlossen. Diese zeigten bereits etablierten Machthaber Jax McCleary auf der 2946 Intergalactic Aerospace Expo. Jax benutzte einen modifizierten Tier-2-Charakterkopf und lie\u00df, da die Zeit kritisch war, nur einige grundlegende Aufr\u00e4umarbeiten an K\u00f6rper und Gesicht durchf\u00fchren. F\u00fcr die Expo bauten wir den ehemaligen Milit\u00e4rflugplatz und die Hangars, die zu Ausstellungshallen umgebaut wurden. Verschiedene Schiffshersteller erhielten eine 3D-Version ihres Logos, darunter Drake, Aegis, Anvil und RSI.\n\n\nVFX\nIm vergangenen Monat konzentrierte sich die Frankfurter VFX-Arbeit auf Poliereffekte f\u00fcr das Release 2.6. Dazu geh\u00f6rten die vollst\u00e4ndige VFX-\u00dcbertragung in der Umgebung auf mehreren der Levels sowie einige Effekte, die speziell f\u00fcr den FPS-Aspekt des Spiels entwickelt wurden, wie mehrere neue Variationen von Bluteinfl\u00fcssen, wenn der Spieler erschossen wird, Bildschirmeffekte f\u00fcr Spielersch\u00e4den, die \u00fcber den Flowgraph ausgel\u00f6st werden, und eine neue MK4 Fragranatenexplosion.\n\n\nQualit\u00e4tssicherung\nDEQAs Hauptaugenmerk f\u00fcr November lag auf Star Marine, Squadron 42, sowie auf der Erprobung neuer motorseitiger Features. Chris Speak und Glenn Kneale verbrachten einen Gro\u00dfteil des Monats damit, an Star Marine Ad-hoc-Tests und Regressionen zu arbeiten, wobei Glenn auch die Squadron 42-Tests und KI-Synchronisationstreffen in Angriff nahm. Wir haben auch an mehreren Playtests teilgenommen, nicht nur einmal, sondern manchmal drei- oder viermal t\u00e4glich, von Dev-Playtests bis hin zu Cross-Studio-Playtests mit unseren B\u00fcros in Gro\u00dfbritannien, ATX und LA. Chris arbeitete auch an der Erstellung verschiedener Testebenen, die das Entwicklungsteam f\u00fcr den eigenen Funktionstest nutzen konnte. Melissa Estrada hat eng mit Chris Bolte zusammengearbeitet, um seinen neu entwickelten integrierten Seiten-Heap f\u00fcr unsere Game Dev-Builds zu testen, mit dem wir robustere Crash-Core-Dumps f\u00fcr unsere Ingenieure erfassen k\u00f6nnen. Diese Core Dumps bieten einem Ingenieur viel mehr Informationen, wenn es darum geht, Abst\u00fcrze mit geringer Reproduktion zu beheben, was eine Win-Win-Situation f\u00fcr das Aufbrechen von Bugs und die Verbesserung des gesamten Gameplays darstellt. Chris Bolte hat diesen Prozess wesentlich vereinfacht, so dass jeder in der QA in der Lage sein wird, diese Core Dumps bereitzustellen, wenn er f\u00fcr einen bestimmten Crash angefordert wird. Melissa verbrachte auch Zeit damit, den Planeteneditor von Sascha Hoba zusammen mit Pascal Muller zu lernen und zu testen, um eine neue Checkliste zu erstellen, die speziell die Kernfunktionalit\u00e4t des Planeteneditors \u00fcberpr\u00fcft, um sicherzustellen, dass er f\u00fcr unsere Umweltk\u00fcnstler weiterhin funktionsf\u00e4hig ist.\n\n\nUmweltkunst\nIn diesem Monat wuchs das DE-Umweltteam um einige wenige Personen, so dass die F\u00fchrungskr\u00e4fte Zeit damit verbrachten, sie mit unseren internen Prozessen vertraut zu machen. Das bestehende Team konzentriert sich in erster Linie auf die Aufgaben der Prozessplaneten: Definition und Schaffung ma\u00dfgeschneiderter \u00d6kosysteme wie Canyons und Mining Pits, Verbesserung der Mischung der Gel\u00e4ndematerialien, um mehr Details zu erhalten, und Iteration der Tools, um den Arbeitsablauf effizienter zu gestalten. Sie arbeiteten auch an verschiedenen Megastrukturen f\u00fcr eine SQ42-Ebene, einschlie\u00dflich Modellierung, UV-Mapping und Herstellung von Prefabs aus den Komponenten, die die Designer platzieren konnten.\n\n\nTechnische Kunst\nWie viele andere Abteilungen verbrachte Tech Art den Monat damit, sowohl 2.6 als auch S42 zu unterst\u00fctzen. Das Team arbeitete mit Designern zusammen und aktualisierte eine gro\u00dfe Anzahl von Animationen f\u00fcr FPS, insbesondere die Verbesserung von Select, Deselect und Reload. Sie aktualisierten und reexportierten zahlreiche Waffen und Gadgets, um die neue linke Griffhaltung aufzunehmen, die nun mit Runtime IK funktioniert. Wir haben auch unsere neue Pipeline zur Waffenvorbetrachtung fertiggestellt, die es unserer Modellierungsabteilung erm\u00f6glicht, ihre WIP-Waffen direkt in einem Spiel zu testen, was es ihnen erm\u00f6glicht, schnell zu \u00fcberpr\u00fcfen und jedes potenzielle Problem zu identifizieren, das eine Waffe haben k\u00f6nnte.\n\n\nIngenieurwesen\nDas Motorenteam hat fast zu viel zu posten, was eine gute Sache ist, also fangen wir mit dem High-Level-Material an. Wir haben einige allgemeine Verbesserungen an Physik, Shader-System, Texture Array Streaming, Animation Ragdoll und Terrain\/Ecosystems vorgenommen. Eines der Werkzeuge erm\u00f6glichte es K\u00fcnstlern, L\u00f6cher in das Planetengel\u00e4nde zu bohren, um gro\u00dfe Massenstrukturen, die sich f\u00fcr Landepl\u00e4tze als n\u00fctzlich erweisen, sanfter einzubetten. Wir haben auch auf einen Multithread-Speicherzuweiser umgestellt, der nicht nur die Effizienz erh\u00f6ht, sondern auch die Verwendung in der gesamten Engine, im Spiel, in den Tools und im Editor vereinheitlicht.\n\nWir haben die reprojektionsbasierten Okklusionssysteme verbessert, indem wir den zuvor vorhandenen Code bereinigt und in reine SSE2-SIMD konvertiert haben (erlaubt es uns sp\u00e4ter, die beste SIMD-Variante auszuw\u00e4hlen, die auf der CPU des Benutzers unterst\u00fctzt wird). Dabei haben wir auch einige Aliasing-Probleme innerhalb des Okklusionscodes behoben, was zu einem stabileren Frame w\u00e4hrend der Bewegung f\u00fchrt. Dann verbrachten wir einige Zeit damit, unseren Zonen\u00fcbergangscode massiv zu bereinigen. Im Laufe der Zeit war dieser Teil sehr komplex geworden, aber wir konnten die Komplexit\u00e4t wieder reduzieren, was unsere Zonen\u00fcberg\u00e4nge stabiler machte. Vor dem Update musste der Client-Code herausfinden, ob ein Objekt Zonen ge\u00e4ndert hatte, was sehr fragil war. Nun ist der Code explizit, so dass alle Objekte als Automatikbetrieb Zonen wechseln. Dar\u00fcber hinaus wird dies auch mit der Physik synchronisiert, die die F\u00e4lle von Spielern, die beim Ein- und Aussteigen in den Weltraum teleportiert werden, beheben (oder zumindest stark verbessern) sollte.