{"data":{"id":17116,"title":"Squadron 42 Monthly Report: May 2019","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17116-Squadron-42-Monthly-Report-May-2019","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17116","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17116","channel":"Undefined","category":"Undefined","series":"Monthly 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is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We\u2019re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.\nAttention Recruits,\n\nWhat you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).\n\nAgents devoted countless hours to bringing us this intelligence. Through their hard work, we\u2019ve learned key intel on recent operations concerning Archon Station, AI transitions, inspired use of fog cloud technology, and more.\n\nThe information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.\n\nUEE Naval High Command\n\n\nAI\nMay saw the AI Team begin a project to add areas where players and NPCs can interact with a usable (item) without being in an exact position. These areas will allow for higher-fidelity when players and AI interact with numerous usables in a single space. Optimization continues all round, including the continued developing and fine-tuning of FPS combat tactics. This includes fighting from cover, fighting in open space, simple search behavior, and improvements to first reactions. Improvements were also made to the Posture Manage \u2013 the system used during combat to understand if an AI enemy has visibility of the player and a viable shooting direction when taking cover.\n\n\n\nAnimation\nAnimation focused on the new player jumping system throughout May. The animations are now much more fluid and incorporate jumping forwards, backwards, sideways, and running and jumping. They also finished setting up usables (beds, seats, consoles, etc.) and are starting to create a pre-visual system for different human AI enemy types and weapon sets. Immediate exits from cover when under duress were also worked on and the team is working on a plan to outsource data sets for animation variants to better prioritize development time.\n\nMore female animation sets are currently in development and will now always be worked on alongside the male version. Currently, they\u2019re starting with base re-targets from the male source and then replacing them with female-specific assets.\n\nFinally for Animation, the team worked on a few new weapons and assisted the Feature Development Team on attachments, melee, and takedowns. They also working hard on incorporating all of the story scenes, cinematics, and through lines for [REDACTED].\n\n\u201cHopefully they don\u2019t censor it this time, because that scene where [REDACTED] and [REDACTED] go to [REDACTED] is really cool!\u201d \u2013 SQ42 Animation Director\n\n\n\nArt (Characters)\nLast month, the Character Art Team continued polishing characters, with focus on chapter four. The team continues to explore the aliens of Squadron 42 and work on the material library, which will affect all armor and outfits in the game and enable the team to further drive visual quality. Similarly, tools for the hair pipeline are being built and tested to help the artists author higher-quality hair.\n\n\nArt (Environment)\nThe Environment Team were busy throughout May developing the Javelin\u2019s skybox, which involves working through the entire ship exterior and dissecting parts they can effectively use for the \u201cpush & pull\u201d mechanic. With work on the \u201corganic shader\u201d nearing completing, the team can start iterating on the asteroid set; initially focusing on the standard \u201cspace potatoes\u201d before progressing to the more technically-challenging shard-like shapes needed for the latter half of the campaign.\n\nSignificant effort was put into the traversable areas found around Archon Station, with the team keen to avoid the standard \u2018room, corridor, room\u2019 approach and fully open out the station to highlight its sheer scale. Once these areas are further developed, a dynamics pass will take place to give each corner life and movement using the lessons learned from their investigations earlier in the year.