{"data":{"id":16696,"title":"Monthly Studio Report: July 2018","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/16696-Monthly-Studio-Report-July-2018","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16696","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16696","channel":"Undefined","category":"Undefined","series":"Monthly 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to the Cloud Imperium Games Monthly Studio Report for July. This month, the team patched Star Citizen Alpha 3.2, pushed forward on Squadron 42, and continued developing systems, ships, and features for future releases. Let\u2019s explore the details\u2026\nLOS ANGELES\n\n\nVEHICLE FEATURES\nThis month, the U.S. Vehicle Feature Team focused their efforts on fixing turret bugs and making improvements to the Alpha 3.2.1 patch. After it went live, they reviewed turret feedback and began working on additional improvements for the upcoming 3.3 release. They also continued their work on Ping & Scanning, including moving the scanning infrastructure over to the servers, generating signals via blackbox entities, and implementing the various information that will be provided by transponders.\n\nVEHICLE PIPELINE\nThe Art, Design, and Tech Art Teams worked together to push the Consolidated Outland Mustang and Tumbril Cyclone variants through the greybox stages. Design and Tech Art worked on the final stage of the RSI Constellation Phoenix, and the Mustang\u2019s landing gear compression was also completed. Tech Art also completed their greybox pass of the Anvil F8 Lightning and supported the mining animations used on the MISC Prospector. The teams collaborated with Animation on R&D and test cases for sequenced animations in vehicles, which will allow greater flexibility for future enter, exit, and cockpit animations. In early August, the Art Team will move onto the first stages of the Anvil Hawk.\n\nGAMEPLAY FEATURES\nTo support the 3.2.1 patch, the Gameplay Feature Team spent the first week of the month fixing Group System bugs on both the code and UI fronts. After the patch, the team continued to work on the next iteration of the Group System for Alpha 3.3. Finally, they focused on removing some of the legacy systems, updating the three-pane mobiGlas chat widget, and setting up the chat to come from a new backend service.\nNARRATIVE\nThe Narrative Team began July with an episode of Loremaker\u2019s Guide to the Galaxy about the Cano system. They wrote a Discovered piece about an archaeologist using a Vulture to salvage and explore a debris field, and delivered the July 2948 Shubin employee newsletter filled with tidbits about the company\u2019s past and hope for the future. A history of the Imperial Cartography Center and the third episode of The Knowledge of Good and Evil also became available for all to read. Subscribers received an exclusive Galactic Guide on the long-lost Oretain system, while July\u2019s Jump Point covered the Drake Vulture, improved combat AI, and the mysterious Vasli fragment. And to top it all off, Jared honored the team by inviting them to appear on a very special RTV to play a spot of Alpha 3.2.1 and answer narrative questions. The team tackled details about the moons of Hurston and ArcCorp, worked on mission giver design briefs, and fleshed out the Bartender and Patron line sets. They worked with the Character Team on Hurston Security loadouts and the System Design Team on Security behaviours and NPC placement. There were several syncs with the Live Design team focusing on expanded mission content for Alpha 3.3. Team leads participated in multiple reviews for Squadron 42 (S42) and the Persistent Universe (PU). They wrote some fun new marketing material, including the lore behind the successful Astromedics vid series that was tied to the RSI Apollo. Finally, work continued behind the scenes on the Galactapedia that will be shared further down the road.\nCHARACTERS\nThe Character Art Team diligently worked on new Hair and Head tech, which will improve the appearance of current characters and revise some core tools used in the character wearables tech setup process. The team worked on the Hurston clothing collection, Virgil TrueDef Pro Armor, and reworked the Odyssey Flightsuit. Alongside the new content, material variants will be made to help fill out the NPCs found on Hurston. Plus, progress was made on a variety of Squadron 42 costumes.\nAUSTIN\n\n\nDESIGN\nThroughout July, the Design Team further experimented with how to make a bar feel like a living breathing environment, instead of static NPCs serving and consuming drinks. The intent was to give the bartender and others enough character, life, and flexibility so that they can deal with multiple patrons at once, including the player, while looking as lively and realistic as possible. They also began building out the AI logic in Subsumption, started rounds of feedback with Tony Zurovec, and worked with the Narrative Team to get lines written for the Bartender and Bar Patron characters. The aim is to get these lines, along with the placeholder animations provided by the ATX Animation Team, added into the game for internal review soon. In an effort to allow the economic status of resources effect pricing, the team is constructing recipes for items so that, as the price of resources fluctuates, the players will be able to see a noticeable difference in the pricing of items. The change won\u2019t be instant but will develop over time and can be influenced by the player base. Work is also happening on getting the ship rental shop working in the PU to coincide with the ability to rent ships. Work on additional layouts for Truck Stops will lend a bit more variety to the shops that players will encounter when traveling to far-away locations. On top of all this, the team took a moment to review how their data is structured and are finding ways to make things more efficient and organized for ease of use in the future.\n\nANIMATION\nThe Animation Team continues to research and develop animations for the PU\u2019s female character. Very different animations are needed when the character sits in a ship versus moving around in the \u2018verse, but progress is being made and the fidelity of female animations are getting closer to those of the male characters. Placeholder block-out animations were sent to the ATX Design Team for the Bartender character to help them see the results of some of the AI R&D they were working on. Alongside this, they continued to move several characters through the various stages of the pipeline, such as mission givers like Constantine Hurston, Clovus Darneely, and a new character of interest, Tecia Pacheco. On the Ship side, animations were completed for the new Tumbril Cyclone variants. Specifically, the turret operator animations were reworked and polished.\n\nSHIP ART\nThe Ship Team is deep in the concept phase of the 300i re-work and are currently fleshing out the new shape along with integrating many of the \u2018wish list\u2019 features that have been accumulating over the last few years, including new cargo options. They recently showed off the first round of concepts on ATV, with the community generally feeding back positively. However, a few concerns were voiced about the new design, which the team will be taking into consideration for the next and final round of concept presentation. The final pass of the Constellation Phoenix\u2019s modeling and lighting is currently underway. When finished, the team will move onto the final flight prep setup and polishing tasks. Then, they\u2019ll create the LODs to complete the art pass for the Phoenix.\n\nBACKEND SERVICES\nThis month, the Backend Services team finished up support for 3.2.1 by fixing some critical bugs that were discovered after 3.2.0 went live. Specifically, they rectified issues with currency and fixed a bug that prevented the player from purchasing items from shops and inventories. They also continued efforts to create Services using the new Ooz\/Diffusion framework. This is part of the refactoring of the Persistence Cache to make it more scalable. Another accomplishment this month was finishing up the new Entitlement Processor service, which is far more robust and efficient than the legacy solution. The legacy Friends Service was also written into this new framework. The other Services created so far are: Character service: provides an API for character specific runtime and persistent data.\n\nWallet service: responsible for managing player currencies.\n\nItem Loadout Service: manages player or ship default and custom loadouts.\n\nInsurance service: manages all insurance claims.\n\n\n\nDEVOPS\nDev Ops have been supporting the additional publishes related to 3.2 this month while also making great progress on the various feature stream enhancements to the build system. \u201cOne of the most satisfying aspects of our publishing effort is to see the new gameplay features showing up on the various live streams and we\u2019ve been enjoying many of those.\u201d \u2013 Dev Ops They\u2019ve also worked very closely with the feature teams to add more gameplay analytics to help track game performance and resource consumption on a regional level, as well as on the individual game servers themselves. This additional data will help them tune server density to deliver the best possible compute and memory performance. Feature stream work progressed this month as well. This project breaks source control branches down to the individual feature level to help the developers work more independently without potential conflict. This effort was well received by the devs and will be expanded. However, it was not without challenges, as these streams create an additional load on the build system and storage subsystems. The team worked through most of these issues and are now closing in on the final details that will allow them to scale the build system much wider than its current capability.\n\nPLAYER RELATIONS\n\nThe Player Relations team helped wrap up 3.2.1 this month. This is the second such quarterly release, and the team is really hitting their stride with the new publishing cycle. They also wrapped up the Live Release Production Summit in Austin, Texas which dealt with subjects such as improving the publishing process and how the team can grow the Evocati volunteer group for future releases. \u201cWe\u2019d like to point all players to our growing Knowledge Base, which has over 100 articles and has seen almost 100,000 visitors since its inception. We will continue to grow this by adding new \u2018How To\u2019 articles, patch notes, and live service notifications here as well as on Spectrum. As always, we\u2019d like to remind and encourage everyone to continue to use the Issue Council to help us triage and rate bugs and functionality. We\u2019ll use that data to prioritize for future updates, plus your IC participation will make you eligible to get into earlier PTU waves.\u201d \u2013 Player Relations Team\n\nQA\nLast month 3.2 and 3.2.1 went live. For the QA team, this included publishing checklists for build testing and testing patches in the PTU, along with testing all the fixes as they were implemented. On the Game side, they moved back to their internal dev stream and started testing the initial implementation of Object Container Streaming. They also shifted focus slightly to make sure all test plans and QA processes are updated and ready as more Object Container Streaming testing comes online. On the Leadership side, it\u2019s been business as usual with focus on coordinating testing priorities with their QA counterparts in LA, UK, and DE. WILMSLOW & DERBY\n\n\nGRAPHICS\nThe Graphics Team completed the work required to make the renderer ready for Object Container Streaming. In addition, the team made the new surface shaders more efficient and easier to use, maintain, and improve. You\u2019ll see the benefits from these updated shaders as the artists transition to them in Alpha 3.3 and 3.4. They also improved the room culling system to allow for more complex level setups of rooms within rooms, which had previously resulted in rendering the entirety of the smaller room. This new feature allows the Art Team to build more elaborate interiors in both Squadron 42 and the PU with improved performance. The next focus will be on features to enhance the quality of lighting in and around gas clouds and large interior spaces where large lights would normally result in very low shadow resolution.\n\nUI\nThe UI Team further developed the RTT item preview system that allows for a generalized method of displaying one or more 3D items anywhere in the UI as part of a scrolling list component. This works on things like kiosks, mobiGlas, MFDs, etc. The team implemented the necessary changes to support renting ships and items through the Electronic Access customization menus and worked on the UI design for the Spectrum app in the mobiGlas. They also collaborated with the Design Team to pre-visualize what approaching a no-fly zone might look like to the player. Work continued with the Environment and Narrative Team on crafting propaganda posters and signage for Lorville. Additional headway was made on core tech & tools, with a successful prototype completed of the bindings system for the mining HUD display. This enables a more streamlined interface for exposing game data to the UI front-end.\n\nANIMATION\nThe team created animations for the reload and firing states of the upcoming Karna plasma assault rifle. To finalize assets for the SpecOps combat AI, they held a motion capture shoot to update the placeholder assets for hit reactions and the various threat level reactions to sights and sounds. They also improved enemy SpecOps AI combat poses with better blending between motion states. Other tasks included supporting the \u2018carryable system\u2019 with a wide range of assets and a general clean-up of the animation database. They revamped the player\u2019s \u2018no weapon\u2019 and \u2018stocked\u2019 locomotion forward assets.