\n\nWir haben auch unsere Low-Level-Speicherumlenkungsfunktionalit\u00e4t verbessert; wir haben es geschafft, einige Schichten zu beseitigen, die den Code verst\u00e4ndlicher machen. Aufbauend auf dieser Bereinigung haben wir unsere Kernsystemzuordnungen ge\u00e4ndert, bisher hatten wir einen benutzerdefinierten Zuweiser f\u00fcr kleine und den OS-Zuweiser f\u00fcr gr\u00f6\u00dfere Zuordnungen verwendet. Das Problem war, dass dieses Design mehrere Jahre alt ist. In der Praxis bedeutet dies, dass der OS-Zuteiler jetzt neben unserem Zuteiler auch kleine Zuordnungen durchf\u00fchren kann, aber anstatt nur den OS-Zuteiler zu verwenden, haben wir uns f\u00fcr JeMalloc entschieden. Dies ist der von FreeBSD verwendete und von Facebook unterst\u00fctzte Systemzuordner. JeMalloc folgt einem moderneren Design, so dass es sich sehr gut mit mehreren Threads skalieren l\u00e4sst, was f\u00fcr uns wichtig ist und mit zunehmender Parallelisierung von Code immer wichtiger wird.\n\nWir haben auch weiter an unserem Area-System gearbeitet. Fl\u00e4chen sind ein spezieller Aufschlag, der von den Spieleautoren verwendet wird, um R\u00e4umen oder Bereichen einen bestimmten Kontext zu geben. Die Engine kann melden, wenn Einheiten einen solchen Bereich betreten oder verlassen. Wir haben dieses System nun erweitert, um den \u00fcberlappenden Status aller Einheiten in allen Bereichen zu verfolgen. Um dies so zu implementieren, dass es mit unserer massiven Gr\u00f6\u00dfe (in Anzahl der Einheiten und Bereiche) funktioniert, haben wir das alte System direkt in das Zonensystem verschoben, was es uns erm\u00f6glicht, r\u00e4umliche Informationen f\u00fcr einen viel effizienteren Algorithmus wiederzuverwenden.\n\n\nWaffen\nIm Laufe des letzten Monats haben die FPS-Waffenk\u00fcnstler Waffen und Gadgets f\u00fcr kommende Versionen poliert, Prototypen f\u00fcr eine ganze Reihe neuer Kastak Arms-Gesch\u00fctze gebaut und einige Zeit damit verbracht, modulare Eisenvisiere f\u00fcr die P8-Waffenfamilie herzustellen. Wir haben die erste Pass Art f\u00fcr das neu \u00fcberarbeitete ATT-4 Lasergewehr fertiggestellt und den gleichen Prozess f\u00fcr das Arrowhead Scharfsch\u00fctzengewehr gestartet. Das Schiffswaffenteam hat eine neue Reihe von Schiffswaffen blockiert, die auf dem aktualisierten Hersteller-Stil von Knightbridge Arms basieren, der ein modulareres Design beinhalten wird.\n\n\nLeveldesign\nDas Frankfurter Level Design-Team arbeitet intensiv an den f\u00fcr 3.0 erforderlichen Standorten, dazu geh\u00f6ren der Bau von Raumstations- und Satellitenvarianten sowie einiger Oberfl\u00e4chenau\u00dfenposten. Wir pr\u00fcfen auch die Unterst\u00fctzung des Kunstteams in den gr\u00f6\u00dferen planetarischen Landezonen sowie die Weiterentwicklung eines modularen Ansatzes f\u00fcr unsere Standorte. Satelliten und Oberfl\u00e4chenau\u00dfenposten entwickeln sich gut und wurden an das Kunstteam weitergegeben.\n\n\nSystemdesign\nIn diesem Monat war das Systemdesign damit besch\u00e4ftigt, brauchbare Aufzeichnungen f\u00fcr die Staffel 42 aufzustellen, die die Grundlage f\u00fcr Filmszenen und Spielerinteraktionen schaffen wird, Hintergrundgespr\u00e4che zwischen der KI hinzuf\u00fcgen und im Allgemeinen dazu beitragen, dass sich die KI in ihrer Umgebung viel lebendiger und nat\u00fcrlicher f\u00fchlt. Gleichzeitig arbeiteten wir daran, die Karrieren des S\u00f6ldner- und Kopfgeldj\u00e4gers f\u00fcr 3.0 abzuschlie\u00dfen und diese Karrieren in ihre Komponentensysteme zu \u00fcberf\u00fchren. Wir haben auch Fortschritte beim KI-F\u00e4higkeits- und Statistiksystem erzielt, das es jeder KI erm\u00f6glichen sollte, eine individuelle Pers\u00f6nlichkeit, individuelle Bed\u00fcrfnisse und W\u00fcnsche zu haben. Im Allgemeinen basierend auf diesen F\u00e4higkeiten und Statistiken, wird eine KI die Priorit\u00e4t ihres Subsumptionsverhaltens \u00e4ndern. Zum Beispiel, wenn einer KI befohlen wird, dein Schiff zu reparieren, k\u00f6nnte er das nicht tun, wenn er auf die Toilette muss oder wenn er zu m\u00fcde ist. Es wird auch dazu beitragen, dass t Die Spieler, die ihre Schiffe mit KI besetzen, die \u00fcber eine Vielzahl von F\u00e4higkeiten f\u00fcr jede Situation verf\u00fcgen, und bilden Teams, die darauf basieren, wie alle diese Jungs sich f\u00fcr die jeweilige Aufgabe erg\u00e4nzen.\n\n\nKI\nWir haben im vergangenen Monat gro\u00dfe Fortschritte bei der KI gemacht. Anfang des Monats haben wir die erste Weitergabe von Mission Functions und Mission Callbacks abgeschlossen. Eine Mission in Subsumption beginnt zun\u00e4chst mit einer Init-Funktion und endet mit Uninit, damit Designer ihre Logik vorbereiten und bereinigen k\u00f6nnen. Nehmen wir an, wir erstellen eine neue Testmission, in der wir Captain White in der Br\u00fccke spawnen wollen, die Init-Funktion wird so aussehen.\n\nFunktionen f\u00fcr eine Mission k\u00f6nnen entweder durch den KI-Code aufgerufen werden (wie das obige Init), oder sie k\u00f6nnen dynamisch von Designern erstellt werden, und sie k\u00f6nnen als lokale Funktionen der Mission vorgestellt werden. Wie Sie auf dem Bild sehen k\u00f6nnen, ist der Captain-White-Charakter nun in der Variablen \"CaptainWhite\" gespeichert, d.h. im NSC-Typ, der Informationen dar\u00fcber enth\u00e4lt, was der Spiel-Code dem Missionssystem in Bezug auf das Element, das er speichert, mitteilen kann. Eine NSC-Variable kann beispielsweise das Missionssystem zur\u00fcckrufen, wenn sich der NSC-Zustand \u00e4ndert, wenn der NSC stirbt, wenn er geheilt wird und so weiter. Wenn wir auf Situationen reagieren wollen, in denen sich die Gesundheit von Captain White ver\u00e4ndert, dann k\u00f6nnen wir einen Mission Callback hinzuf\u00fcgen, wie im folgenden Bild.\n\n\nJe mehr R\u00fcckrufe aus dem Spiel-Code herauskommen, desto mehr Ereignisse kann ein Designer reagieren und seine eigene Logik entwickeln. Auch das Subsumption Mission System (wie Subsumption im Allgemeinen) erlaubt es Spieleprogrammierern, jeden Typ im Spielcode zu definieren, so dass das System leicht erweitert werden kann, ohne dass der Kerncode ge\u00e4ndert werden muss. R\u00fcckrufe k\u00f6nnen auch als global angegeben werden, z.B. k\u00f6nnen wir eine bestimmte Logik haben, wenn ein NSC w\u00e4hrend einer Mission stirbt. Das sind die sogenannten \"Global Callbacks\".