\n\nThe team are currently well into the development of a key \u201ccomms array\u201d seen in the campaign. The undisclosed array manufacturer has its own unique style that mixes retro design approaches and plenty of real-world references that grounds the entire station in reality.\n\nVolumetric skybox work continues around the Coil, with one mission in particular receiving a lot of attention. It merges the new wind mechanics with the New Flight Model and, though still early days, is giving the team a thorough understanding of how best to create space locations with the speed and scale of the campaign ships.\n\n\n\n\nArt (Weapons)\nThe Weapons Art Team finished modelling and texturing the Behring S38 pistol, Klaus & Werner Lumin V SMG, and Apocalypse Arms Animus missile launcher. They also started production on the Hedeby Gunworks Salvo frag pistol and Behring GP33 \u201cMOD\u201d grenade launcher.\n\nCinematics\nLast month, Cinematics worked with Level Design to prioritize implementation passes for all remaining scenes and chapters. An implementation pass refers to the process of making a scene function as it will do in the final release and includes AI characters moving in\/out of locations. The team also received a major code revision for the Track View tool that enables AI characters to blend in\/out of cinematic scenes or Track View sequences in general. The new code is still in early testing, but when complete, will enable the team to add locomotion-based intros and outros. This means characters will smoothly enter scenes from whatever they were doing and transition back when it ends, removing the sudden jar as NPCs rush into position still seen in many modern games.\n\n\n\nEngineering\nMay was a busy month for all engineering teams. Starting with Actor Features, the team continued with the reworked jumping mechanic, making animations when running and jumping (forwards, sideways, or backwards) much more fluid and glitch-free. Progress was all made on \u201chead look\u201d. Previously, when looking down or sideways, there were situations where players could see into their own body or shoulder. They also restricted look movement depending on whether the player character is carrying a weapon and what their pose is, again to stop clipping through the geometry.\n\nMelee takedowns now use the inverse kinematics (IK) system to ensure they appear correctly if the victim is on a different level from the player, such as on a slope or a step. They also started the first pass of punching and knife attacks for melee combat, again using IK to hit specific areas of the target.\n\nThe AI Team implemented channel routing for the usable feature, which allows functionality to be routed from one usable to another. For example, a bartender can deliver a drink to a patron whether they\u2019re standing, sitting in a chair, or sitting in a chair at a table. They also implemented area slotting, which allows a usable interaction to be triggered when players enter an area, rather than having to move to a very specific point.\n\nImprovements were also made to the third-person camera, giving options to link motion to the cadence of footsteps to give a more dynamic view. They also created the ability to change video rendered to a texture that simulates changing TV channels.\n\nThe Engine Team provided support for the procedural tools, which involved making improvements to automated object layouts and generating ground layers for the lookup texture (LUT) table. In rendering, they made major quality improvements to Screen Space Directional Occlusion (SSDO) shadowing, enabled temporal dithering for dissolving objects and terrain blending, and enhanced the temporal dither pattern for reduced noise on hair cards.\n\n\n\nGameplay Story\nThe Gameplay Story Team maintained momentum throughout May and implemented a record 18 scenes to a high standard, including one on the bridge of the Idris. They\u2019re also excited to finally get their hands on the Cinematic Team\u2019s tech for blending in and out of track view sequences and to begin testing it out.