\nFinally, a high-level review assessed the implementation of animations for Squadron 42 scenes featuring Master-at-Arms Duncan Chakma in the armory.\n\nGAMEPLAY STORY\nThe Story Team began the month with pre-viz for all remaining scenes, which went well and took two weeks instead of the scheduled three. They then began to fully implement 16 scenes that the Design Team prioritized for Q3. The implementation pass is a slower process than pre-viz, but the team is delighted to work closely with Design and see the scenes come to life in-game.\n\nENGINEERING\/PROGRAMMING\nThe Actor Feature Team has been developing an animation motion warping system, which gives each animation a variable distance it can travel without the need for a unique asset for each situation. The vaulting and mantling mechanic is being developed alongside this and comes into play when the prop being vaulted over has a variable depth and height. The new technology takes these dimensions and modifies the vault animation so that it seamlessly adjusts for the additional movement. This creates a better result than having multiple animations to cover all eventualities. It also frees up the artists from adhering to strict sizes and metrics when creating environments. The way Subsumption sets up missions for Squadron 42 means the team often has to play through part of it just to get to a certain point in the level. There is functionality inside the editor to manually run parts of the Subsumption setup, which fast-forwards the flow, but it was fiddly and not exposed when running the standalone game. So, the team created a system to record a sequence of Subsumption steps into a single macro that can be played back in either the editor or game client. This allows the team to skip through a mission to an intended place, which will speed up development and testing. The Tools Team has been creating a way to link Shotgun (assets for artists and animators) with Jira (production and scheduling). This new tool monitors Shotgun for changes and then reflects them in Jira. This allows content creators to continue using Shotgun while producers and supporting teams can see all the information they require from Shotgun within Jira. The Network Team finished the entity bind culling functionality to allow more optimal networking based on how far away entities are from the player. They also did prep work for Object Container Streaming alongside other teams working on that technology.\n\nSHIPS\nThe Ship Art Team worked on the MISC Freelancer base model by adding a few extra comforts to the interior, such as a toilet, shower, and food dispenser. The variants (MIS, MAX, and DUR) went into the updated art pipeline to get them looking as good as the base version. The Origin 890 Jump also went into production this month. It already cleared the whitebox review and advanced to the greybox production phase. Some areas even went beyond to establish the look and style of the ship\u2019s interior. Finally, the Banu Defender finished its initial R&D phase and is partially through the white box phase.\n\nAUDIO\nThe Audio Team supported Object Container Streaming and progressed with FOIP and VOIP features. They made great strides with the IFCS 2.0 system and physicalized object audio. Alpha 3.3 is the next major goal, so they generated audio mockups and prototypes to ensure they\u2019re on track with the look and feel of the new features. Ship audio also kept the team very busy, as they supported a wave of new ships in the pipeline.\n\nENVIRONMENT ART\nThe team completed their work on the PU hangars, with only final lighting tweaks left to complete the two archetypes needed for the first release. They focused on developing new habitation modules and security\/customs common elements. The habitation modules are coming out of the white box phase with their footprints, layout, modularity, and basic art determined. Now begins the process of making them pretty! The security archetype involves a lot of systems and designs that must be tested and iterated on before art can finalize it. As with the habs, these issues have been largely solved and the team began the next level art pass. The early white box design of a new location type was signed off, the Underground Facility. These will be something the team hasn\u2019t tried before and are very excited to develop!\nVFX\nWith 3.2 safely in player\u2019s hands, the team jumped into 3.3 content tasks, including a first pass at the Aegis Hammerhead\u2019s effects and a new plasma assault rifle along with the many biomes, landing zones, and modular areas of Hurston. Work continued on Squadron 42 tasks. Without revealing any spoilers, the team tackled included a visual polish of a screen interference and kicked off several experimental R&D sprints. FRANKFURT\n\n\nVFX\nThe VFX Team worked on several moons for the PU, including various new biome types. This required them to expand the planet editor tools to allow for more unique and varied particle systems to be spawned procedurally using the object scattering systems. They also continued their work on the cinematic simulation assets, such as rigid and soft bodies for the Squadron 42 cinematics.\n\nAI\nThe AI Team determined the tasks remaining for Object Container Streaming and worked on them accordingly, adjusting AI logic if necessary to handle the current streaming requirements. Work was also completed for flight AI, creating new behaviors and changing existing ones, with a focus on making ship combat engaging and fun. Tasks were completed to improve performance, which is routinely done to ensure things are optimized as much as possible. Work has also been done on the flight pathfinder, taking it a few steps closer to having AI traverse the entire \u2018verse on their own. FPS AI work focused on NPC tasks for the 3.3 release, including new behaviors, features, and optimizations.\n\nBUILD ENGINEERING\/DEVOPS\nThe DE Dev Ops Team continued to work with the Austin teams on both extending and finalizing the toolsets that govern synchronicity between central game-dev and feature streams. The API for controlling the central auto-integration system has been rolled out to accommodate the client-side feature-stream merging tool currently in development. This gives feature-stream owners control over how current their stream should be in relation to main central development in game dev, based on their preference and workflow style. The current feature streams are battle-testing these tools as they prepare to scale up the number of feature streams needed for the project.\n\nWEAPONS\nThe Weapon Art Team primarily focused on Vanduul weaponry and finished the first pass of both modeling and texturing on the Plasma Lances, as well as a handful of scavenged knife variants.\n\nTOOLS\nThe Engine Tools Team focused on stabilizing the game editor after the Alpha 3.2 release. Usability improvements were added to increase the overall workflow quality for the designers when setting up the game entities. The new layer and universe outliner plugins received improvements based on the designer\u2019s feedback, along with a general stabilization and performance improvement pass. The Look Development Mode, which is meant to improve in-game material setups, received an additional light mode to show assets under split light conditions, called Eclipse Mode. This helps artists improve their material setups for all possible in-game scenarios and makes it easier for them to compare the material under bright and dark conditions, for example, how an asset will look on a bright planet versus in outer space.\n\nENVIRONMENT ART\nThe Environment Art Team made substantial progress on Hurston\u2019s four moons, with each becoming a visually unique location for players to explore. While working on the moons, the team also spent time improving the wind simulation on vegetation objects, which will breathe more life into the locations as wind moves through the grass, bushes, and trees. Hurston will be quite a visual change compared to the other locations currently in the game. The Lorville team moved onto the outer districts, shifting focus on the view of the city while flying above and around it. Lorville has received many improvements since it was first shown at CitizenCon.\n\nLIGHTING\nThe Lighting Team worked side-by-side with the Environment Art Team on Lorville. Lots of progress was made on the environment art, which gives the Lighting Team plenty of locations to bring additional life, mood, and atmosphere into. The core landing zone received an initial lighting pass, with work still to come on the shops, spaceport, habitation, and security. With the procedural layout generation tools receiving improvements, the team took the opportunity to further polish the upcoming Rest Stops. They improved the look and positioning of 2D and holographic advertisements, as well as fixed various issues with light leaking and other consistency issues between connected rooms. Finally, crashed and derelict ships found in space and on planet surfaces were fixed due to previous setup issues which resulted in broken or missing lighting in most locations. The improved setups will provide a better foundation for the Lighting Team to create more interesting moods in these locations.\n\nSYSTEM DESIGN\nThe System Design Team laid the foundation for combat ship AI improvements, specifically giving AI ships the awareness of an enemy tailing them. They will build on this with further maneuvers, like enabling the AI to abruptly decelerate to cause the tailing ship to overshoot or wildly change its break-away angle to shake pursuers. Progress was also made on advanced civilian\/security guard interactions and patrol behaviors, which will be implemented in future landing zones. These behaviors will work in sync with one another and will allow NPCs to react accordingly to different types of stimuli from the world around them. The behaviors are scalable to allow for more stimuli to be added if and when needed. It will also determine how NPCs react to their surroundings, such as Security Guards reacting differently to certain crimes in one location than they would in another. The new transit system received attention as well. The team focused on the debugging capabilities of the system, laying an important piece of groundwork for complex elevator and train networks. On the FPS side, they began populating Security Outpost Kareah with combat NPCs. They also worked with the Mission and Level Design Teams to create additional facilities fit for combat encounters.\n\nLEVEL DESIGN\nThis month the Level Design Team focused on the PU. They completed work on Lorville and explored how the Restricted Areas tech will be implemented into the full world. They also looked into the general areas around Lorville to ensure they have the correct content and points of interest. Development advances with the procedural tool allowed them to return to the Rest Stops. They used the tool to generate a series of stations and verify their layouts, as well as to look into transferring old functionality of CryAstro into Tier 0 of the refuel\/repair\/rearm system. They also investigated early Tier 0 versions of Habitation, Refineries, sub-surface content, and more.\n\nCINEMATICS\nThe Cinematic Team updated the animation production pipeline to better communicate with the Design Team and make the overall structure more efficient. They also worked on chapters for Squadron 42, which consisted of numerous tasks depending on the current state of the cinematic, from animation and camera blocking, to animation polish, lighting setups, and TrackView work. The team also completed some technical tasks: They implemented \u2018Player Entity\u2019 into Trackview and can now trigger \u2018Mannequin Fragments\u2019 which will allow the team to accurately use the Player and the new \u2018look control\u2019 while building their scenes. They\u2019re also working on a technical solution for Subsumption to takeover player control in cutscenes when needed.\n\nENGINE\nThe Engine Team generally works across multiple areas and is called in to address potential code issues at any time \u2013 this month was no exception. They progressed on moving skinning computations to GPU compute shaders (dual quaternion skinning, blend shape, as well as tangent reconstruction submitted), and continued work on improving hair shading. They made significant progress on new solutions for cloth and volumetrics simulation, which they hope to show off soon. They added support for OC Streaming (entity aggregates) and exposed GPU load and memory stats directly from the Windows Graphics system. They also made advancements in the physics system refactor (queue refactoring, batch jobs, etc.) and revamped the exception handling code to improve the consistency of reported crashes.\n\nTECH ART\/ANIMATION\nThe Tech Art Team worked on the \u2018Maya to Sandbox Editor\u2019 live link for synchronizing animations between the two applications, giving real-time, in-engine rendered graphical feedback to the animators. They consolidated the head to head attachment asset pipeline for the next gen character customizer \u2013 a crucial requirement to achieve 100% consistent topology on the head meshes once they are converted from the Maya-internal format to the engine\u2019s format. Once consolidated, they stress tested it to find any bugs in the resource compiler tool (RC) and addressed them accordingly. One large bug remains, but once it\u2019s resolved they can switch to the newly revised system. Tech Animation focused on restructuring the weapons pipeline, modifying elements to make it easier to work on files and find them in the future. They added an additional meta system to the weapon rigs to enable animators to batch export weapon animations and moved nearly all files into a new folder structure to separate multiple weapons of the same type by the same manufacturer. They also addressed a variety of bugs across multiple departments.