\n\nF\u00fcr Subsumption haben wir auch neue Verbesserungen am Kampfverhalten vorgenommen. Der Kampf ist ein ganz anderes Element f\u00fcr das Verhalten der NSCs, da er viel Koordination zwischen den Charakteren und eine spezifische Analyse erfordert. Wir haben eine neue Kampfaktivit\u00e4t geschaffen (basierend auf der Arbeit, die wir in den letzten Monaten geleistet haben), so dass die Designer sie f\u00fcr jeden Fall nutzen k\u00f6nnen, in dem ein Feind von einem NSC-Charakter erkannt wird. Die erste Kampfreaktion ist etwas, das passiert, wenn ein NSC denkt, dass er etwas Gef\u00e4hrliches gesehen hat: Sein Verhalten wird sich \u00e4ndern, je nachdem, wie sicher er ist, dass das, was er gesehen hat, eine tats\u00e4chliche Gefahr f\u00fcr sich selbst ist. Zum Beispiel reagiert ein NSC, der den Spieler in weiter Ferne sieht, nicht sofort auf die Bedrohung, er wird versuchen, in die Richtung des Spielers zu schauen und zu verstehen, ob das, was er sieht, eine Bedrohung sein kann, und wenn ja, kann er mit dem anderen Mitglied seiner Gruppe kommunizieren und dann anfangen, den Feind anzugreifen. Dies ist der Zustand, in dem der Spieler seine Ann\u00e4herung entscheiden kann, er wird fast erkannt, aber er kann immer noch versuchen, sich zu verstecken, sich aus einem anderen Blickwinkel zu n\u00e4hern oder zum Beispiel versuchen, den Feind zu erledigen, bevor er seine Freunde informiert.\n\nF\u00fcr Kampf- und Nicht-Kampfumgebungen haben wir eine \"Emotionskomponente\" eingef\u00fchrt, die es erm\u00f6glicht, Gesichtsanimationen basierend auf der Emotion des NSC zu steuern. Wir haben auch an der Verbesserung der Animationsabl\u00e4ufe gearbeitet, um eine korrekte Mischung zwischen den Zust\u00e4nden zu erm\u00f6glichen und sicherzustellen, dass sich die Charaktere w\u00e4hrend des Gameplays fl\u00fcssiger anf\u00fchlen. Wir haben auch einige Arbeiten an Bodenrevolvern durchgef\u00fchrt, um sicherzustellen, dass sie leicht von der KI kontrolliert werden k\u00f6nnen und korrekte Verhaltensweisen ausf\u00fchren. Dar\u00fcber hinaus haben wir Fortschritte bei der Verbesserung der Stabilit\u00e4t und der Behebung bestehender Fehler gemacht.\n\nTurbulent\n\nF\u00fcr diejenigen unter Ihnen, die neu bei Star Citizen sind, ist Spectrum eine integrierte Kommunikationsplattform, die Forum, Chat, Private Messaging und Benachrichtigungen umfasst. Zuk\u00fcnftige Versionen werden zus\u00e4tzliche Funktionen wie Sprachchat und In-Game-Overlay enthalten.\n\nWir waren begeistert, Spectrum (alpha v.0.1) f\u00fcr Mitglieder der Evocati-Testgruppe zu ver\u00f6ffentlichen. Es war von unsch\u00e4tzbarem Wert, dass die \"Avocados\" die Kommunikationsplattform testen und uns Feedback geben. Wir planen, die Testgruppe um immer mehr Geldgeber zu erweitern, was schlie\u00dflich im neuen Jahr in einer vollst\u00e4ndigen Ver\u00f6ffentlichung auf der Website f\u00fcr alle Geldgeber gipfelt.\n\nDer vergangene November war ein unglaublich arbeitsreicher Monat, wenn es um Schiffe und Schiffsverk\u00e4ufe ging. Ende des Monats wurde der Jubil\u00e4umsauktion mit der Galactic Tour Serie begonnen, bei der jeden Tag ein neuer Hersteller seine Schiffe zum Verkauf anbot. W\u00e4hrend des Verkaufs sahen wir nicht nur \u00e4ltere Schiffe, die ein Comeback feierten, sondern auch neue Schiffe, darunter vier neue Varianten, die 85X und das elegante Tevarin Dropship, die Prowler! Der Jubil\u00e4umsabsatz wurde durch die R\u00fcckkehr aller Hersteller und Schiffe in die Verkaufsfl\u00e4che f\u00fcr ein zweit\u00e4giges Grand Finale abgerundet.\n\nVorausschauend\nDas war's f\u00fcr November 2016! Schauen Sie sich diesen Bereich f\u00fcr weitere Updates an und \u00fcberpr\u00fcfen Sie bitte weiterhin unsere Produktionsberichte auf den Status von Alpha 2.6 und Star Marine. Wir beenden unser Sendejahr auch noch heute mit einem Urlaubs-Livestream; schalten Sie ein, damit wir uns auf 2016 verabschieden k\u00f6nnen!","zh_CN":"Greetings Citizens!\n\nNovember 2016 was one for the record books! We celebrated our fourth anniversary with a special \u2018air show\u2019-themed livestream featuring the return of everyone\u2019s favorite Galactic Gear (now Galactic Tour!) host. We launched the long-awaited Prowler boarding ship and made great progress all around\u2026 which you can track in more detail than ever thanks to the weekly production reports we now share with the community.\n\nWork continued on Star Citizen Alpha 2.6, 3.0 and Squadron 42 this month, with a focus on getting Star Marine ready for launch. We\u2019ve been having an incredible time watching it come together, and we\u2019re excited to let the Star Citizen community exerience the pitched FPS battles our Quality Assurance teams have been putting through their paces. Now let\u2019s take a look back at the month that was November, 2016.\n\nCloud Imperium Los Angeles\nEngineering\n\nWith the push for 2.6, the team made huge progress on the vehicle system and flight control, while laying the groundwork for further development of the item system. Improved first-person radar mechanics should allow for new gameplay, and the first version of our atmospheric volume system was rolled out. Work continued on systems that support and control interactions, and tools for designers to flesh out the gigantic universe of Star Citizen.\n\n\nTech Design\nOur tech design team continues to plug away supporting the engineers in their endeavor to get Item2.0 up and out the door. We also started putting some new ships through the pipeline. We can\u2019t say which yet, but in the meantime, we\u2019re very excited to finally release Drake\u2019s Caterpillar and Herald. Last but not least we\u2019ve been all hands on deck getting SC alpha 2.6.0 ready for public consumption as well as working with the various teams to put on a fun live stream.\n\n\nArt\nThe Art Teams have been dividing their efforts between Star Marine, Squadron 42 and the Persistent Universe. The Ship Team put the finishing touches on the Caterpillar and also moved onto the Drake Buccaneer making progress on the whitebox and now greybox of that ship. The Character Art Team worked on planetary fauna to add to the vast landscapes of our many planets as well as updating and working on humanoids by improving textures on the Outlaw and Marine BDUs, and have also created several new clothing items that you\u2019ll soon see in the shops in the Persistent Universe. Both teams still have much more to do, so keep your eyes peeled for new additions!\n\n\nTech Content\nThe team was intensely focused on cleaning up the animation streaming system and unified the character head assets. Character Items were revisited and improved, setting the stage for the inventory system yet to come, and new scripts and pipeline tools will allow for artists and designers to bring even more to the \u2018verse in coming builds. For the first time, asset and profiling fixes lead to zero asset build errors in the game.