\n\nGraphics\nContinuing last month\u2019s work on the organic shader, the Graphics Team can now re-use assets thanks to better control of the texture tiling for differently-scaled instances of a mesh. This also provides precise control over the height-based blending of the various detail texture layers. These features are being used to great effect in the Art Team\u2019s asteroid field asset library. They also completed the final touches on gas clouds, various optimizations, and integrated the volumetric shadows into the fog system to fix a handful of bugs.\n\n\n\nLevel Design\nThe SQ42 Design Teams made a solid start on the bridge crew behaviors now that the usables pipeline is operating at full capacity. This will enable the crew to realistically interact with various props, items, and other NPCs in a fully systemic way. The \u201clanding\/take-off module\u201d needed for many of the chapters received more focus, with contribution from the UI, Animation, and Engineering teams.\n\nFinally, the \u201cOuter Odin\u201d levels were put in their correct object containers and can now be traveled to in-game.\n\n\n\nNarrative\nThe Narrative Team went through an assortment of editorial selects for key SQ42 characters. They also wrote several set-dressing documents to guide the Environment Art and Prop teams with environmental storytelling. Plus, they had multiple reviews with Design on several chapter\u2019s narrative moments and made further progress on their ongoing task to complete all in-game text.\n\nQA\nQA continued to provide direct support to the Cinematics Team whenever issues affecting their cutscene workflow were encountered. More additions were made to the cinematics \u201czoo\u201d map mentioned last month, including all remaining \u201csmall\u201d ships. They\u2019re now working on creating reliable test levels with specific Track View functionality. Eventually, these levels will be implemented into the TestRunner feature tests made specifically for Track View cinematics. Changes made within the feature stream for combat AI were also tested to ensure that existing cutscenes wouldn\u2019t be affected once they were ported into the game build. A few issues were also tested that could\u2019ve broken the Track View tool itself and crashes were investigated that were introduced as a result of the change.\n\n\n\nTech Art\nThe Tech Art Team implemented version two of the internal face customizer. The underlying facial rig blending technology was enhanced to not only allow blending globally between four different source heads, but to allow a different choice of four heads for each of the twelve blend regions. While the new tool and its user interface need to expose all this additional functionality to the artists, it\u2019s also critical that users don\u2019t get overwhelmed by the complexity and sheer amount of parameters in use. Therefore, a number of convenience functions were added to allow for the quick randomization of head IDs and their corresponding weights (either per head region or globally). During each stage of the facial customization, symmetry constraints can be turned off to introduce slight asymmetry in distinct regions, which helps to make a face look more natural and realistic. The tool now makes it much easier for the team to create unique-looking NPCs while being more efficient than ever before.\n\nTech Animation\nTech Animation continued their work on the animation pipeline to provide a massive overhaul to Maya\u2019s core referencing system. This will ultimately provide a pipeline that doesn\u2019t rely on hard path referencing and can support infinite workspaces and streams across the userbase. They\u2019re also currently upgrading the animation pipeline codebase and plugins to support Maya 2019 for a possible future upgrade. Technical Animation have been working closely with Technical Art to co-develop a new facial animation and rigging pipeline to bring a new level of flexibility and fidelity to an already cutting-edge solution. Additionally, animators were spread across many teams to help in the development of combat, weapons, usables, and cinematics.