\n\nQA\nBesides assisting the in-house development team with Editor and client reported issues, the QA Team focused on performance and system refactor testing. Client and server performance took a significant hit with the introduction of Mining, so they worked with the UK QA Team to gather performance RAD captures during a Mining specific playtest. Captures were obtained from a build containing changes that would improve performance centered around Mining. Captures were also done on an existing build that did not have anything extra included. Engineering then compared the captures done on each build, identified where there were improvements between the two, and noted what other areas would benefit from further optimizations. They also worked on a QA test request for the AI Cover System to be refactored to support the incoming Object Container Streaming changes. The main goal was to ensure that not only existing cover systems within an Object Container level still worked, but that the newly set up Cover Systems did as well. They re-exported levels and then tested in-client to ensure that cover was generated and the AI used it the same way they did in previously. There should be no visible difference between the two, and they needed to confirm that no new issues were introduced. The same principle applied to an IKSystem refactor QATR that they did for Animation Engineering. Multiple lines of code were removed to improve overall performance, and testing was done to ensure that this did not break any other new and\/or existing systems or features. QA also started regular performance testing on the PU test map, which contains the new Rest Stops, Hurston, and Lorville in order to get a head start on identifying issues that these new locations may introduce. SPECTRUM\n\nSPECTRUM\nOn July 4th, the team deployed Spectrum 3.8! This build is now available to everyone and contains the latest features: Friends, Notifications, Quick Access Sidebar, and Message of the Day. You can sort friends by status or alphabetically and see information about their activity. You can also group friends by common orgs. Including pending friend requests, you can now have a maximum of 800 friends. \u201cYour in-game friends will be linked to your Spectrum friends in the future. Currently, your Spectrum friends list and the list of your friends in-game exist independently. When the game integrates the Spectrum friends system, your in-game contacts will not be copied to over. You should use this transition period to add your in-game contacts to your Spectrum friends list.\u201d \u2013 Spectrum Team Additionally, they refined the Settings page and slightly altered the display of embedded media in messages. Also, the member profile popup can now be accessed from the blocked users list by clicking on a member\u2019s avatar. After this major release, they deployed 3.8.1-rel.7 with minor bug fixes. You can refer to the Spectrum Knowledge Base for further details on using the new features\n\nRSI PLATFORM\nCitizenCon Microsite: Turbulent launched the CitizenCon microsite this month. The new microsite serves as the information hub for everything CitizenCon. From here you can purchase tickets when available, read more about the wonderful city of Austin, and plan your trip to CitizenCon. Eventually the microsite will contain information about the event, including the presentation schedule and the live stream itself. Stay tuned to keep up on the latest details for CitizenCon. RSI Apollo: Turbulent supported the release of the RSI Apollo, which included a mini-game designed by CIG\u2019s Oliver Hughes and Sam Child. The game was a homage to King Kong, a game Chris Roberts developed as a teenager. Players that achieve a high score of 100,000 points receive a special Guardian Angel Badge and are entered into a contest to win an RSI Apollo package. Free-Fly: The team updated the page design and interaction for upcoming free-fly events. Stay tuned for the next chance to participate in a Star Citizen Free-Fly!\n\nSERVICES\nGroup: Turbulent continues to iterate on Group services and are currently working on a feature that generates a claims token. This token can be used by other services to validate group membership, permissions, and the ability of a user to join. They additionally worked on a series of tests to increase stability in the code base as services continue to grow. VOIP\/FOIP: The Backend Team collaborated with the UK Audio Team to build voice services in-game. They overcame a huge hurdle by successfully piecing together a prototype with one user in-game having a conversation with another on a web platform interface. COMMUNITY\n\n\nScan, Fracture, Extract. The community was hard on the rocks and dug deep during the past month. While Prospectors were busy mining, the team didn\u2019t stop after introducing this gameplay feature with the 3.2 update. The recently released 3.2.1 patch brought reduced mission spawn timers, ship cannon changes, turret improvements, and more. Have you had a chance to check them out yet? Jump into the game and share your feedback with the developers on Spectrum. The RSI Apollo was revealed as the latest concept ship, filling the gap between the Cutlass Red and the Endeavor for all medics-to-be. Learn more about the space doctor career path by checking out The Shipyard post covering medical gameplay as it works today and how it\u2019s envisioned for the future. The team celebrated the introduction of the Origin Jumpworks 600i with a video contest that asked content creators to devise a commercial for the luxurious ship. As shown countless times, the Star Citizen community has a wealth of talent and passion that delivers amazing videos, and they didn\u2019t disappoint this time either. The quality of the submissions was mind-blowing, and the team wants to thank all the participants for the work and time put into creating the videos. The Community Team has been planning a wide variety of activities for this year and next that are, of course, coupled with sweet prizes. So even if this contest wasn\u2019t for you, there\u2019ll be more exciting opportunities to leave your mark in the Star Citizen universe. Outside of these events, the team is glad to see more players sharing fantastic content and are proud to regularly highlight them. FPS battles, trouble at CryAstro, mining challenges, and races were all featured this month. The team can\u2019t wait to see what August will bring. Cloud Imperium Games will not have a booth or presentation at Gamescom this year, but some team members will be visiting the show in Cologne, Germany, from August 22nd to 25th. There will be a variety of activities and opportunities to meet up during the week, so keep an eye out for future announcements. While they\u2019re excited to meet you in Cologne, don\u2019t forget that CitizenCon 2948 is almost here, too! After launching the all-new CitizenCon website, where you can find all the event info, the team continued to plan for what promises to be an unforgettable event. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Willkommen zum monatlichen Studio-Bericht der Cloud Imperium Games f\u00fcr Juli. Diesen Monat hat das Team Star Citizen Alpha 3.2 gepatcht, die Staffel 42 vorangetrieben und die Systeme, Schiffe und Funktionen f\u00fcr zuk\u00fcnftige Versionen weiterentwickelt.\nLassen Sie uns die Details erforschen.....\n\nLOSE ANGELES\n\nFAHRZEUGEIGENSCHAFTEN\n\nIn diesem Monat konzentrierte sich das U.S. Vehicle Feature Team auf die Behebung von Turmfehlern und die Verbesserung des Alpha 3.2.1 Patches. Nachdem es in Betrieb genommen wurde, \u00fcberpr\u00fcften sie das Feedback der Revolver und begannen mit der Arbeit an weiteren Verbesserungen f\u00fcr das kommende Release 3.3. Sie setzten auch ihre Arbeit an Ping & Scanning fort, einschlie\u00dflich der Verlagerung der Scan-Infrastruktur auf die Server, der Erzeugung von Signalen \u00fcber Blackbox-Entit\u00e4ten und der Implementierung der verschiedenen Informationen, die von Transpondern bereitgestellt werden.\nFAHRZEUGLEITUNG\nDas Art, Design und Tech Art Team arbeiteten zusammen, um die Consolidated Outland Mustang und Tumbril Cyclone Varianten durch die Greybox-Stufen zu bringen. Design und Tech Art arbeiteten an der Endphase der RSI Constellation Phoenix, und auch die Einfederung des Fahrwerks des Mustang war abgeschlossen. Tech Art fertigte auch den Graubox-Pass des Anvil F8 Lightning und unterst\u00fctzte die auf dem MISC Prospector verwendeten Mining-Animationen. Die Teams arbeiteten mit Animation on R&D und Testf\u00e4llen f\u00fcr sequentielle Animationen in Fahrzeugen zusammen, was eine gr\u00f6\u00dfere Flexibilit\u00e4t f\u00fcr zuk\u00fcnftige Ein-, Ausgangs- und Cockpitanimationen erm\u00f6glichen wird. Anfang August wird das Art Team die ersten Schritte des Amboss-Falken machen.\nGAMEPLAY-FUNKTIONEN\nUm den 3.2.1-Patch zu unterst\u00fctzen, verbrachte das Gameplay Feature Team die erste Woche des Monats damit, Fehler im Group System sowohl auf der Code- als auch auf der Benutzeroberfl\u00e4che zu beheben. Nach dem Patch arbeitete das Team weiter an der n\u00e4chsten Iteration des Gruppensystems f\u00fcr Alpha 3.3. Schlie\u00dflich konzentrierten sie sich darauf, einige der alten Systeme zu entfernen, das dreigeteilte mobiGlas Chat-Widget zu aktualisieren und den Chat so einzurichten, dass er von einem neuen Backend-Dienst kommt.\nNARRATIV\nDas Narrative Team begann im Juli mit einer Episode des Loremaker's Guide to the Galaxy \u00fcber das Cano-System. Sie schrieben einen Entdeckten Artikel \u00fcber einen Arch\u00e4ologen, der einen Geier zur Bergung und Erkundung eines Tr\u00fcmmerfeldes einsetzte, und lieferten die Shubin-Mitarbeiterzeitung vom 2. Juli 1948, die mit Leckerbissen \u00fcber die Vergangenheit des Unternehmens und die Hoffnung auf die Zukunft gef\u00fcllt war. Eine Geschichte des Imperial Cartography Center und die dritte Episode von The Knowledge of Good and Evil wurde ebenfalls f\u00fcr alle lesbar.\nDie Abonnenten erhielten einen exklusiven galaktischen F\u00fchrer \u00fcber das lang verlorene Oretain-System, w\u00e4hrend der Jump Point vom Juli den Drake-Geier, die verbesserte Kampf-KI und das mysteri\u00f6se Vasli-Fragment behandelte. Und als Kr\u00f6nung ehrte Jared das Team, indem er sie einlud, auf einem ganz besonderen RTV zu erscheinen, um einen Spot von Alpha 3.2.1 zu spielen und narrative Fragen zu beantworten. Das Team besch\u00e4ftigte sich mit Details \u00fcber die Monde von Hurston und ArcCorp, arbeitete an Design-Schrifts\u00e4tzen f\u00fcr Missionsgeber und verfeinerte die Sets der Barkeeper- und G\u00f6nnerlinie. Sie arbeiteten mit dem Character Team an Hurston Security Loadouts und dem System Design Team an Security Behaviours und NPC Placement. Es gab mehrere Synchronisationen mit dem Live Design Team, die sich auf erweiterte Missionsinhalte f\u00fcr Alpha 3.3 konzentrierten. Die Teamleiter nahmen an mehreren Reviews f\u00fcr Staffel 42 (S42) und das Persistent Universe (PU) teil. Sie schrieben einige lustige neue Marketingmaterialien, darunter die \u00dcberlieferung \u00fcber die erfolgreiche Astromedics Vid-Serie, die an den RSI Apollo gebunden war. Schlie\u00dflich wurden die Arbeiten hinter den Kulissen an der Galactapedia fortgesetzt, die sp\u00e4ter gemeinsam genutzt werden sollen.\nCHARAKTERS\nDas Character Art Team hat flei\u00dfig an neuen Hair and Head Tech gearbeitet, die das Aussehen der aktuellen Charaktere verbessern und einige der wichtigsten Werkzeuge, die im Charakter Wearables Tech Setup Prozess verwendet werden, \u00fcberarbeiten werden. Das Team arbeitete an der Hurston-Kleidungskollektion Virgil TrueDef Pro Armor und \u00fcberarbeitete den Odyssey Flightsuit. Neben den neuen Inhalten werden Materialvarianten erstellt, die das Ausf\u00fcllen der auf Hurston gefundenen NSCs erleichtern. Au\u00dferdem wurden Fortschritte bei einer Vielzahl von Squadron 42 Kost\u00fcmen erzielt. AUSTIN\n\nDESIGN\nDen ganzen Juli \u00fcber experimentierte das Designteam weiter damit, wie man eine Bar wie eine lebendige Atemumgebung macht, anstatt statische NSCs, die Getr\u00e4nke servieren und konsumieren. Die Absicht war, dem Barkeeper und anderen genug Charakter, Leben und Flexibilit\u00e4t zu geben, damit sie mit mehreren G\u00e4sten gleichzeitig umgehen k\u00f6nnen, einschlie\u00dflich des Spielers, w\u00e4hrend sie so lebendig und realistisch wie m\u00f6glich aussehen. Sie begannen auch, die KI-Logik in Subsumption aufzubauen, begannen Feedback-Runden mit Tony Zurovec und arbeiteten mit dem Narrative Team zusammen, um Zeilen f\u00fcr die Charaktere Barkeeper und Bar Patron zu schreiben. Ziel ist es, diese Linien zusammen mit den vom ATX Animation Team bereitgestellten Platzhalter-Animationen in K\u00fcrze zur internen \u00dcberpr\u00fcfung in das Spiel aufzunehmen. Um den wirtschaftlichen Status der Ressourcen zu erm\u00f6glichen, konstruiert das Team Rezepte f\u00fcr Gegenst\u00e4nde, so dass die Spieler bei schwankenden Ressourcenpreisen einen sp\u00fcrbaren Unterschied in der Preisgestaltung der Gegenst\u00e4nde erkennen k\u00f6nnen. Die \u00c4nderung erfolgt nicht sofort, sondern entwickelt sich mit der Zeit und kann von der Spielerbasis beeinflusst werden. Es wird auch daran gearbeitet, die Schiffsvermietungswerkstatt in der PU mit der M\u00f6glichkeit, Schiffe zu mieten, zusammenzubringen. Die Arbeit an zus\u00e4tzlichen Layouts f\u00fcr Truck Stops wird den Gesch\u00e4ften, die den Spielern auf Reisen in ferne L\u00e4nder begegnen, etwas mehr Abwechslung verleihen. Dar\u00fcber hinaus nahm sich das Team einen Moment Zeit, um zu \u00fcberpr\u00fcfen, wie ihre Daten strukturiert sind und findet Wege, die Dinge in Zukunft effizienter und benutzerfreundlicher zu gestalten.