\n\n\nNarrative\nIn the wake of last month\u2019s motion capture shoot, the team worked with the editor to review the footage to put together selected footage for Chris to review. In anticipation of the November Live Stream, everyone pulled together to help script some of the events and segments while continuing to tackle any lingering 2.6 needs, the vast catalogue of items that are being created and chipping away at 3.0.\n\nWill and Adam faced each other in the Electronic Access Invitational, causing much division and tension in the writer pit. Although the competition was resolved, hopefully they will start speaking soon.\n\n\nQuality Assurance\nLAQA\u2019s primary focus was on supporting local developers, and providing QA support and participating in the November Live Stream event. This involved a number of Star Marine and Arena Commander playtests. The team also took looks at the latest Afterburner and flight balance changes, as well as new missile systems that John Pritchett was working on. The team also enjoyed taking early looks at the new slate of ships for SC alpha 2.6.0: the Caterpillar, the Herald and even an extra-early look at the 85X.\n\nLAQA also welcomed to the team a new tester: Andrew Hernando. Andrew joins us from Turtle Rock Studios, and he jumped in the deep end very quickly to get up to speed on the full scope of Star Citizen.\n\nCloud Imperium Austin\nNovember has been a big month for Star Citizen. We have ramped up major testing on Alpha 2.6 and started adding Evocati playtesters as well. We provided a lot of technical support for the Anniversary Livestream and a ton of Player Relations and Platform support for the Anniversary sale which was a huge success! We\u2019re looking towards the release of 2.6 now and the end of the calendar year, so here are some detailed updates from each team.\n\n\nDesign\nThe Austin Design Team has been looking ahead to 3.0.0. for the majority of November. Lead Tech Designer Rob Reininger took a trip out to LA to touch base with several of the Execs and Directors on various topics. He discussed the Shop Entity setup with Chris Roberts and Paul Reindell, presented the latest iteration on the Shopping Kiosk designs to Chris, and reviewed upcoming design requests for the Character Team with Josh Herman. He got some great feedback and has been doing another iteration on the Shopping Kiosk, working with the UI Team to get some good mockups.\n\nWe\u2019re experimenting with \u201cShop Archetypes\u201d for the better part of a month now. These archetypes are basically establishing fundamental parameters that every shop within a certain \u201ctype\u201d will follow. Parameters include specific metrics that need to be followed, types of NPCs, prop requests, animation requests, and any gameplay considerations that need to be taken into account. The first batch of Shop Archetypes we\u2019ve been addressing are \u201cBar,\u201d \u201cClothing Shop,\u201d \u201cSecurity\u201d and \u201cPersonal Weapons Shop.\u201d There are several questions surrounding these various archetypes, so we\u2019ve been having regular syncs with Tony Z and Todd Papy to answer these questions.\n\nDesigner Pete Mackay has been focused on the economy as it relates to 3.0. He\u2019s been tweaking his Price Fixer tool, which takes varying gameplay aspects into account to generate value for items and components. These values will help to inform final in-game pricing for items and ships. Pete has also been defining various aspects of the \u201cCommodities\u201d list, distribution of said commodities, and how this informs the establishment of trade routes within the Stanton System.\n\n\nArt\nShip artists Chris Smith and Josh Coons are chugging away on their respective ships. Chris Smith is putting the final touches on the Hornet refactor and Josh is in the middle of Greybox pass for the Drake Cutlass refactor. Chris and Josh also took some time this month to create variants on the Hornet and Herald, the Wildfire and racing variants respectively. Emre Switzer has been hard at work at lighting the Star Marine maps, OP Station Demien Station and Echo Eleven.\n\n\nAnimation\nThe PU Animation Team has been supporting Squadron 42 by implementing animations for the various Usables that have been set up in the Idris by Design. Bryan Brewer and David Peng worked on the Idris Deck Crew sequence, splitting up the various roles within the Deck Crew to be operated completely as AI. This is a very complex sequence that required a lot of back-and-forth with Design and it is looking really awesome. David and Vanessa have since been incorporating what we\u2019re calling \u201clego piece transition\u201d animations into the existing animation sets. These lego pieces were captured at Imaginarium Studios and, once stitched in to various animations, will allow AI characters to interact with Usables at more angles than they could previously. Right now we\u2019re specifically working on stitching these into the Mess Hall and Sitting Console animation sets.\n\nThe Ship Animation Team wrapped up work on the Drake Caterpillar and Origin 85X this month in preparation for the 2.6 release. Jay Brushwood has since moved on to improving the GForces animations in the various cockpit types, taking into account improvements in other tech like Eye Stabilization to get them feeling really nice. Daniel Craig finished implementing all of the updated enter\/exit combat speed animations this month as well.\n\n\nBackend Services\nThe Backend Team spent the month delving into various areas of the project. Tom Sawyer has been fixing up bugs to help smooth out our lobby\/matchmaking services. He is also supporting the UI Team in implementing the new Frontend Refactor of the Lobby, Matchmaking, and Leaderboard screens. Tom also created a new Leaderboard Service that grabs info from the website leaderboards and posts them in the new in-game Leaderboards.\n\nLastly, Ian Guthrie at Wyrmbyte helped implement some new admin commands that will help our LiveOps and Customer Support teams better navigate servers and identify problems. Ian is always a huge help and we\u2019re grateful for all he has done on this project.\n\n\nQuality Assurance\nThe first half of the month testing focused on Star Marine and Arena Commander to ensure they were ready for the November Live Stream. The second half of the month, the focus has been testing 2.6.0 and supporting multiple deployments to Evocati. We worked closely with Turbulent in a series of destructive tests of the new Spectrum website. Michael Blackard, Elijah Montenegro and Dash Wilkinson were tasked to assist the Animation department with special projects. This month we also welcomed Justin \u2018Jub\u2019 Bauer to the team.