\n\n\n\nUI\nLast month, the SQ42 UI Team focused on Archon. Logos and signs were created to help make the level feel like an industrial facility, while background screens for machinery and the bridge area also bear the team\u2019s handiwork. SQ42 will also benefit from the ongoing developments to the central flight HUD. This includes indicators for velocity, g-force, afterburner, ESP, and some new mechanics such as the thruster strength limiter and radar altimeter. Players can get a sneak peek when Alpha 3.6 launches in the Persistent Universe, as the HUD is being tested publicly on the Aegis Gladius.\n\n\n\nVFX\nLast month, the team continued investigating new shaders, including tests for water and raindrops accumulating on ship canopies. They also made improvements to the \u2018particle imposter\u2019 shader that has simple-but-effective UV scrolling, tiling and distortion options, and can be assigned to a mesh as a replacement for a particle system. For example, as scrolling smoke or dust effects in the distance. They also continued work on the new gas cloud tech mentioned last month, this time looking at ways the toolset can be used in non-gas cloud locations, such as asteroid fields. Finally, they fixed an issue with the current version of the tool that was causing bounding boxes to export incorrectly. This was rectified by manually forcing the bounding boxes and voxels to a specific size so that everything matched up across the various assets.\n\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Dies ist ein Querverweis auf den Bericht, der k\u00fcrzlich \u00fcber den monatlichen Squadron 42 Newsletter verschickt wurde. Wir ver\u00f6ffentlichen dies ein zweites Mal als Comm-Link, um es der Community zu erleichtern, auf die man zur\u00fcckgreifen kann.\nAchtung Rekruten,\n\nWas Sie hier lesen werden, sind die neuesten Informationen \u00fcber die Weiterentwicklung der Squadron 42 (SCI des: SQ42).\n\nAgenten widmeten unz\u00e4hlige Stunden, um uns diese Informationen zu bringen. Durch ihre harte Arbeit haben wir wichtige Informationen \u00fcber die j\u00fcngsten Operationen in Bezug auf Archon Station, KI-\u00dcberg\u00e4nge, inspirierten Einsatz der Nebelwolkentechnologie und vieles mehr erhalten.\n\nDie in dieser Mitteilung enthaltenen Informationen sind \u00e4u\u00dferst sensibel, und es ist von gr\u00f6\u00dfter Bedeutung, dass sie nicht in die falschen H\u00e4nde geraten. Alle Datens\u00e4tze nach dem Lesen l\u00f6schen.\n\nUEE Naval Oberkommando\n\n\nKI\nM\u00f6glicherweise hat das KI-Team ein Projekt gestartet, um Bereiche hinzuzuf\u00fcgen, in denen Spieler und NSCs mit einem nutzbaren (Item) interagieren k\u00f6nnen, ohne sich an einer genauen Position zu befinden. Diese Bereiche erm\u00f6glichen eine h\u00f6here Genauigkeit, wenn Spieler und KI mit zahlreichen Nutzungsm\u00f6glichkeiten in einem einzigen Raum interagieren. Die Optimierung geht rundum weiter, einschlie\u00dflich der Weiterentwicklung und Feinabstimmung der FPS-Kampftaktiken. Dazu geh\u00f6ren der Kampf aus der Deckung, der Kampf im freien Raum, einfaches Suchverhalten und die Verbesserung der ersten Reaktionen. Verbesserungen wurden auch am Haltungsmanagement vorgenommen - dem System, das w\u00e4hrend des Kampfes verwendet wird, um zu verstehen, ob ein KI-Feind Sichtbarkeit des Spielers und eine brauchbare Schie\u00dfrichtung hat, wenn er Schutz sucht.\n\n\nAnimation\nDie Animation konzentrierte sich den ganzen Mai \u00fcber auf das neue Spieler-Sprungsystem. Die Animationen sind jetzt viel fl\u00fcssiger und beinhalten das Vorw\u00e4rts-, R\u00fcckw\u00e4rts- und Seitw\u00e4rtsspringen sowie das Laufen und Springen. Sie haben auch die Einrichtung von Nutzfahrzeugen (Betten, Sitze, Konsolen usw.) abgeschlossen und beginnen, ein pr\u00e4visuelles System f\u00fcr verschiedene menschliche KI-Feindtypen und Waffens\u00e4tze zu entwickeln. Sofortige Ausstiege aus der Deckung, wenn auch unter Zwang gearbeitet wurde, und das Team arbeitet an einem Plan, Datens\u00e4tze f\u00fcr Animationsvarianten auszulagern, um die Entwicklungszeit besser zu priorisieren.\n\nWeitere weibliche Animationssets sind derzeit in Entwicklung und werden nun immer neben der m\u00e4nnlichen Version bearbeitet. Derzeit beginnen sie mit Basis-Retargets von der m\u00e4nnlichen Quelle und ersetzen sie dann durch femalenspezifische Assets.