\nANIMATION\nDas Animationsteam forscht und entwickelt weiterhin Animationen f\u00fcr den weiblichen Charakter der PU. Sehr unterschiedliche Animationen sind erforderlich, wenn der Charakter in einem Schiff sitzt und sich nicht im Vers bewegt, aber es werden Fortschritte gemacht und die Treue der weiblichen Animationen n\u00e4hert sich denen der m\u00e4nnlichen Charaktere. Platzhalter-Blockout-Animationen wurden an das ATX Design Team f\u00fcr den Bartender-Charakter geschickt, um ihnen zu helfen, die Ergebnisse einiger der KI-F&E, an denen sie gearbeitet haben, zu sehen. Daneben bewegten sie weiterhin mehrere Charaktere durch die verschiedenen Phasen der Pipeline, wie z.B. Missionsgeber wie Constantine Hurston, Clovus Darneely und einen neuen Charakter von Interesse, Tecia Pacheco. Auf der Schiffsseite wurden Animationen f\u00fcr die neuen Tumbril Cyclone Varianten erstellt. Konkret wurden die Revolverbedieneranimationen \u00fcberarbeitet und poliert.\nSCHIFFKUNST\nDas Schiffsteam befindet sich tief in der Konzeptphase der 300i \u00dcberarbeitung und arbeitet derzeit daran, die neue Form zu konkretisieren und viele der in den letzten Jahren gesammelten Wunschzettel zu integrieren, einschlie\u00dflich neuer Frachtoptionen. Sie zeigten k\u00fcrzlich die erste Runde der Konzepte auf ATV, wobei die Community im Allgemeinen positiv zur\u00fcckblickt. Allerdings wurden einige Bedenken bez\u00fcglich des neuen Designs ge\u00e4u\u00dfert, die das Team f\u00fcr die n\u00e4chste und letzte Runde der Konzeptpr\u00e4sentation ber\u00fccksichtigen wird. Der letzte Durchgang der Modellierung und Beleuchtung der Constellation Phoenix ist derzeit in Arbeit. Wenn das Team fertig ist, geht es zu den letzten Aufgaben der Flugvorbereitung und des Polierens. Dann werden sie die LODs erschaffen, um den Kunstpass f\u00fcr den Ph\u00f6nix zu vervollst\u00e4ndigen.\nBACKEND-SERVICES\nDiesen Monat beendete das Backend Services-Team den Support f\u00fcr 3.2.1, indem es einige kritische Fehler bearbeitete, die nach dem Produktivstart von 3.2.0 entdeckt wurden. Insbesondere beheben sie Probleme mit der W\u00e4hrung und beheben einen Fehler, der den Spieler daran hinderte, Gegenst\u00e4nde aus Gesch\u00e4ften und Best\u00e4nden zu kaufen. Sie setzten auch ihre Bem\u00fchungen fort, Services unter Verwendung des neuen Ooz\/Diffusion-Frameworks zu entwickeln. Dies ist Teil des Refactoring des Persistenz-Cache, um ihn besser skalierbar zu machen. Eine weitere Errungenschaft in diesem Monat war die Fertigstellung des neuen Service des Anrechtsprozessors, der wesentlich robuster und effizienter ist als die alte L\u00f6sung. Der alte Friends Service wurde ebenfalls in dieses neue Framework integriert. Die anderen bisher erstellten Dienste sind:\nZeichendienst: stellt eine API f\u00fcr zeichenspezifische Laufzeit und persistente Daten zur Verf\u00fcgung. Wallet-Service: Verantwortlich f\u00fcr die Verwaltung der Spielerw\u00e4hrungen. Item Loadout Service: Verwaltet die Standard- und benutzerdefinierten Auslastungen f\u00fcr Spieler oder Schiffe. Versicherungsservice: verwaltet alle Versicherungsanspr\u00fcche.\n\nDEVOPS\nDev Ops hat die zus\u00e4tzlichen Ver\u00f6ffentlichungen im Zusammenhang mit 3.2 in diesem Monat unterst\u00fctzt und gleichzeitig gro\u00dfe Fortschritte bei den verschiedenen Verbesserungen des Feature-Streams f\u00fcr das Build-System gemacht. \"Einer der befriedigendsten Aspekte unserer Ver\u00f6ffentlichungsarbeit ist es, die neuen Gameplay-Funktionen in den verschiedenen Live-Streams zu sehen, von denen wir viele genossen haben.\" - Dev Ops Sie haben auch sehr eng mit den Feature-Teams zusammengearbeitet, um weitere Gameplay-Analysen hinzuzuf\u00fcgen, die helfen, die Spielleistung und den Ressourcenverbrauch auf regionaler Ebene sowie auf den einzelnen Spielservern selbst zu verfolgen. Diese zus\u00e4tzlichen Daten helfen ihnen, die Serverdichte zu optimieren, um die bestm\u00f6gliche Rechen- und Speicherleistung zu erzielen. Auch in diesem Monat wurde die Feature-Stream-Arbeit vorangetrieben. Dieses Projekt durchbricht die Verzweigungen der Versionsverwaltung bis auf die einzelne Funktionsebene, um den Entwicklern zu helfen, unabh\u00e4ngiger und ohne potenzielle Konflikte zu arbeiten. Dieser Aufwand wurde von den Entwicklern gut aufgenommen und wird ausgebaut. Allerdings war es nicht ohne Herausforderungen, da diese Streams eine zus\u00e4tzliche Belastung f\u00fcr das Build-System und die Speichersubsysteme darstellen. Das Team hat die meisten dieser Probleme bearbeitet und n\u00e4hert sich nun den letzten Details, die es ihnen erm\u00f6glichen werden, das Build-System viel weiter zu skalieren als es derzeit m\u00f6glich ist.\nSPIELERBEZIEHUNGEN\n\nDas Player Relations-Team hat diesen Monat geholfen, 3.2.1 abzuschlie\u00dfen. Dies ist die zweite Quartalsver\u00f6ffentlichung dieser Art, und das Team ist mit dem neuen Verlagszyklus wirklich auf dem richtigen Weg. Sie beendeten auch den Live Release Production Summit in Austin, Texas, der sich mit Themen wie der Verbesserung des Ver\u00f6ffentlichungsprozesses und der Frage befasste, wie das Team die Evocati Volunteer Group f\u00fcr zuk\u00fcnftige Ver\u00f6ffentlichungen ausbauen kann. \"Wir m\u00f6chten alle Beteiligten auf unsere wachsende Knowledge Base hinweisen, die \u00fcber 100 Artikel enth\u00e4lt und seit ihrer Gr\u00fcndung fast 100.000 Besucher verzeichnet hat. Wir werden dies weiter ausbauen, indem wir neue \"How To\"-Artikel, Patch-Notizen und Live-Service-Benachrichtigungen sowohl hier als auch bei Spectrum hinzuf\u00fcgen. Wie immer m\u00f6chten wir alle daran erinnern und ermutigen, den Issue Council weiterhin zu nutzen, um uns zu helfen, Fehler und Funktionalit\u00e4t zu testen und zu bewerten. Wir werden diese Daten verwenden, um Priorit\u00e4ten f\u00fcr zuk\u00fcnftige Updates zu setzen, und Ihre IC-Beteiligung wird Sie dazu bef\u00e4higen, in fr\u00fchere PTU-Wellen zu gelangen.\" - Spieler-Beziehungsteam\nQA\nIm vergangenen Monat gingen 3.2 und 3.2.1 live. F\u00fcr das QA-Team beinhaltete dies die Ver\u00f6ffentlichung von Checklisten f\u00fcr Build-Tests und Testing-Patches in der PTU sowie das Testen aller Fixes, sobald sie implementiert wurden. Auf der Spieleseite gingen sie zur\u00fcck zu ihrem internen Dev-Stream und begannen, die erste Implementierung von Object Container Streaming zu testen. Sie haben auch den Fokus leicht verschoben, um sicherzustellen, dass alle Testpl\u00e4ne und QA-Prozesse aktualisiert und bereit sind, da mehr Object Container Streaming Tests online gehen. Auf der F\u00fchrungsseite war es wie gewohnt, wobei der Schwerpunkt auf der Koordination der Testpriorit\u00e4ten mit ihren QS-Pendants in LA, UK und DE lag. WILMSLOW & DERBY\n\nGRAFIK\nDas Grafik-Team hat die Arbeiten abgeschlossen, die erforderlich waren, um den Renderer f\u00fcr das Object Container Streaming vorzubereiten. Dar\u00fcber hinaus hat das Team die neuen Oberfl\u00e4chenschattierungen effizienter und einfacher zu bedienen, zu warten und zu verbessern gemacht. Sie werden die Vorteile dieser aktualisierten Shader sehen, wenn die K\u00fcnstler in Alpha 3.3 und 3.4 zu ihnen wechseln. Sie verbesserten auch das Raum-Keulungssystem, um komplexere, ebene Raumaufteilungen innerhalb von R\u00e4umen zu erm\u00f6glichen, was zuvor dazu gef\u00fchrt hatte, die Gesamtheit des kleineren Raumes wiederzugeben. Dieses neue Feature erm\u00f6glicht es dem Art Team, sowohl in der Squadron 42 als auch im PU aufw\u00e4ndigere Innenr\u00e4ume mit verbesserter Leistung zu bauen. Der n\u00e4chste Schwerpunkt liegt auf Funktionen zur Verbesserung der Beleuchtungsqualit\u00e4t in und um Gaswolken und gro\u00dfe Innenr\u00e4ume, in denen gro\u00dfe Lichter normalerweise zu einer sehr geringen Schattenaufl\u00f6sung f\u00fchren w\u00fcrden.\nUI\nDas UI-Team entwickelte das RTT-Elementvorschausystem weiter, das eine generalisierte Methode zur Anzeige eines oder mehrerer 3D-Elemente an beliebiger Stelle in der Benutzeroberfl\u00e4che als Teil einer scrollenden Listenkomponente erm\u00f6glicht. Dies funktioniert bei Dingen wie Kiosken, mobiGlas, MFDs, etc. Das Team implementierte die notwendigen \u00c4nderungen zur Unterst\u00fctzung der Vermietung von Schiffen und Gegenst\u00e4nden \u00fcber die Anpassungsmen\u00fcs des elektronischen Zugangs und arbeitete am Oberfl\u00e4chendesign f\u00fcr die Spectrum-App im mobiGlas.\nSie arbeiteten auch mit dem Designteam zusammen, um vorab zu visualisieren, wie die Ann\u00e4herung an eine No-Fly-Zone f\u00fcr den Spieler aussehen k\u00f6nnte. Die Arbeit mit dem Environment and Narrative Team an der Herstellung von Propagandapostern und Beschilderungen f\u00fcr Lorville wurde fortgesetzt. Weitere Fortschritte wurden bei den Kerntechnologien und Werkzeugen erzielt, wobei ein erfolgreicher Prototyp des Bindungssystems f\u00fcr das HUD-Display im Bergbau fertig gestellt wurde. Dies erm\u00f6glicht eine optimierte Oberfl\u00e4che f\u00fcr die Bereitstellung von Spieldaten auf dem Benutzeroberfl\u00e4chen-Frontend.\nANIMATION\nDas Team erstellte Animationen f\u00fcr die Nachlade- und Schusszust\u00e4nde des kommenden Karna-Plasma-Sturmgewehrs. Um die Assets f\u00fcr die SpecOps Kampf-KI zu finalisieren, veranstalteten sie ein Motion-Capture-Shooting, um die Platzhalter-Assets f\u00fcr Trefferreaktionen und die verschiedenen Reaktionen auf Bedrohungsstufen auf Sehensw\u00fcrdigkeiten und Ger\u00e4usche zu aktualisieren. Sie verbesserten auch die gegnerischen SpecOps KI-Kampfpositionen mit einer besseren Mischung zwischen den Bewegungszust\u00e4nden. Weitere Aufgaben waren die Unterst\u00fctzung des \"tragbaren Systems\" mit einer Vielzahl von Assets und eine allgemeine Bereinigung der Animationsdatenbank. Sie erneuerten die \"keine Waffe\" und die \"gelagerten\" Fortbewegungsmittel des Spielers.\nSchlie\u00dflich bewertete eine hochrangige Review die Implementierung von Animationen f\u00fcr Staffel 42 Szenen mit Master-at-Arms Duncan Chakma in der Waffenkammer.\nGAMEPLAY-GESCHICHTE\nDas Story-Team begann den Monat mit einem Vorbesuch f\u00fcr alle \u00fcbrigen Szenen, der gut lief und zwei Wochen statt der geplanten drei Wochen dauerte. Dann begannen sie, 16 Szenen, die das Designteam f\u00fcr Q3 priorisiert hatte, vollst\u00e4ndig umzusetzen. Der Implementierungspass ist ein langsamerer Prozess als im Vorfeld, aber das Team freut sich \u00fcber die enge Zusammenarbeit mit Design und sieht, wie die Szenen im Spiel zum Leben erwachen.\nINGENIEURWESEN\/PROGRAMMIERUNG\nDas Actor Feature Team hat ein Animation Motion Warping System entwickelt, das jeder Animation eine variable Distanz gibt, die sie zur\u00fccklegen kann, ohne dass f\u00fcr jede Situation ein einzigartiges Asset ben\u00f6tigt wird. Die Gew\u00f6lbe- und Verwahrungsmechanik wird parallel dazu entwickelt und kommt ins Spiel, wenn die \u00fcberw\u00f6lbte St\u00fctze eine variable Tiefe und H\u00f6he hat. Die neue Technologie nimmt diese Dimensionen an und modifiziert die Tresoranimation so, dass sie sich nahtlos an die zus\u00e4tzliche Bewegung anpasst. Dies f\u00fchrt zu einem besseren Ergebnis als mehrere Animationen, um alle Eventualit\u00e4ten abzudecken. Es befreit die K\u00fcnstler auch davon, sich bei der Gestaltung von Umgebungen an strenge Gr\u00f6\u00dfen und Kennzahlen zu halten. Die Art und Weise, wie Subsumption Missionen f\u00fcr Staffel 42 aufstellt, bedeutet, dass das Team oft einen Teil davon durchspielen muss, nur um zu einem bestimmten Punkt im Level zu gelangen. Es gibt Funktionen im Editor, um Teile des Subsumption-Setups manuell auszuf\u00fchren, die den Ablauf vorspulen, aber es war fummelig und nicht sichtbar, als das eigenst\u00e4ndige Spiel ausgef\u00fchrt wurde. So erstellte das Team ein System, um eine Folge von Subsumptionsschritten in einem einzigen Makro aufzuzeichnen, das entweder im Editor oder im Spielclient abgespielt werden kann. Dies erm\u00f6glicht es dem Team, eine Mission an einen bestimmten Ort zu \u00fcberspringen, was die Entwicklung und den Test beschleunigt. Das Tools-Team hat eine M\u00f6glichkeit geschaffen, Shotgun (Assets f\u00fcr K\u00fcnstler und Animatoren) mit Jira (Produktion und Planung) zu verbinden. Dieses neue Tool \u00fcberwacht die Schrotflinte auf \u00c4nderungen und spiegelt sie dann in Jira wider. So k\u00f6nnen Inhaltsersteller Shotgun weiterhin verwenden, w\u00e4hrend Produzenten und Support-Teams alle ben\u00f6tigten Informationen aus Shotgun in Jira sehen k\u00f6nnen. Das Netzwerkteam beendete die Entity-Bind-Culling-Funktionalit\u00e4t, um ein optimales Netzwerk zu erm\u00f6glichen, basierend darauf, wie weit die Entit\u00e4ten vom Spieler entfernt sind. Sie haben auch die Vorbereitungsarbeit f\u00fcr Object Container Streaming zusammen mit anderen Teams, die an dieser Technologie arbeiten, geleistet.\nSCHIFFE\nDas Ship Art Team arbeitete am Basismodell MISC Freelancer und f\u00fcgte dem Innenraum einige zus\u00e4tzliche Annehmlichkeiten wie Toilette, Dusche und Spender hinzu. Die Varianten (MIS, MAX und DUR) gingen in die aktualisierte Kunstpipeline, um sie so gut wie die Basisversion aussehen zu lassen.\nAuch der Origin 890 Jump ging in diesem Monat in Produktion. Es hat bereits die Whitebox-\u00dcberpr\u00fcfung abgeschlossen und ist in die Greybox-Produktionsphase \u00fcbergegangen. Einige Bereiche gingen sogar dar\u00fcber hinaus, um das Aussehen und den Stil des Schiffsinneren zu bestimmen. Schlie\u00dflich beendete der Banu Defender seine erste R&D-Phase und befindet sich teilweise in der White Box-Phase.\nAUDIO\nDas Audio-Team unterst\u00fctzte das Object Container Streaming und entwickelte sich mit FOIP- und VOIP-Funktionen weiter. Sie machten gro\u00dfe Fortschritte mit dem IFCS 2.0 System und physikalisiertem Objekt-Audio. Alpha 3.3 ist das n\u00e4chste Hauptziel, also haben sie Audiomockups und Prototypen erstellt, um sicherzustellen, dass sie mit dem Look and Feel der neuen Funktionen Schritt halten. Schiffs-Audio hielt das Team auch sehr besch\u00e4ftigt, da sie eine Welle von neuen Schiffen in der Pipeline unterst\u00fctzten.