\n\n\nPlayer Relations\nIf Player Relations is unfamiliar to you, it\u2019s because it\u2019s just been created! CIG Player Relations encompasses three areas: Game Support, E-Commerce Support (formerly Customer Service) and Community Support, with Will Leverett as Director of Player Relations overseeing the global department out of Austin, Texas, and Ray Roocroft managing the UK team.\n\nWe\u2019ve worked hard to combine our US and UK support teams into a single organization that can mobilize to expedite support for the backers, and there was no better example than the work that the team did each and every day of the November Anniversary Live Stream and Sale. Special kudos go to Kraiklyn and CDanks for doubling up on live stream support.\n\nWe spent the later part of the month preparing 2.6.0 to go to the Evocati, and a very special thanks goes to Proxus, Mac, and George for their efforts in managing the test environments. They\u2019ve spent countless nights and weekends working on Star Marine with our volunteer testers, and we\u2019re excited that we\u2019re getting close to pushing the build out to a wider audience.\n\n\nIT\/Operations\nNetwork Services Manager Paul Vaden and IT Director Mike Jones spent time in LA with IT Manager Dennis Daniel in order to prepare for the November Live Stream event. For this live stream event, the IT team coordinated to build and deploy 12 gaming class systems that were used in the head to head matchups between Team Anvil and Team Aegis. Additionally, the IT team built a new live streaming solution capable of switching and mixing all players into the live stream plus cameras. Overall, it was an incredibly rewarding project, but the real credit goes to the video production team for pulling off a great show.\n\n\nLiveOps\/DevOps\n2.6 was a huge focus this month as we prepare all our servers and publishing systems for Star Marine. While we completed several publishes to the Evocati, we deployed countless publishes internally for the QA teams across all studios to test on. With any major release there is a good amount of configuration and tuning that goes on behind the scenes. We really enjoy the early testing phases for this work. Special call out to Ahmed and his team, Andy, Nathan, and Jeffrey who have been putting in so much work on the publishing pipeline in order to streamline our internal publishes for flawless rapid deployment. This will be critical in the coming weeks as we roll out 2.6 to wider and wider groups.\n\nFoundry 42 UK\nArt\n\nThe big focus this month had to be the Prowler. It was a complex ship and we had a lot to deliver but the team did a great job. We didn\u2019t get to rest on our laurels, though, as we had work to do on the 85X, MISC racing ship and Caterpillar promo. Work has begun on the Vanduul Stinger and the ship team has kicked off a major lighting pass on the Idris to make sure that our characters look amazing in the ship\u2019s interior environment. Finally, several more rooms have been checked off the Javelin, leaving only a few left until the interior is complete.\n\nWe have three FPS weapons in concept. Plus, we have done a ton of previous work for more Klaus and Werner energy weapons. We have also done additional work with the Knightbridge Arms ship weapon family and fleshing out modular barrels.\n\nIn addition, we\u2019ve been pushing heavily to close out 2.6, particularly the Star Marine maps OP Station Demien and Echo Eleven. As you can see, we\u2019ve also continued to push along the visual development of our \u2018surface outpost\u2019 set as well as our planetary surface assets for the vertical slice level.\n\nThe team Behaviour focused on adding life to the three epic planets they\u2019re working on. Each planet has now evolved from whiteboxed to textured and modelled environments. Although it may seem a lot of work is done, but more intensive work will be needed on the texture and composition to hit the look and feel we\u2019re hoping to bring to the fans.\n\nFor Hurston, we focused on two areas, the interior streets and vista shots of the planet. For the interior streets, we wanted to create an oppressive feel for the general populace, so we added obstructed skylines, narrow alleys covered with machinery, ever present security checkpoints, and expressionless statues looking down towards the streets.\n\nFor MicroTech, we reduced the size and scale of our plan and focused on one dome only in an effort to make the planet a more feasible endeavor, while maximizing the visuals.\n\nFor Crusader, we worked especially hard in utilizing the building silhouettes and gaps between buildings to present breathtaking vista shots on the skylines. We also spent time on the background buildings of the map to complement the planetary vista, which offers a nice balance between the natural environment and human technology.\n\n\nVFX\nThis month, the VFX team finished a full pass on two of the new ships going into 2.6 including the 85X and the Caterpillar. For Star Marine, we completed a final optimization pass for the Demien and Echo Eleven maps including destructible props and surface type impacts, implemented a new VFX pass on the energy shotgun (changing the rounds from electricity to plasma) and did an initial pass on dead player fadeout VFX.\n\nWe did a huge clean-up of ship and fps weapons, implementing a new projectile shader created by the Graphics team and improved missile effects to tie in better with the new missile assets. In a bit of administrative work, we also cleaned up our library of generic particles. It\u2019s always nice to do a little spring-cleaning to makes sure the team can find elements quickly.\n\n\nDesign\nMost of the S42 designers have been working out of our Frankfurt office throughout November in an effort to work as efficiently as possible with the system designers that are helping with the Subsumption implementation. Obviously, the tech is still being developed, but the process is really paying off and we are starting to get behavior types into the game. The Vertical Slice level is still enabling us to prove out gameplay mechanics that will allow designers to polish up the graybox missions and the intense focus on small details is making a big difference across the board.\n\nThe guys working on 2.6 are fixing bugs and last second polish actions that will hopefully make it into your hands very soon.