\n\nSchlie\u00dflich arbeitete das Team f\u00fcr Animation an ein paar neuen Waffen und unterst\u00fctzte das Feature Development Team bei Attachments, Nahkampf und Takedowns. Sie arbeiten auch hart daran, alle Geschichten, Kinofilme und Linien f\u00fcr[REDACTED] zu integrieren.\n\n\"Hoffentlich zensieren sie es diesmal nicht, denn die Szene, in der[REDACTED] und[REDACTED] zu[REDACTED] gehen, ist wirklich cool!\" - SQ42 Animation Director\n\n\nKunst (Charaktere)\nLetzten Monat setzte das Character Art Team das Polieren der Charaktere fort, mit Schwerpunkt auf Kapitel vier. Das Team erkundet weiterhin die Au\u00dferirdischen von Staffel 42 und arbeitet an der Materialbibliothek, die sich auf alle R\u00fcstungen und Outfits im Spiel auswirken wird und es dem Team erm\u00f6glicht, die visuelle Qualit\u00e4t weiter zu steigern. Ebenso werden Werkzeuge f\u00fcr die Haarpipeline gebaut und getestet, um den K\u00fcnstlern zu helfen, qualitativ hochwertigere Haare zu schreiben.\n\nKunst (Umwelt)\nDas Umweltteam war den ganzen Mai \u00fcber damit besch\u00e4ftigt, die Skybox des Speerwurfes zu entwickeln, bei der die gesamte Au\u00dfenseite des Schiffes durcharbeitet und Teile zerlegt werden, die sie f\u00fcr den \"Push & Pull\"-Mechaniker effektiv nutzen k\u00f6nnen. Nachdem die Arbeiten am \"Organic Shader\" kurz vor dem Abschluss stehen, kann das Team mit der Iteration des Asteroiden-Sets beginnen; zun\u00e4chst konzentriert es sich auf die Standard \"Space Potatoes\", bevor es zu den technisch anspruchsvolleren Shard-like Shapes \u00fcbergeht, die f\u00fcr die zweite H\u00e4lfte der Kampagne ben\u00f6tigt werden.\n\nEs wurden erhebliche Anstrengungen in die begehbaren Bereiche um die Archon Station herum unternommen, wobei das Team darauf bedacht war, den \u00fcblichen \"Zimmer-, Korridor- und Zimmeransatz\" zu vermeiden und die Station vollst\u00e4ndig zu \u00f6ffnen, um ihre schiere Gr\u00f6\u00dfe hervorzuheben. Sobald diese Bereiche weiterentwickelt sind, wird ein Dynamikpass stattfinden, der jeder Ecke Leben und Bewegung verleiht und die Erfahrungen aus ihren Untersuchungen zu Beginn des Jahres nutzt.\n\nDas Team befindet sich derzeit in der Entwicklung eines wichtigen \"comms array\", das in der Kampagne zu sehen ist. Der unbekannte Array-Hersteller hat seinen eigenen einzigartigen Stil, der Retro-Design-Ans\u00e4tze und viele praktische Referenzen kombiniert, die die gesamte Station in der Realit\u00e4t begr\u00fcnden.\n\nDie Arbeiten an der volumetrischen Skybox werden rund um die Spule fortgesetzt, wobei insbesondere einer Mission gro\u00dfe Aufmerksamkeit geschenkt wird. Es verschmilzt die neue Windmechanik mit dem neuen Flugmodell und vermittelt dem Team, obwohl noch in den Anf\u00e4ngen, ein tiefes Verst\u00e4ndnis daf\u00fcr, wie man mit der Geschwindigkeit und Gr\u00f6\u00dfe der Kampagnenschiffe Raumfahrtpositionen schafft.\n\n\n\nKunst (Waffen)\nDas Waffenkunstteam beendete die Modellierung und Texturierung der Behring S38 Pistole, Klaus & Werner Lumin V SMG und Apocalypse Arms Animus Raketenwerfer. Au\u00dferdem starteten sie die Produktion der Hedeby Gunworks Salvo frag Pistole und des Behring GP33 \"MOD\" Granatwerfer.\nKinematiken\nIm vergangenen Monat arbeitete Cinematics mit Level Design zusammen, um die Umsetzungsdurchl\u00e4ufe f\u00fcr alle verbleibenden Szenen und Kapitel zu priorisieren. Ein Implementierungspass bezieht sich auf den Prozess, eine Szene so funktionieren zu lassen, wie er es in der endg\u00fcltigen Version tun wird, und beinhaltet KI-Charaktere, die sich in\/aus Standorten bewegen. Das Team erhielt auch eine umfangreiche Code-Revision f\u00fcr das Track View-Tool, mit dem KI-Charaktere in Filmszenen oder Track View-Sequenzen im Allgemeinen ein- und ausblenden k\u00f6nnen. Der neue Code befindet sich noch im fr\u00fchen Test, wird es dem Team aber nach Fertigstellung erm\u00f6glichen, bewegungsbasierte Intros und Outros hinzuzuf\u00fcgen. Das bedeutet, dass die Charaktere problemlos in Szenen von dem, was sie getan haben, eintauchen und am Ende wieder zur\u00fcckkehren k\u00f6nnen, wodurch das pl\u00f6tzliche Glas entfernt wird, wenn die NSCs in Position kommen, die noch in vielen modernen Spielen zu sehen sind.