\nUMWELTKUNST\nDas Team beendete ihre Arbeit an den PU-Hangars, wobei nur noch die endg\u00fcltige Beleuchtung optimiert wurde, um die beiden Archetypen zu vervollst\u00e4ndigen, die f\u00fcr die erste Ver\u00f6ffentlichung erforderlich waren. Sie konzentrierten sich auf die Entwicklung neuer Wohnmodule und gemeinsamer Elemente f\u00fcr Sicherheit und Zoll. Die Wohnmodule kommen aus der White Box-Phase, deren Grundfl\u00e4che, Layout, Modularit\u00e4t und Grundkunst bestimmt sind. Jetzt beginnt der Prozess, sie sch\u00f6n zu machen! Der Sicherheits-Archetyp beinhaltet eine Vielzahl von Systemen und Designs, die getestet und iteriert werden m\u00fcssen, bevor die Kunst sie finalisieren kann. Wie bei den Gewohnheiten wurden diese Probleme weitgehend gel\u00f6st und das Team begann mit dem Kunstpass der n\u00e4chsten Stufe. Das fr\u00fche wei\u00dfe Kastendesign eines neuen Standorttyps, der Underground Facility, wurde unterzeichnet. Das wird etwas sein, das das Team noch nie zuvor ausprobiert hat und das es sehr gespannt auf die Entwicklung ist!\nVFX\nMit 3.2 sicher in den H\u00e4nden des Spielers, sprang das Team in 3.3 Inhaltsaufgaben, einschlie\u00dflich eines ersten Durchgangs bei den Effekten des Aegis Hammerheads und eines neuen Plasma-Sturmgewehrs zusammen mit den vielen Biomen, Landezonen und modularen Bereichen von Hurston.\nDie Arbeiten an den Aufgaben der Staffel 42 wurden fortgesetzt. Ohne irgendwelche Spoiler zu enth\u00fcllen, nahm das Team die Aufgabe an, eine visuelle Politur einer Bildschirmst\u00f6rung vorzunehmen und startete mehrere experimentelle F&E-Sprints. FRANKFURT\n\nVFX\nDas VFX-Team arbeitete an mehreren Monden f\u00fcr die PU, darunter verschiedene neue Biomtypen. Dies erforderte eine Erweiterung der Planeteneditor-Tools, um es zu erm\u00f6glichen, dass prozedural mit den Objektstreuungssystemen einzigartigere und vielf\u00e4ltigere Partikelsysteme erzeugt werden k\u00f6nnen. Sie setzten auch ihre Arbeit an den filmischen Simulationsanlagen fort, wie z.B. starre und weiche K\u00f6rper f\u00fcr die Squadron 42 Kinematiken.\nKI\nDas KI-Team bestimmte die verbleibenden Aufgaben f\u00fcr Object Container Streaming und arbeitete entsprechend daran und passte die KI-Logik gegebenenfalls an, um die aktuellen Streaming-Anforderungen zu erf\u00fcllen. Die Arbeiten f\u00fcr die FlugkI wurden ebenfalls abgeschlossen, indem neue Verhaltensweisen geschaffen und bestehende ge\u00e4ndert wurden, wobei der Schwerpunkt darauf lag, den Schiffskampf mitrei\u00dfend und unterhaltsam zu gestalten. Aufgaben zur Leistungssteigerung wurden erledigt, was regelm\u00e4\u00dfig geschieht, um sicherzustellen, dass die Dinge so weit wie m\u00f6glich optimiert werden. Auch an der Flugweg-Suchmaschine wurde gearbeitet, um sie ein paar Schritte weiter zu bringen, damit die KI den gesamten Vers alleine durchlaufen kann. Die Arbeit der FPS KI konzentrierte sich auf NPC-Aufgaben f\u00fcr das Release 3.3, einschlie\u00dflich neuer Verhaltensweisen, Funktionen und Optimierungen.\nENTWICKLUNG VON ENGINEERING\/DEVICES\nDas DE Dev Ops Team arbeitete weiterhin mit den Austin Teams an der Erweiterung und Fertigstellung der Toolsets, die die Synchronit\u00e4t zwischen zentralen Game-Dev und Feature Streams regeln. Die API zur Steuerung des zentralen Auto-Integrationssystems wurde eingef\u00fchrt, um das in Entwicklung befindliche Feature-Stream-Merging-Tool auf Kundenseite zu integrieren. Dies gibt Feature-Stream-Besitzern die Kontrolle dar\u00fcber, wie aktuell ihr Stream im Verh\u00e4ltnis zur zentralen Hauptentwicklung in der Spieleentwicklung sein sollte, basierend auf ihrer Pr\u00e4ferenz und ihrem Workflow-Stil. Die aktuellen Feature-Streams testen diese Tools im Kampf, da sie sich darauf vorbereiten, die Anzahl der f\u00fcr das Projekt ben\u00f6tigten Feature-Streams zu erh\u00f6hen.\nWEAPONS\nDas Waffenkunstteam konzentrierte sich in erster Linie auf Vanduul-Waffen und beendete den ersten Durchgang der Modellierung und Texturierung auf den Plasmalanzen sowie eine Handvoll ges\u00e4uberter Messervarianten.\nWERKZEUGE\nDas Engine Tools Team konzentrierte sich auf die Stabilisierung des Spieleeditors nach der Ver\u00f6ffentlichung von Alpha 3.2. Verbesserungen der Benutzerfreundlichkeit wurden hinzugef\u00fcgt, um die allgemeine Arbeitsqualit\u00e4t f\u00fcr die Designer bei der Einrichtung der Spieleinheiten zu erh\u00f6hen. Die neuen Layer- und Universum-Outliner-Plugins wurden basierend auf dem Feedback des Designers verbessert, zusammen mit einem allgemeinen Stabilisierungs- und Leistungssteigerungspass. Der Look Development Mode, der dazu gedacht ist, die Materialeinstellungen im Spiel zu verbessern, erhielt einen zus\u00e4tzlichen Lichtmodus, um Assets unter geteilten Lichtverh\u00e4ltnissen anzuzeigen, den Eclipse Mode. Dies hilft K\u00fcnstlern, ihre Materialausstattung f\u00fcr alle m\u00f6glichen In-Game-Szenarien zu verbessern und erleichtert ihnen den Vergleich des Materials unter hellen und dunklen Bedingungen, z.B. wie ein Objekt auf einem hellen Planeten im Vergleich zum Weltraum aussehen wird.\nUMWELTKUNST\nDas Environment Art Team machte auf den vier Monden von Hurston wesentliche Fortschritte, wobei jeder einzelne zu einem optisch einzigartigen Ort wurde, den die Spieler erkunden konnten. W\u00e4hrend der Arbeit an den Monden verbrachte das Team auch Zeit damit, die Windsimulation an Vegetationsobjekten zu verbessern, die den Standorten mehr Leben einhauchen werden, wenn sich der Wind durch das Gras, die Str\u00e4ucher und B\u00e4ume bewegt. Hurston wird eine ziemliche visuelle Ver\u00e4nderung im Vergleich zu den anderen Orten sein, die derzeit im Spiel sind. Das Lorville-Team zog in die Au\u00dfenbezirke und verlagerte den Fokus auf den Blick auf die Stadt, w\u00e4hrend es \u00fcber und um sie herum flog. Lorville hat seit seiner ersten Vorstellung auf der CitizenCon viele Verbesserungen erhalten.\nLICHT\nDas Beleuchtungsteam arbeitete Seite an Seite mit dem Environment Art Team in Lorville. Bei der Umweltkunst wurden viele Fortschritte erzielt, was dem Beleuchtungsteam viele Orte bietet, an denen es zus\u00e4tzliches Leben, Stimmung und Atmosph\u00e4re einbringen kann. Die Kernlandezone erhielt einen ersten Lichtpass, an den Gesch\u00e4ften, dem Weltraumbahnhof, dem Wohnen und der Sicherheit muss noch gearbeitet werden. Da die Tools zur Generierung des prozeduralen Layouts verbessert wurden, nutzte das Team die Gelegenheit, die anstehenden Reststopps weiter zu verfeinern. Sie verbesserten das Aussehen und die Positionierung von 2D- und holografischen Anzeigen und beheben verschiedene Probleme mit Lichtleckagen und anderen Konsistenzproblemen zwischen verbundenen R\u00e4umen. Schlie\u00dflich wurden abgest\u00fcrzte und verfallene Schiffe, die im Weltraum und auf Planetenoberfl\u00e4chen gefunden wurden, aufgrund fr\u00fcherer Setup-Probleme behoben, die an den meisten Orten zu kaputten oder fehlenden Beleuchtungen f\u00fchrten. Die verbesserten Setups bilden eine bessere Grundlage f\u00fcr das Lighting Team, um an diesen Orten interessantere Stimmungen zu erzeugen.\nSYSTEM-DESIGN\nDas System Design Team legte den Grundstein f\u00fcr die Verbesserung der KI von Kampfschiffen, insbesondere f\u00fcr KI-Schiffe, die das Bewusstsein haben, dass ein Feind sie verfolgt. Sie werden darauf mit weiteren Man\u00f6vern aufbauen, wie z.B. der KI, die abrupt abbremsen kann, um das hintere Schiff zum \u00dcberschwingen zu bringen oder seinen Abrei\u00dfwinkel wild zu \u00e4ndern, um die Verfolger zu ersch\u00fcttern. Fortschritte wurden auch bei fortgeschrittenen Interaktionen zwischen Zivil- und Sicherheitspersonal sowie beim Verhalten von Patrouillen erzielt, die in zuk\u00fcnftigen Landezonen umgesetzt werden sollen. Diese Verhaltensweisen funktionieren synchron zueinander und erm\u00f6glichen es den NSCs, entsprechend auf verschiedene Arten von Reizen aus der Welt um sie herum zu reagieren. Das Verhalten ist skalierbar, so dass bei Bedarf weitere Reize hinzugef\u00fcgt werden k\u00f6nnen. Es wird auch bestimmen, wie NSCs auf ihre Umgebung reagieren, wie z.B. Sicherheitskr\u00e4fte, die auf bestimmte Verbrechen an einem Ort anders reagieren als an einem anderen. Auch das neue Transitsystem fand Beachtung. Das Team konzentrierte sich auf die Debugging-M\u00f6glichkeiten des Systems und legte damit eine wichtige Grundlage f\u00fcr komplexe Aufzugs- und Zugnetze. Auf der Seite der F\u00d6Ds begannen sie, den Sicherheitsau\u00dfenposten Kareah mit Kampf-NSCs zu besetzen. Sie arbeiteten auch mit den Missions- und Leveldesign-Teams zusammen, um zus\u00e4tzliche Einrichtungen f\u00fcr Kampfbegegnungen zu schaffen.\nLEVEL DESIGN\nIn diesem Monat konzentrierte sich das Level Design Team auf die PU. Sie schlossen die Arbeiten an Lorville ab und erkundeten, wie die Technologie der Sperrzonen in die ganze Welt implementiert werden kann. Sie untersuchten auch die allgemeinen Bereiche rund um Lorville, um sicherzustellen, dass sie \u00fcber die richtigen Inhalte und Sehensw\u00fcrdigkeiten verf\u00fcgen.\nEntwicklungsfortschritte mit dem verfahrenstechnischen Werkzeug erlaubten es ihnen, zu den Rest-Stops zur\u00fcckzukehren. Sie nutzten das Tool, um eine Reihe von Stationen zu generieren und ihre Layouts zu verifizieren, sowie um die \u00dcbertragung alter Funktionen von CryAstro in die Ebene 0 des Betankungs-\/Reparatur-\/Alarmsystems zu untersuchen. Sie untersuchten auch fr\u00fche Tier-0-Versionen von Wohnen, Raffinerien, unterirdischen Inhalten und mehr.\nKINEMATIK\nDas Cinematic-Team aktualisierte die Animationsproduktionspipeline, um besser mit dem Designteam zu kommunizieren und die Gesamtstruktur effizienter zu gestalten. Sie arbeiteten auch an Kapiteln f\u00fcr die Staffel 42, die je nach aktuellem Zustand der Filmkunst aus zahlreichen Aufgaben bestanden, von der Animation und dem Kamerablockieren bis hin zum Animationspolitur, Beleuchtungseinrichtungen und TrackView-Arbeiten. Das Team erledigte auch einige technische Aufgaben: Sie haben'Player Entity' in Trackview implementiert und k\u00f6nnen nun'Mannequin Fragments' ausl\u00f6sen, die es dem Team erm\u00f6glichen, den Player und die neue'Look Control' beim Erstellen ihrer Szenen genau zu verwenden. Sie arbeiten auch an einer technischen L\u00f6sung f\u00fcr Subsumption, um bei Bedarf die Kontrolle \u00fcber die Spieler in Cutscenes zu \u00fcbernehmen.\nMOTOR\nDas Engine Team arbeitet in der Regel in mehreren Bereichen und wird jederzeit hinzugezogen, um m\u00f6gliche Code-Probleme zu l\u00f6sen - in diesem Monat war es keine Ausnahme. Sie fuhren fort, die Skinning-Berechnungen auf GPU-Compute-Shader zu \u00fcbertragen (Dual-Quaternion-H\u00e4utung, Mischform sowie Tangentialrekonstruktion eingereicht), und setzten die Arbeit an der Verbesserung der Haarschattierung fort. Sie haben bedeutende Fortschritte bei neuen L\u00f6sungen f\u00fcr die Stoff- und Volumenmessung gemacht, die sie in K\u00fcrze vorstellen wollen. Sie f\u00fcgen Unterst\u00fctzung f\u00fcr OC-Streaming (Entity-Aggregate) hinzu und stellen GPU-Last- und Speicherstatistiken direkt aus dem Windows-Grafiksystem bereit. Sie haben auch Fortschritte im Refactor des Physiksystems gemacht (Queue Refactoring, Batch-Jobs, etc.) und den Code f\u00fcr die Ausnahmebehandlung \u00fcberarbeitet, um die Konsistenz der gemeldeten Abst\u00fcrze zu verbessern.\nTECHNISCHE KUNST\/ANIMATION\nDas Tech Art Team arbeitete an der Live-Verbindung Maya zu Sandbox Editor\", um Animationen zwischen den beiden Anwendungen zu synchronisieren und den Animatoren grafisches Feedback in Echtzeit zu geben. Sie konsolidierten die Head-to-Head Attachment Asset Pipeline f\u00fcr den Next-Gen-Charakter-Customizer - eine entscheidende Voraussetzung, um eine 100% konsistente Topologie auf den Head Meshes zu erreichen, sobald sie vom Maya-internen Format in das Engine's Format konvertiert wurden. Sobald sie konsolidiert sind, testen sie es auf Fehler im Resource Compiler Tool (RC) und adressieren sie entsprechend. Ein gro\u00dfer Fehler bleibt bestehen, aber sobald er behoben ist, k\u00f6nnen sie auf das neu \u00fcberarbeitete System wechseln. Tech Animation konzentrierte sich auf die Umstrukturierung der Waffenpipeline und die Modifikation von Elementen, um die Arbeit an Dateien zu erleichtern und sie in Zukunft zu finden. Sie f\u00fcgten den Waffenanlagen ein zus\u00e4tzliches Metasystem hinzu, um es Animatoren zu erm\u00f6glichen, Waffenanimationen im Batch-Export zu exportieren, und verschoben fast alle Dateien in eine neue Ordnerstruktur, um mehrere Waffen desselben Typs vom gleichen Hersteller zu trennen. Sie haben auch eine Vielzahl von Fehlern in verschiedenen Abteilungen behoben.\nQA\nNeben der Unterst\u00fctzung des hauseigenen Entwicklungsteams bei Problemen, die vom Herausgeber und Kunden gemeldet wurden, konzentrierte sich das QA-Team auf Performance- und Systemrefaktor-Tests. Die Client- und Serverleistung nahm mit der Einf\u00fchrung von Mining einen bedeutenden Einfluss. Deshalb arbeiteten sie mit dem britischen QA-Team zusammen, um w\u00e4hrend eines mining-spezifischen Spieltests Performance-RAD-Captures zu sammeln. Die Captures stammen aus einem Build, der \u00c4nderungen enth\u00e4lt, die die Leistung rund um den Bergbau verbessern w\u00fcrden. Captures wurden auch auf einem bestehenden Build erstellt, der keine zus\u00e4tzlichen Funktionen enthielt. Das Engineering verglich dann die bei jedem Build durchgef\u00fchrten Captures, identifizierte, wo es Verbesserungen zwischen den beiden gab, und stellte fest, welche anderen Bereiche von weiteren Optimierungen profitieren w\u00fcrden. Sie arbeiteten auch an einem QA-Testantrag f\u00fcr das AI Cover System, der \u00fcberarbeitet werden sollte, um die eingehenden Object Container Streaming \u00c4nderungen zu unterst\u00fctzen. Hauptziel war es, sicherzustellen, dass nicht nur bestehende Deckungssysteme innerhalb einer Objektcontainerebene noch funktionieren, sondern auch die neu eingerichteten Deckungssysteme. Sie reexportierten Ebenen und testeten dann im Client, um sicherzustellen, dass die Deckung generiert wurde und die KI sie genauso verwendete, wie sie es zuvor getan hatte. Es sollte keinen sichtbaren Unterschied zwischen den beiden geben, und sie mussten best\u00e4tigen, dass keine neuen Probleme eingef\u00fchrt wurden. Das gleiche Prinzip galt f\u00fcr einen IKSystem Refactor QATR wie f\u00fcr Animation Engineering. Mehrere Codezeilen wurden entfernt, um die Gesamtleistung zu verbessern, und es wurde getestet, um sicherzustellen, dass dies keine anderen neuen und\/oder bestehenden Systeme oder Funktionen beeintr\u00e4chtigt. QA begann auch mit regelm\u00e4\u00dfigen Leistungstests auf der PU-Test Map, die die neuen Rest Stops, Hurston und Lorville enth\u00e4lt, um einen Vorsprung bei der Identifizierung von Problemen zu erhalten, die diese neuen Standorte einbringen k\u00f6nnen. SPEZTRUM\n\nSPEZTRUM\nAm 4. Juli setzte das Team Spectrum 3.8 ein! Diese Build ist nun f\u00fcr alle verf\u00fcgbar und enth\u00e4lt die neuesten Funktionen: Freunde, Benachrichtigungen, Schnellzugriffs-Sidebar und Botschaft des Tages. Du kannst Freunde nach Status oder alphabetisch sortieren und Informationen \u00fcber ihre Aktivit\u00e4ten einsehen. Du kannst Freunde auch nach gemeinsamen Orgs gruppieren. Einschlie\u00dflich der ausstehenden Freundschaftsanfragen kannst du nun maximal 800 Freunde haben. \"Deine Freunde im Spiel werden in Zukunft mit deinen Spectrum-Freunden verbunden sein. Derzeit existieren deine Spectrum-Freundesliste und die Liste deiner Freunde im Spiel unabh\u00e4ngig voneinander. Wenn das Spiel das Spectrum-Freundesystem integriert, werden deine Kontakte im Spiel nicht nach au\u00dfen kopiert. Du solltest diese \u00dcbergangszeit nutzen, um deine Kontakte im Spiel zu deiner Spectrum-Freundesliste hinzuzuf\u00fcgen.