\n\n\nAudio\nThis month the Audio department, like the rest of the team, was pretty heavily focused on Star Marine and other 2.6 needs. For 2.6 we finished up audio for the Caterpillar and 85X which included everything from thrusters and moving parts to extensive work on the internal ambience around the ship. For Star Marine, we created and implemented ambient and environment sounds for the levels, weapon sounds, player sounds and ambient music. Extensive work was also done to include announcers for the teams.\n\nWe also continued working on Squadron 42 which included (without getting into specifics): developing our outsourced editorial pipeline to handle the massive amount of dialogue that\u2019s been recorded, optimizing the AI battle chatter code, working on the ambient and cinematic music.\n\nFor the PU and Arena Commander, we did an overhaul on the Announcer and Ship Computer Systems, including the implementation of a Ship Computer Verbosity setting into the options menu, and fixed some issues where sound was dropping out during Quantum travel and during some weapon fire.\n\n\nUI\nSince last month, the UI team has been continuing work on the implementation of the new front-end menus and Electronic Access lobbies. The entire front-end flow is now mostly in a functional state, and the artists have been working on furthering the visual polish and animations for each screen. We\u2019ve also been working on both the Star Marine and Arena Commander loadout interfaces \u2013 for ship customization, we\u2019ve got 3D holo-objects rendering in the UI with smooth rotation and zooming. The work we are doing here will also eventually serve as the base system for the revamped in-world holotable interface.\n\nSince the live stream, we\u2019ve also made additional headway with regard to the Star Marine game HUD \u2013 which includes better AR callouts for friendly players, offscreen icon boundaries, as well as improved rendering of the 2D UI. We have also designed 3D icons for in-game pickup items in Arena Commander. We have also started working on insignia designs for Star Marine and Arena Commander leaderboard rankings.\n\n\nProgramming\nAgain working hard on all the features and polish for 2.6 and on the FPS for the Star Marine games. In Arena Commander we\u2019ve now implemented the missile and ammo pickups. We also continued work on the new camera system including the new spectator cam mode.\n\nThe team is also working hard on the Arena Commander mega map. Most of the work required for the dynamic gamerules has been completed, and now it\u2019s at the testing stage to find what still isn\u2019t working and fix it up. The lobby refactor means we can now connect and disconnect to a server without having to completely load and unload a whole map, which we hope will make a big and positive difference for you while creating and joining Arena Commander matches.\n\nOn the networking side we\u2019re making great progress with the message queue rewrite, serialised components, the lobby refactor and entity bind culling.\n\n\nGraphics\nThe depth of field effect is getting a complete overhaul to vastly improve its speed (up to 10x faster in some cases). We\u2019re fine tuning the shadow system to achieve greater shadow resolution and many more shadows through the introduction of static shadow maps for the environments, with the focus being on achieving cinematic quality lighting on SQ42 in-game rather than just in hand crafted cut-scenes. We\u2019ve also started on a major upgrade of the bounced light system (global illumination) with the first step being the GPU acceleration of reflection\/cube-map captures to remove the previous offline\/CPU system.\n\n\nAnimation\nWe have been mostly supporting the upcoming Star Marine release. There has also been continued work on AI combat animation assets so that the design and programming teams can get core functionality implemented and ready for the next round of animation iteration.\n\nAll existing base weapons have been through a second animation pass. Reloads are improved, as well as hand positioning and various other tweaks. There has been some further work done on previz for the next round of weapons that are due to come down the pipeline. Legacy weapons have been spruced up for the initial Star Marine release with improved hand positioning and firing animations.\n\nThe prone animation set is being looked at with a view to implementing some big improvements. Core poses will be updated and transitions to and from different stances are prepped and ready to be worked on.\n\nWe have a new animator based in the Frankfurt studio that is mainly going to be working with the design and code team on getting AI functionality looking and feeling good. There has been progress made on player combat signals as well as AI reactions to danger \/ sounds.\n\n\nQuality Assurance\nTo help with 2.6.0 feature testing and preparation for the live stream, we split our team into three groups, with Liam leading the Squadron 42 testing, Mike leading Arena Commander and Crusader testing and Nathan leading Star Marine testing, with the help of our FPS specialist Mark Tobin. The testing required a lot of cross studio communication and team building as we worked on filling servers to ensure we had a steady platform to push to the Evocati shortly after the live stream. For the live stream itself our efforts came together, testing the new flight balances put in by the tech team and the new ships, we had several dry runs of what we showed to ensure it all went off without a hitch.\n\nFoundry 42 DE\nCinematics\n\nFor the SQ42 campaign we\u2019re continuing work on video comms and several conversational scenes, cleaning and editing the required animations as well as setting up and lighting them. We also experimented with a camera\/character based lighting rig, as we\u2019ll have the challenge that some conversations can happen in very dark alcoves\/corridors or other non-controlled situations where we might want more filmic light shining on the scene.\n\nWe also completed the 10 separate \u201cGalactic Tour\u201d segments for the Anniversary Live Stream. Those featured already established lore character Jax McCleary visiting the 2946 Intergalactic Aerospace Expo. Jax used a modified Tier 2 character head and, as time was critical, only had some basic animation cleanup done for body and face. For the Expo, we built the ex-Navy airbase and hangars that got converted into show floor halls. Different ship manufacturers got a 3D version of their logo, including Drake, Aegis, Anvil and RSI.\n\n\nVFX\nDuring the past month, the Frankfurt VFX work has been focused on polishing effects for the 2.6 release. These included full environmental VFX passes on several of the levels as well as some effects created specifically for the FPS aspect of the game, like several new variations of blood impacts for when the player is shot, screen effects for player damage that are triggered via flowgraph and a new MK4 frag grenade explosion.\n\n\nQuality Assurance\nDEQA\u2019s main focus for November was Star Marine, Squadron 42, as well as testing new engine-side features. Chris Speak and Glenn Kneale spent a majority of the month working on Star Marine ad-hoc testing and regression, with Glenn also tackling Squadron 42 testing and AI sync meetings. We also participated in multiple playtests not only once but sometimes three or four times per day, ranging from dev playtests to cross studio playtests with our offices in UK, ATX, and LA. Chris also worked on creating various test levels for the dev team to use for their own feature testing. Melissa Estrada has been working closely with Chris Bolte to test his newly developed integrated page heap for our Game Dev builds that will allow us to capture more robust crash core dumps for our engineers. These core dumps will provide much more information for an engineer to use when resolving low reproduction crashes, which is a win-win for bug smashing and for improving overall gameplay. Chris Bolte made this process much simpler, so that anyone in QA will be able to provide these core dumps when requested for a specific crash. Melissa also spent time learning and testing Sascha Hoba\u2019s planet editor together with Pascal Muller, in order to formulate a new checklist that will specifically check the planet editor\u2019s core functionality to ensure that it continues to be in working order for our environment artists.\n\n\nEnvironmental Art\nThis month the DE Environment team grew by a few people, so the senior staff spent time getting them acquainted to our internal processes. The existing team is primarily focused on procedural planets tasks: defining and creating bespoke ecosystems like canyons and mining pits, improving the blending of the terrain materials to get more detail, and iterating on the tools to make the workflow more efficient. They also worked on various megastructures for a SQ42 level, including modelling, UV mapping and making prefabs out of the components for the designers to place.\n\n\nTech Art\nLike many other departments, Tech Art spent the month supporting 2.6 as well as S42. The team worked with Designers and updated a large amount of animation for FPS, especially improving select, deselect, and reloads. They updated and re-exported numerous weapons and gadgets to accommodate the new left hand grip pose, which is now functioning using runtime IK. We also completed our new weapon pre-visualization pipeline which enables our modelling department to test their WIP weapons directly in a game, this allows them to quickly review and identify any potential issue a weapon may have.\n\n\nEngineering\nThe engine team has almost too much to post, which is a good thing, so let\u2019s start with the high-level stuff. We made some general improvements on Physics, Shader system, Texture Array Streaming, Animation Ragdoll and Terrain\/Ecosystems. One of the tools allowed artists to punch holes into planet terrain for smoother embedding of large mass structures which will come in handy for landing areas. We also switched to a multi-threaded memory allocator which will not only increase efficiency, but unify the use across the engine, game, tools and editor.\n\nWe improved the reprojection based occlusion systems by cleaning up the previously existing code and converting it to pure SSE2 SIMD (allows us later to select the best SIMD variant supported on the user\u2019s CPU). While doing so, we also fixed some aliasing problems inside the occlusion code which results in a more stable frame during movement. Then we spent some time doing a massive clean-up of our Zone transition code. Over the time this part had become very complex, but we managed to get the complexity down again which made our zone transitions more stable. Before the update, the client code had to find out if an object had changed zones, which was very fragile. Now the code is explicit, so that all objects change zones as an automatic operation. In addition, this is also synced with physics which should fix (or at least improve a lot) the cases of players being teleported to space when entering\/leaving ships.\n\nWe also improved our low level memory redirection functionality; we managed to get rid of some layers making the code more understandable. Building on this clean-up, we changed our core system allocators, so far we had used a custom allocator for small allocations and the OS allocator for larger ones. Problem was that this design is several years old. In practice, this means that the OS allocator can now perform small allocations as well as our allocator, but instead of going OS allocator only, we went with JeMalloc. This is the system allocator used by FreeBSD and backed by Facebook. JeMalloc follows a more modern design so that it scales very well with multiple threads, something which is important for us and will be more important as we parallelize more and more code.\n\nWe also continued working on our Area system. Areas are a special mark-up used by the game designers to give rooms or areas some specific context. The engine can report when entities enter or leave such an area. We have now extended this system to track the overlapping status of all entities within all areas. To implement this in a way that it works with our massive scale (in number of entities and areas), we moved the old system directly into the zone system, which allows us to reuse spatial information for a much more efficient algorithm.\n\n\nWeapons\nOver the last month, the FPS weapon artists polished weapons and gadgets for upcoming releases, built prototypes for a whole range of new Kastak Arms guns, and spent some time making modular irons sights for the P8 weapon family. We completed the first pass art for the new re-worked ATT-4 laser rifle, and started the same process for the Arrowhead sniper rifle. The ship weapon team has been blocking out a new range of ship weapons based on the updated Knightbridge Arms manufacturer style which will include a more modular design.