\" - Spectrum Team Zus\u00e4tzlich haben sie die folgenden Punkte verfeinert e Einstellungsseite und hat die Darstellung von eingebetteten Medien in Nachrichten leicht ver\u00e4ndert. Au\u00dferdem kann das Popup-Fenster f\u00fcr das Mitgliederprofil nun aus der Liste der blockierten Benutzer aufgerufen werden, indem Sie auf den Avatar eines Mitglieds klicken. Nach dieser Hauptversion haben sie 3.8.1-rel.7 mit kleineren Bugfixes bereitgestellt. Weitere Informationen zur Verwendung der neuen Funktionen finden Sie in der Spectrum Knowledge Base.\nRSI PLATTFORM\nCitizenCon Microsite: Turbulent hat diesen Monat die CitizenCon-Microsite gestartet. Die neue Microsite dient als Informationsdrehscheibe f\u00fcr alles, was CitizenCon betrifft. Von hier aus k\u00f6nnen Sie Tickets kaufen, wenn verf\u00fcgbar, mehr \u00fcber die wunderbare Stadt Austin lesen und Ihre Reise zur CitizenCon planen. Schlie\u00dflich wird die Microsite Informationen \u00fcber die Veranstaltung enthalten, einschlie\u00dflich des Pr\u00e4sentationsplans und des Live-Streams selbst. Bleiben Sie auf dem Laufenden, um \u00fcber die neuesten Details von CitizenCon auf dem Laufenden zu bleiben. RSI Apollo: Turbulent unterst\u00fctzte die Ver\u00f6ffentlichung des RSI Apollo, zu dem auch ein Minispiel von Oliver Hughes und Sam Child von CIG geh\u00f6rte. Das Spiel war eine Hommage an King Kong, ein Spiel, das Chris Roberts als Teenager entwickelte. Spieler, die eine hohe Punktzahl von 100.000 Punkten erreichen, erhalten ein spezielles Schutzengelabzeichen und nehmen an einem Wettbewerb teil, um ein RSI Apollo-Paket zu gewinnen. Free-Fly: Das Team hat das Seitendesign und die Interaktion f\u00fcr kommende Free-Fly-Events aktualisiert. Bleiben Sie dran f\u00fcr die n\u00e4chste Chance, an einem Star Citizen Free-Fly teilzunehmen!\nDIENSTLEISTUNGEN\nGruppe: Turbulenzen setzen sich bei den Group Services fort und arbeiten derzeit an einer Funktion, die ein Schaden-Token generiert. Dieses Token kann von anderen Diensten verwendet werden, um die Gruppenzugeh\u00f6rigkeit, die Berechtigungen und die F\u00e4higkeit eines Benutzers, sich anzuschlie\u00dfen, zu \u00fcberpr\u00fcfen. Sie arbeiteten au\u00dferdem an einer Reihe von Tests, um die Stabilit\u00e4t der Codebasis bei weiter wachsenden Diensten zu erh\u00f6hen. VOIP\/FOIP: Das Backend-Team arbeitete mit dem UK Audio Team zusammen, um Sprachdienste im Spiel aufzubauen. Sie haben eine gro\u00dfe H\u00fcrde genommen, indem sie erfolgreich einen Prototyp zusammengesetzt haben, bei dem ein Benutzer im Spiel ein Gespr\u00e4ch mit einem anderen auf einer Webplattform f\u00fchrt. GEMEINSCHAFT\n\nScan, Fraktur, Extrakt. Die Gemeinschaft war hart auf den Felsen und grub im letzten Monat tief. W\u00e4hrend die Prospektoren mit dem Abbau besch\u00e4ftigt waren, h\u00f6rte das Team nicht auf, nachdem es diese Gameplay-Funktion mit dem Update 3.2 eingef\u00fchrt hatte. Der k\u00fcrzlich ver\u00f6ffentlichte Patch 3.2.1 brachte reduzierte Missions-Spawn-Timer, Schiffskanonenwechsel, Turmverbesserungen und mehr. Hattest du schon Gelegenheit, sie dir anzusehen? Steigen Sie in das Spiel ein und teilen Sie Ihr Feedback mit den Entwicklern von Spectrum. Die RSI Apollo wurde als das neueste Konzeptschiff vorgestellt, das die L\u00fccke zwischen dem Entermesser Rot und dem Streben aller zuk\u00fcnftigen Mediziner schlie\u00dft. Erfahren Sie mehr \u00fcber den Karriereweg des Weltraumdoktors, indem Sie sich die The Shipyard Post ansehen, die das medizinische Gameplay behandelt, wie es heute funktioniert und wie es f\u00fcr die Zukunft geplant ist. Das Team feierte die Einf\u00fchrung der Origin Jumpworks 600i mit einem Videowettbewerb, bei dem die Autoren aufgefordert wurden, einen Werbespot f\u00fcr das luxuri\u00f6se Schiff zu entwerfen. Wie unz\u00e4hlige Male gezeigt, verf\u00fcgt die Star Citizen Community \u00fcber eine F\u00fclle von Talenten und Leidenschaft, die erstaunliche Videos liefern, und sie haben auch diesmal nicht entt\u00e4uscht. Die Qualit\u00e4t der Einsendungen war atemberaubend, und das Team m\u00f6chte allen Teilnehmern f\u00fcr die Arbeit und Zeit danken, die sie in die Erstellung der Videos investiert haben. Das Community-Team hat f\u00fcr dieses und das n\u00e4chste Jahr eine Vielzahl von Aktivit\u00e4ten geplant, die nat\u00fcrlich mit s\u00fc\u00dfen Preisen verbunden sind. Auch wenn dieser Wettbewerb nicht f\u00fcr dich war, wird es immer spannendere M\u00f6glichkeiten geben, deine Spuren im Star Citizen-Universum zu hinterlassen. Au\u00dferhalb dieser Veranstaltungen ist das Team froh, dass mehr Spieler fantastische Inhalte teilen und ist stolz darauf, sie regelm\u00e4\u00dfig zu pr\u00e4sentieren. FPS-Schlachten, Probleme bei CryAstro, Minenherausforderungen und Rennen wurden diesen Monat vorgestellt. Das Team kann es kaum erwarten zu sehen, was der August bringen wird. Cloud Imperium Games wird in diesem Jahr keinen Stand oder eine Pr\u00e4sentation auf der Gamescom haben, aber einige Teammitglieder werden die Messe vom 22. bis 25. August in K\u00f6ln besuchen. Es wird eine Vielzahl von Aktivit\u00e4ten und M\u00f6glichkeiten geben, sich unter der Woche zu treffen, also haltet Ausschau nach zuk\u00fcnftigen Ank\u00fcndigungen. W\u00e4hrend sie sich freuen, Sie in K\u00f6ln zu treffen, vergessen Sie nicht, dass die CitizenCon 2948 auch fast da ist! Nach dem Start der brandneuen CitizenCon-Website, auf der Sie alle Veranstaltungsinformationen finden, plante das Team weiter, was ein unvergessliches Ereignis werden sollte. WIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"Welcome to the Cloud Imperium Games Monthly Studio Report for July. This month, the team patched Star Citizen Alpha 3.2, pushed forward on Squadron 42, and continued developing systems, ships, and features for future releases. Let\u2019s explore the details\u2026\nLOS ANGELES\n\n\nVEHICLE FEATURES\nThis month, the U.S. Vehicle Feature Team focused their efforts on fixing turret bugs and making improvements to the Alpha 3.2.1 patch. After it went live, they reviewed turret feedback and began working on additional improvements for the upcoming 3.3 release. They also continued their work on Ping & Scanning, including moving the scanning infrastructure over to the servers, generating signals via blackbox entities, and implementing the various information that will be provided by transponders.\n\nVEHICLE PIPELINE\nThe Art, Design, and Tech Art Teams worked together to push the Consolidated Outland Mustang and Tumbril Cyclone variants through the greybox stages. Design and Tech Art worked on the final stage of the RSI Constellation Phoenix, and the Mustang\u2019s landing gear compression was also completed. Tech Art also completed their greybox pass of the Anvil F8 Lightning and supported the mining animations used on the MISC Prospector. The teams collaborated with Animation on R&D and test cases for sequenced animations in vehicles, which will allow greater flexibility for future enter, exit, and cockpit animations. In early August, the Art Team will move onto the first stages of the Anvil Hawk.\n\nGAMEPLAY FEATURES\nTo support the 3.2.1 patch, the Gameplay Feature Team spent the first week of the month fixing Group System bugs on both the code and UI fronts. After the patch, the team continued to work on the next iteration of the Group System for Alpha 3.3. Finally, they focused on removing some of the legacy systems, updating the three-pane mobiGlas chat widget, and setting up the chat to come from a new backend service.\nNARRATIVE\nThe Narrative Team began July with an episode of Loremaker\u2019s Guide to the Galaxy about the Cano system. They wrote a Discovered piece about an archaeologist using a Vulture to salvage and explore a debris field, and delivered the July 2948 Shubin employee newsletter filled with tidbits about the company\u2019s past and hope for the future. A history of the Imperial Cartography Center and the third episode of The Knowledge of Good and Evil also became available for all to read. Subscribers received an exclusive Galactic Guide on the long-lost Oretain system, while July\u2019s Jump Point covered the Drake Vulture, improved combat AI, and the mysterious Vasli fragment. And to top it all off, Jared honored the team by inviting them to appear on a very special RTV to play a spot of Alpha 3.2.1 and answer narrative questions. The team tackled details about the moons of Hurston and ArcCorp, worked on mission giver design briefs, and fleshed out the Bartender and Patron line sets. They worked with the Character Team on Hurston Security loadouts and the System Design Team on Security behaviours and NPC placement. There were several syncs with the Live Design team focusing on expanded mission content for Alpha 3.3. Team leads participated in multiple reviews for Squadron 42 (S42) and the Persistent Universe (PU). They wrote some fun new marketing material, including the lore behind the successful Astromedics vid series that was tied to the RSI Apollo. Finally, work continued behind the scenes on the Galactapedia that will be shared further down the road.\nCHARACTERS\nThe Character Art Team diligently worked on new Hair and Head tech, which will improve the appearance of current characters and revise some core tools used in the character wearables tech setup process. The team worked on the Hurston clothing collection, Virgil TrueDef Pro Armor, and reworked the Odyssey Flightsuit. Alongside the new content, material variants will be made to help fill out the NPCs found on Hurston. Plus, progress was made on a variety of Squadron 42 costumes.\nAUSTIN\n\n\nDESIGN\nThroughout July, the Design Team further experimented with how to make a bar feel like a living breathing environment, instead of static NPCs serving and consuming drinks. The intent was to give the bartender and others enough character, life, and flexibility so that they can deal with multiple patrons at once, including the player, while looking as lively and realistic as possible. They also began building out the AI logic in Subsumption, started rounds of feedback with Tony Zurovec, and worked with the Narrative Team to get lines written for the Bartender and Bar Patron characters. The aim is to get these lines, along with the placeholder animations provided by the ATX Animation Team, added into the game for internal review soon. In an effort to allow the economic status of resources effect pricing, the team is constructing recipes for items so that, as the price of resources fluctuates, the players will be able to see a noticeable difference in the pricing of items. The change won\u2019t be instant but will develop over time and can be influenced by the player base. Work is also happening on getting the ship rental shop working in the PU to coincide with the ability to rent ships. Work on additional layouts for Truck Stops will lend a bit more variety to the shops that players will encounter when traveling to far-away locations. On top of all this, the team took a moment to review how their data is structured and are finding ways to make things more efficient and organized for ease of use in the future.\n\nANIMATION\nThe Animation Team continues to research and develop animations for the PU\u2019s female character. Very different animations are needed when the character sits in a ship versus moving around in the \u2018verse, but progress is being made and the fidelity of female animations are getting closer to those of the male characters. Placeholder block-out animations were sent to the ATX Design Team for the Bartender character to help them see the results of some of the AI R&D they were working on. Alongside this, they continued to move several characters through the various stages of the pipeline, such as mission givers like Constantine Hurston, Clovus Darneely, and a new character of interest, Tecia Pacheco. On the Ship side, animations were completed for the new Tumbril Cyclone variants. Specifically, the turret operator animations were reworked and polished.\n\nSHIP ART\nThe Ship Team is deep in the concept phase of the 300i re-work and are currently fleshing out the new shape along with integrating many of the \u2018wish list\u2019 features that have been accumulating over the last few years, including new cargo options. They recently showed off the first round of concepts on ATV, with the community generally feeding back positively. However, a few concerns were voiced about the new design, which the team will be taking into consideration for the next and final round of concept presentation. The final pass of the Constellation Phoenix\u2019s modeling and lighting is currently underway. When finished, the team will move onto the final flight prep setup and polishing tasks. Then, they\u2019ll create the LODs to complete the art pass for the Phoenix.