\n\n\nLevel Design\nThe Level Design team in Frankfurt is hard at work on the locations required for 3.0, this involves building out space station archetypes and satellite variants as well as a few surface outposts. We are also looking into supporting the art team on the larger planetary landing zones, as well as progressing on a modular approach for our locations. Satellites and surface outposts are shaping up nicely and have been passed onto the art team.\n\n\nSystem Design\nThis month system design was busy setting up usable records for Squadron 42, which will lay the groundwork for cinematic scenes and player interactions, adding background conversations between AI and in general making AI feel a lot more alive and natural in their environment. At the same time, we worked on finalizing the Mercenary and Bounty Hunter careers for 3.0 and breaking these careers into their component systems. We also made progress on the AI skills and stats system which should allow each AI to have an individual personality, individual needs and wants. Generally based on these skills and stats, an AI will change the priority of their Subsumption behaviors. For example, if an AI is ordered to fix your ship, he might not do that if he needs to go to the toilet or if he is too tired. It will also encourage the players to crew their ships with AI who have a variety of skills for every situation, and set up teams based on how all of these guys complement each other for the task at hand.\n\n\nAI\nWe made great progress on AI this past month. At the beginning of the month we completed the first pass on Mission Functions and Mission Callbacks. A mission in Subsumption will first start with an Init function and will end with Uninit to allow designers to both prepare and clean-up their logic. Let\u2019s assume we create a new test mission where we want to spawn Captain White in the Bridge, the Init function will look like this.\n\nFunctions for a Mission can either be called by the AI code (like the Init above), or can be dynamically created by designers, and they can be imagined as mission local functions. As you can see in the picture the Captain White character is now stored into the \u201cCaptainWhite\u201d variable, that is the NPC type, which carries information about what the game code can communicate to the Mission System in regards to the element that it stores. An NPC variable can, for example, call back the mission system when the NPC health changes, when the NPC dies, when he gets healed and so on. If we want to react to situations in which the health of Captain White is changed, then we can add a mission callback, as in the following picture.\n\n\nThe more callbacks that are exposed from the game code, the more events a designer can react to and create his own logic. Also the Subsumption Mission system (as Subsumption in general) allows game programmers to define any type in the game code, allowing the system to be easily extended without any need to modify the core code. Callbacks can also be specified as global, for example, we can have specific logic when any NPC dies during a mission. Those are what we call \u201cGlobal Callbacks\u201d.\n\nFor Subsumption, we also made new improvements to the Combat behaviors. Combat is a very different element for the NPC behaviors, since it requires a lot of coordination between the characters and specific analysis. We created a new Combat activity (based on the work we have done in the previous months), so that the designers can utilize it for any case in which a hostile is detected by an NPC character. The first combat reaction is something that happens when an NPC thinks he saw something dangerous: his behavior will change based on how sure he is that the thing he saw is an actual danger for himself. For example, an NPC that see the player at a far distance, won\u2019t react immediately to the threat, he will try to look in the direction of the player and understand if what he sees can be a threat, and if so he can communicate to the other member of his group and then start to attack the enemy. This is the state that allows the player to decide his approach, he is almost detected, but he can still try to hide, approach from a different angle or, for example, try to take down the enemy before he informs his friends.\n\nFor combat and non-combat environments we have introduced an \u201cEmotion component\u201d to allow the ability to control facial animations based on the emotion of the NPC. We also worked on improving the animation flows to allow proper blending between states and make sure the characters feel more fluid during the gameplay. We also did some work on ground turrets to make sure that they can easily be controlled by the AI and execute proper behaviors. In addition to all the above, we made progress on improving stability and fixing existing bugs.\n\nTurbulent\n\nFor those of you who are new to Star Citizen, Spectrum is an integrated communication platform that includes forum, chat, private messaging, and notifications. Future versions will include additional features like voice chat and in-game overlay.\n\nWe were excited to release Spectrum (alpha v.0.1) to members of the Evocati test group. Having the \u201cAvocados\u201d test the communication platform and give feedback to us has been invaluable. We are planning to expand the testing group to include more and more backers, finally culminating in a full release on the site for all backers in the new year.\n\nThis past November has been an incredibly busy month when it comes to ships and ship sales. At the end of the month the Anniversary sale was kicked off with the Galactic Tour series, which featured a new manufacturer each day, offering up their ships for sale. During the sale we saw not only older ships making a comeback, but new ships as well, including four new variants, the 85X and the sleek Tevarin dropship, the Prowler! The Anniversary sale was capped off by the return of all manufacturers and ships to the sales floor for a two-day Grand Finale.\n\nLooking Ahead\nThat\u2019s it for November, 2016! Watch this space for additional updates, and please continue to check our production reports for the status of Alpha 2.6 and Star Marine. We\u2019re also ending our broadcast year with a holiday livestream later today; tune in to help us bid adieu to 2016!"},"links_count":0,"comment_count":120,"created_at":"2016-12-16T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-05-11 03:28:39","valid_relations":["images","links"],"prev_id":15636,"next_id":15638}}