\n\nBACKEND SERVICES\nThis month, the Backend Services team finished up support for 3.2.1 by fixing some critical bugs that were discovered after 3.2.0 went live. Specifically, they rectified issues with currency and fixed a bug that prevented the player from purchasing items from shops and inventories. They also continued efforts to create Services using the new Ooz\/Diffusion framework. This is part of the refactoring of the Persistence Cache to make it more scalable. Another accomplishment this month was finishing up the new Entitlement Processor service, which is far more robust and efficient than the legacy solution. The legacy Friends Service was also written into this new framework. The other Services created so far are: Character service: provides an API for character specific runtime and persistent data.\n\nWallet service: responsible for managing player currencies.\n\nItem Loadout Service: manages player or ship default and custom loadouts.\n\nInsurance service: manages all insurance claims.\n\n\n\nDEVOPS\nDev Ops have been supporting the additional publishes related to 3.2 this month while also making great progress on the various feature stream enhancements to the build system. \u201cOne of the most satisfying aspects of our publishing effort is to see the new gameplay features showing up on the various live streams and we\u2019ve been enjoying many of those.\u201d \u2013 Dev Ops They\u2019ve also worked very closely with the feature teams to add more gameplay analytics to help track game performance and resource consumption on a regional level, as well as on the individual game servers themselves. This additional data will help them tune server density to deliver the best possible compute and memory performance. Feature stream work progressed this month as well. This project breaks source control branches down to the individual feature level to help the developers work more independently without potential conflict. This effort was well received by the devs and will be expanded. However, it was not without challenges, as these streams create an additional load on the build system and storage subsystems. The team worked through most of these issues and are now closing in on the final details that will allow them to scale the build system much wider than its current capability.\n\nPLAYER RELATIONS\n\nThe Player Relations team helped wrap up 3.2.1 this month. This is the second such quarterly release, and the team is really hitting their stride with the new publishing cycle. They also wrapped up the Live Release Production Summit in Austin, Texas which dealt with subjects such as improving the publishing process and how the team can grow the Evocati volunteer group for future releases. \u201cWe\u2019d like to point all players to our growing Knowledge Base, which has over 100 articles and has seen almost 100,000 visitors since its inception. We will continue to grow this by adding new \u2018How To\u2019 articles, patch notes, and live service notifications here as well as on Spectrum. As always, we\u2019d like to remind and encourage everyone to continue to use the Issue Council to help us triage and rate bugs and functionality. We\u2019ll use that data to prioritize for future updates, plus your IC participation will make you eligible to get into earlier PTU waves.\u201d \u2013 Player Relations Team\n\nQA\nLast month 3.2 and 3.2.1 went live. For the QA team, this included publishing checklists for build testing and testing patches in the PTU, along with testing all the fixes as they were implemented. On the Game side, they moved back to their internal dev stream and started testing the initial implementation of Object Container Streaming. They also shifted focus slightly to make sure all test plans and QA processes are updated and ready as more Object Container Streaming testing comes online. On the Leadership side, it\u2019s been business as usual with focus on coordinating testing priorities with their QA counterparts in LA, UK, and DE. WILMSLOW & DERBY\n\n\nGRAPHICS\nThe Graphics Team completed the work required to make the renderer ready for Object Container Streaming. In addition, the team made the new surface shaders more efficient and easier to use, maintain, and improve. You\u2019ll see the benefits from these updated shaders as the artists transition to them in Alpha 3.3 and 3.4. They also improved the room culling system to allow for more complex level setups of rooms within rooms, which had previously resulted in rendering the entirety of the smaller room. This new feature allows the Art Team to build more elaborate interiors in both Squadron 42 and the PU with improved performance. The next focus will be on features to enhance the quality of lighting in and around gas clouds and large interior spaces where large lights would normally result in very low shadow resolution.\n\nUI\nThe UI Team further developed the RTT item preview system that allows for a generalized method of displaying one or more 3D items anywhere in the UI as part of a scrolling list component. This works on things like kiosks, mobiGlas, MFDs, etc. The team implemented the necessary changes to support renting ships and items through the Electronic Access customization menus and worked on the UI design for the Spectrum app in the mobiGlas. They also collaborated with the Design Team to pre-visualize what approaching a no-fly zone might look like to the player. Work continued with the Environment and Narrative Team on crafting propaganda posters and signage for Lorville. Additional headway was made on core tech & tools, with a successful prototype completed of the bindings system for the mining HUD display. This enables a more streamlined interface for exposing game data to the UI front-end.\n\nANIMATION\nThe team created animations for the reload and firing states of the upcoming Karna plasma assault rifle. To finalize assets for the SpecOps combat AI, they held a motion capture shoot to update the placeholder assets for hit reactions and the various threat level reactions to sights and sounds. They also improved enemy SpecOps AI combat poses with better blending between motion states. Other tasks included supporting the \u2018carryable system\u2019 with a wide range of assets and a general clean-up of the animation database. They revamped the player\u2019s \u2018no weapon\u2019 and \u2018stocked\u2019 locomotion forward assets.\nFinally, a high-level review assessed the implementation of animations for Squadron 42 scenes featuring Master-at-Arms Duncan Chakma in the armory.\n\nGAMEPLAY STORY\nThe Story Team began the month with pre-viz for all remaining scenes, which went well and took two weeks instead of the scheduled three. They then began to fully implement 16 scenes that the Design Team prioritized for Q3. The implementation pass is a slower process than pre-viz, but the team is delighted to work closely with Design and see the scenes come to life in-game.\n\nENGINEERING\/PROGRAMMING\nThe Actor Feature Team has been developing an animation motion warping system, which gives each animation a variable distance it can travel without the need for a unique asset for each situation. The vaulting and mantling mechanic is being developed alongside this and comes into play when the prop being vaulted over has a variable depth and height. The new technology takes these dimensions and modifies the vault animation so that it seamlessly adjusts for the additional movement. This creates a better result than having multiple animations to cover all eventualities. It also frees up the artists from adhering to strict sizes and metrics when creating environments. The way Subsumption sets up missions for Squadron 42 means the team often has to play through part of it just to get to a certain point in the level. There is functionality inside the editor to manually run parts of the Subsumption setup, which fast-forwards the flow, but it was fiddly and not exposed when running the standalone game. So, the team created a system to record a sequence of Subsumption steps into a single macro that can be played back in either the editor or game client. This allows the team to skip through a mission to an intended place, which will speed up development and testing. The Tools Team has been creating a way to link Shotgun (assets for artists and animators) with Jira (production and scheduling). This new tool monitors Shotgun for changes and then reflects them in Jira. This allows content creators to continue using Shotgun while producers and supporting teams can see all the information they require from Shotgun within Jira. The Network Team finished the entity bind culling functionality to allow more optimal networking based on how far away entities are from the player. They also did prep work for Object Container Streaming alongside other teams working on that technology.\n\nSHIPS\nThe Ship Art Team worked on the MISC Freelancer base model by adding a few extra comforts to the interior, such as a toilet, shower, and food dispenser. The variants (MIS, MAX, and DUR) went into the updated art pipeline to get them looking as good as the base version. The Origin 890 Jump also went into production this month. It already cleared the whitebox review and advanced to the greybox production phase. Some areas even went beyond to establish the look and style of the ship\u2019s interior. Finally, the Banu Defender finished its initial R&D phase and is partially through the white box phase.\n\nAUDIO\nThe Audio Team supported Object Container Streaming and progressed with FOIP and VOIP features. They made great strides with the IFCS 2.0 system and physicalized object audio. Alpha 3.3 is the next major goal, so they generated audio mockups and prototypes to ensure they\u2019re on track with the look and feel of the new features. Ship audio also kept the team very busy, as they supported a wave of new ships in the pipeline.\n\nENVIRONMENT ART\nThe team completed their work on the PU hangars, with only final lighting tweaks left to complete the two archetypes needed for the first release. They focused on developing new habitation modules and security\/customs common elements. The habitation modules are coming out of the white box phase with their footprints, layout, modularity, and basic art determined. Now begins the process of making them pretty! The security archetype involves a lot of systems and designs that must be tested and iterated on before art can finalize it. As with the habs, these issues have been largely solved and the team began the next level art pass. The early white box design of a new location type was signed off, the Underground Facility. These will be something the team hasn\u2019t tried before and are very excited to develop!\nVFX\nWith 3.2 safely in player\u2019s hands, the team jumped into 3.3 content tasks, including a first pass at the Aegis Hammerhead\u2019s effects and a new plasma assault rifle along with the many biomes, landing zones, and modular areas of Hurston. Work continued on Squadron 42 tasks. Without revealing any spoilers, the team tackled included a visual polish of a screen interference and kicked off several experimental R&D sprints. FRANKFURT\n\n\nVFX\nThe VFX Team worked on several moons for the PU, including various new biome types. This required them to expand the planet editor tools to allow for more unique and varied particle systems to be spawned procedurally using the object scattering systems. They also continued their work on the cinematic simulation assets, such as rigid and soft bodies for the Squadron 42 cinematics.\n\nAI\nThe AI Team determined the tasks remaining for Object Container Streaming and worked on them accordingly, adjusting AI logic if necessary to handle the current streaming requirements. Work was also completed for flight AI, creating new behaviors and changing existing ones, with a focus on making ship combat engaging and fun. Tasks were completed to improve performance, which is routinely done to ensure things are optimized as much as possible. Work has also been done on the flight pathfinder, taking it a few steps closer to having AI traverse the entire \u2018verse on their own. FPS AI work focused on NPC tasks for the 3.3 release, including new behaviors, features, and optimizations.\n\nBUILD ENGINEERING\/DEVOPS\nThe DE Dev Ops Team continued to work with the Austin teams on both extending and finalizing the toolsets that govern synchronicity between central game-dev and feature streams. The API for controlling the central auto-integration system has been rolled out to accommodate the client-side feature-stream merging tool currently in development. This gives feature-stream owners control over how current their stream should be in relation to main central development in game dev, based on their preference and workflow style. The current feature streams are battle-testing these tools as they prepare to scale up the number of feature streams needed for the project.\n\nWEAPONS\nThe Weapon Art Team primarily focused on Vanduul weaponry and finished the first pass of both modeling and texturing on the Plasma Lances, as well as a handful of scavenged knife variants.\n\nTOOLS\nThe Engine Tools Team focused on stabilizing the game editor after the Alpha 3.2 release. Usability improvements were added to increase the overall workflow quality for the designers when setting up the game entities. The new layer and universe outliner plugins received improvements based on the designer\u2019s feedback, along with a general stabilization and performance improvement pass. The Look Development Mode, which is meant to improve in-game material setups, received an additional light mode to show assets under split light conditions, called Eclipse Mode. This helps artists improve their material setups for all possible in-game scenarios and makes it easier for them to compare the material under bright and dark conditions, for example, how an asset will look on a bright planet versus in outer space.\n\nENVIRONMENT ART\nThe Environment Art Team made substantial progress on Hurston\u2019s four moons, with each becoming a visually unique location for players to explore. While working on the moons, the team also spent time improving the wind simulation on vegetation objects, which will breathe more life into the locations as wind moves through the grass, bushes, and trees. Hurston will be quite a visual change compared to the other locations currently in the game. The Lorville team moved onto the outer districts, shifting focus on the view of the city while flying above and around it. Lorville has received many improvements since it was first shown at CitizenCon.\n\nLIGHTING\nThe Lighting Team worked side-by-side with the Environment Art Team on Lorville. Lots of progress was made on the environment art, which gives the Lighting Team plenty of locations to bring additional life, mood, and atmosphere into. The core landing zone received an initial lighting pass, with work still to come on the shops, spaceport, habitation, and security. With the procedural layout generation tools receiving improvements, the team took the opportunity to further polish the upcoming Rest Stops. They improved the look and positioning of 2D and holographic advertisements, as well as fixed various issues with light leaking and other consistency issues between connected rooms. Finally, crashed and derelict ships found in space and on planet surfaces were fixed due to previous setup issues which resulted in broken or missing lighting in most locations. The improved setups will provide a better foundation for the Lighting Team to create more interesting moods in these locations.\n\nSYSTEM DESIGN\nThe System Design Team laid the foundation for combat ship AI improvements, specifically giving AI ships the awareness of an enemy tailing them. They will build on this with further maneuvers, like enabling the AI to abruptly decelerate to cause the tailing ship to overshoot or wildly change its break-away angle to shake pursuers. Progress was also made on advanced civilian\/security guard interactions and patrol behaviors, which will be implemented in future landing zones. These behaviors will work in sync with one another and will allow NPCs to react accordingly to different types of stimuli from the world around them. The behaviors are scalable to allow for more stimuli to be added if and when needed. It will also determine how NPCs react to their surroundings, such as Security Guards reacting differently to certain crimes in one location than they would in another. The new transit system received attention as well. The team focused on the debugging capabilities of the system, laying an important piece of groundwork for complex elevator and train networks. On the FPS side, they began populating Security Outpost Kareah with combat NPCs. They also worked with the Mission and Level Design Teams to create additional facilities fit for combat encounters.\n\nLEVEL DESIGN\nThis month the Level Design Team focused on the PU. They completed work on Lorville and explored how the Restricted Areas tech will be implemented into the full world. They also looked into the general areas around Lorville to ensure they have the correct content and points of interest. Development advances with the procedural tool allowed them to return to the Rest Stops. They used the tool to generate a series of stations and verify their layouts, as well as to look into transferring old functionality of CryAstro into Tier 0 of the refuel\/repair\/rearm system. They also investigated early Tier 0 versions of Habitation, Refineries, sub-surface content, and more.\n\nCINEMATICS\nThe Cinematic Team updated the animation production pipeline to better communicate with the Design Team and make the overall structure more efficient. They also worked on chapters for Squadron 42, which consisted of numerous tasks depending on the current state of the cinematic, from animation and camera blocking, to animation polish, lighting setups, and TrackView work. The team also completed some technical tasks: They implemented \u2018Player Entity\u2019 into Trackview and can now trigger \u2018Mannequin Fragments\u2019 which will allow the team to accurately use the Player and the new \u2018look control\u2019 while building their scenes. They\u2019re also working on a technical solution for Subsumption to takeover player control in cutscenes when needed.\n\nENGINE\nThe Engine Team generally works across multiple areas and is called in to address potential code issues at any time \u2013 this month was no exception. They progressed on moving skinning computations to GPU compute shaders (dual quaternion skinning, blend shape, as well as tangent reconstruction submitted), and continued work on improving hair shading. They made significant progress on new solutions for cloth and volumetrics simulation, which they hope to show off soon. They added support for OC Streaming (entity aggregates) and exposed GPU load and memory stats directly from the Windows Graphics system. They also made advancements in the physics system refactor (queue refactoring, batch jobs, etc.) and revamped the exception handling code to improve the consistency of reported crashes.\n\nTECH ART\/ANIMATION\nThe Tech Art Team worked on the \u2018Maya to Sandbox Editor\u2019 live link for synchronizing animations between the two applications, giving real-time, in-engine rendered graphical feedback to the animators. They consolidated the head to head attachment asset pipeline for the next gen character customizer \u2013 a crucial requirement to achieve 100% consistent topology on the head meshes once they are converted from the Maya-internal format to the engine\u2019s format. Once consolidated, they stress tested it to find any bugs in the resource compiler tool (RC) and addressed them accordingly. One large bug remains, but once it\u2019s resolved they can switch to the newly revised system. Tech Animation focused on restructuring the weapons pipeline, modifying elements to make it easier to work on files and find them in the future. They added an additional meta system to the weapon rigs to enable animators to batch export weapon animations and moved nearly all files into a new folder structure to separate multiple weapons of the same type by the same manufacturer. They also addressed a variety of bugs across multiple departments.\n\nQA\nBesides assisting the in-house development team with Editor and client reported issues, the QA Team focused on performance and system refactor testing. Client and server performance took a significant hit with the introduction of Mining, so they worked with the UK QA Team to gather performance RAD captures during a Mining specific playtest. Captures were obtained from a build containing changes that would improve performance centered around Mining. Captures were also done on an existing build that did not have anything extra included. Engineering then compared the captures done on each build, identified where there were improvements between the two, and noted what other areas would benefit from further optimizations. They also worked on a QA test request for the AI Cover System to be refactored to support the incoming Object Container Streaming changes. The main goal was to ensure that not only existing cover systems within an Object Container level still worked, but that the newly set up Cover Systems did as well. They re-exported levels and then tested in-client to ensure that cover was generated and the AI used it the same way they did in previously. There should be no visible difference between the two, and they needed to confirm that no new issues were introduced. The same principle applied to an IKSystem refactor QATR that they did for Animation Engineering. Multiple lines of code were removed to improve overall performance, and testing was done to ensure that this did not break any other new and\/or existing systems or features. QA also started regular performance testing on the PU test map, which contains the new Rest Stops, Hurston, and Lorville in order to get a head start on identifying issues that these new locations may introduce. SPECTRUM\n\nSPECTRUM\nOn July 4th, the team deployed Spectrum 3.8! This build is now available to everyone and contains the latest features: Friends, Notifications, Quick Access Sidebar, and Message of the Day. You can sort friends by status or alphabetically and see information about their activity. You can also group friends by common orgs. Including pending friend requests, you can now have a maximum of 800 friends. \u201cYour in-game friends will be linked to your Spectrum friends in the future. Currently, your Spectrum friends list and the list of your friends in-game exist independently. When the game integrates the Spectrum friends system, your in-game contacts will not be copied to over. You should use this transition period to add your in-game contacts to your Spectrum friends list.\u201d \u2013 Spectrum Team Additionally, they refined the Settings page and slightly altered the display of embedded media in messages. Also, the member profile popup can now be accessed from the blocked users list by clicking on a member\u2019s avatar. After this major release, they deployed 3.8.1-rel.7 with minor bug fixes. You can refer to the Spectrum Knowledge Base for further details on using the new features\n\nRSI PLATFORM\nCitizenCon Microsite: Turbulent launched the CitizenCon microsite this month. The new microsite serves as the information hub for everything CitizenCon. From here you can purchase tickets when available, read more about the wonderful city of Austin, and plan your trip to CitizenCon. Eventually the microsite will contain information about the event, including the presentation schedule and the live stream itself. Stay tuned to keep up on the latest details for CitizenCon. RSI Apollo: Turbulent supported the release of the RSI Apollo, which included a mini-game designed by CIG\u2019s Oliver Hughes and Sam Child. The game was a homage to King Kong, a game Chris Roberts developed as a teenager. Players that achieve a high score of 100,000 points receive a special Guardian Angel Badge and are entered into a contest to win an RSI Apollo package. Free-Fly: The team updated the page design and interaction for upcoming free-fly events. Stay tuned for the next chance to participate in a Star Citizen Free-Fly!\n\nSERVICES\nGroup: Turbulent continues to iterate on Group services and are currently working on a feature that generates a claims token. This token can be used by other services to validate group membership, permissions, and the ability of a user to join. They additionally worked on a series of tests to increase stability in the code base as services continue to grow. VOIP\/FOIP: The Backend Team collaborated with the UK Audio Team to build voice services in-game. They overcame a huge hurdle by successfully piecing together a prototype with one user in-game having a conversation with another on a web platform interface. COMMUNITY\n\n\nScan, Fracture, Extract. The community was hard on the rocks and dug deep during the past month. While Prospectors were busy mining, the team didn\u2019t stop after introducing this gameplay feature with the 3.2 update. The recently released 3.2.1 patch brought reduced mission spawn timers, ship cannon changes, turret improvements, and more. Have you had a chance to check them out yet? Jump into the game and share your feedback with the developers on Spectrum. The RSI Apollo was revealed as the latest concept ship, filling the gap between the Cutlass Red and the Endeavor for all medics-to-be. Learn more about the space doctor career path by checking out The Shipyard post covering medical gameplay as it works today and how it\u2019s envisioned for the future. The team celebrated the introduction of the Origin Jumpworks 600i with a video contest that asked content creators to devise a commercial for the luxurious ship. As shown countless times, the Star Citizen community has a wealth of talent and passion that delivers amazing videos, and they didn\u2019t disappoint this time either. The quality of the submissions was mind-blowing, and the team wants to thank all the participants for the work and time put into creating the videos. The Community Team has been planning a wide variety of activities for this year and next that are, of course, coupled with sweet prizes. So even if this contest wasn\u2019t for you, there\u2019ll be more exciting opportunities to leave your mark in the Star Citizen universe. Outside of these events, the team is glad to see more players sharing fantastic content and are proud to regularly highlight them. FPS battles, trouble at CryAstro, mining challenges, and races were all featured this month. The team can\u2019t wait to see what August will bring. Cloud Imperium Games will not have a booth or presentation at Gamescom this year, but some team members will be visiting the show in Cologne, Germany, from August 22nd to 25th. There will be a variety of activities and opportunities to meet up during the week, so keep an eye out for future announcements. While they\u2019re excited to meet you in Cologne, don\u2019t forget that CitizenCon 2948 is almost here, too! After launching the all-new CitizenCon website, where you can find all the event info, the team continued to plan for what promises to be an unforgettable event. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":13,"comment_count":40,"created_at":"2018-08-02T00:00:00+00:00","created_at_human":"7 years ago"},"meta":{"processed_at":"2026-05-07 23:03:22","valid_relations":["images","links"],"prev_id":16695,"next_id":16697}}