\n\n\nIngenieurwesen\nDer Mai war ein arbeitsreicher Monat f\u00fcr alle Ingenieurteams. Beginnend mit Actor Features setzte das Team die \u00fcberarbeitete Sprungmechanik fort, die Animationen beim Laufen und Springen (vorw\u00e4rts, seitw\u00e4rts oder r\u00fcckw\u00e4rts) viel fl\u00fcssiger und st\u00f6rungsfreier gestaltet. Beim \"Headlook\" wurden alle Fortschritte erzielt. Fr\u00fcher, beim Blick nach unten oder zur Seite, gab es Situationen, in denen die Spieler in ihren eigenen K\u00f6rper oder ihre eigene Schulter sehen konnten. Sie schr\u00e4nkten auch die Blickbewegung ein, je nachdem, ob der Spielercharakter eine Waffe tr\u00e4gt und in welcher Haltung er sich befindet, um das Durchschneiden der Geometrie zu stoppen.\n\nNahkampfabst\u00fcrze verwenden nun das System der inversen Kinematik (IK), um sicherzustellen, dass sie korrekt erscheinen, wenn sich das Opfer auf einer anderen Ebene als der Spieler befindet, z.B. auf einer Steigung oder einem Schritt. Sie begannen auch den ersten Durchgang von Schlag- und Messerangriffen f\u00fcr den Nahkampf und benutzten IK erneut, um bestimmte Bereiche des Ziels zu treffen.\n\nDas KI-Team implementierte f\u00fcr das nutzbare Feature ein Kanalrouting, das es erm\u00f6glicht, die Funktionalit\u00e4t von einem nutzbarem zum anderen zu routen. So kann beispielsweise ein Barkeeper einem Gast ein Getr\u00e4nk liefern, egal ob er steht, auf einem Stuhl sitzt oder auf einem Stuhl an einem Tisch sitzt. Sie implementierten auch das Area Slotting, das es erm\u00f6glicht, eine brauchbare Interaktion auszul\u00f6sen, wenn Spieler einen Bereich betreten, anstatt sich an einen ganz bestimmten Punkt bewegen zu m\u00fcssen.\n\nVerbesserungen wurden auch an der Third-Person-Kamera vorgenommen, die Optionen bietet, die Bewegung mit der Trittfrequenz der Schritte zu verkn\u00fcpfen, um eine dynamischere Ansicht zu erm\u00f6glichen. Sie schufen auch die M\u00f6glichkeit, das gerenderte Video in eine Textur zu \u00e4ndern, die wechselnde TV-Kan\u00e4le simuliert.\n\nDas Engine-Team unterst\u00fctzte die verfahrenstechnischen Werkzeuge, die darin bestanden, Verbesserungen an automatisierten Objektlayouts vorzunehmen und Bodenebenen f\u00fcr die Lookup-Textur (LUT)-Tabelle zu generieren. Beim Rendern verbesserten sie die Qualit\u00e4t der Screen Space Directional Occlusion (SSDO)-Shadowing, erm\u00f6glichten zeitliches Dithering zum Aufl\u00f6sen von Objekten und Terrain Blending und verbesserten das zeitliche Dither-Muster f\u00fcr weniger Rauschen auf Haarkarten.\n\n\nGameplay-Geschichte\nDas Gameplay Story Team hielt die Dynamik im Mai aufrecht und realisierte 18 Rekordszenen auf hohem Niveau, darunter eine auf der Br\u00fccke des Idris. Sie sind auch gespannt, endlich den Tech des Cinematic Teams in die Finger zu bekommen, um Sequenzen ein- und auszublenden und zu testen.\nGrafiken\nDas Grafikteam setzt die Arbeit am organischen Shader im vergangenen Monat fort und kann nun Objekte dank einer besseren Kontrolle der Texturkachelung f\u00fcr unterschiedlich skalierte Instanzen eines Mesh wiederverwenden. Dies erm\u00f6glicht auch eine pr\u00e4zise Kontrolle \u00fcber die h\u00f6henbasierte Mischung der verschiedenen Detail-Texturschichten. Diese Funktionen werden in der Asteroiden-Feld-Assetbibliothek des Art Teams mit gro\u00dfer Wirkung eingesetzt. Sie vervollst\u00e4ndigten auch den letzten Schliff an Gaswolken, verschiedene Optimierungen und integrierten die volumetrischen Schatten in das Nebelsystem, um eine Handvoll Fehler zu beheben.\n\n\nLeveldesign\nDie SQ42 Design Teams haben einen soliden Start in das Verhalten der Br\u00fcckenbesatzung gemacht, nachdem die nutzbare Pipeline mit voller Kapazit\u00e4t betrieben wird. Dies erm\u00f6glicht es der Crew, realistisch mit verschiedenen Requisiten, Gegenst\u00e4nden und anderen NSCs auf eine v\u00f6llig systemische Weise zu interagieren. Das f\u00fcr viele der Kapitel ben\u00f6tigte \"Lande- und Startmodul\" wurde st\u00e4rker fokussiert, wobei die Teams f\u00fcr Benutzeroberfl\u00e4che, Animation und Technik beteiligt waren.\n\nSchlie\u00dflich wurden die \"Outer Odin\"-Level in die richtigen Objektcontainer gelegt und k\u00f6nnen nun ins Spiel gebracht werden.\n\n\nNarrativ\nDas Narrative Team durchlief eine Reihe von redaktionellen Auswahlverfahren f\u00fcr die wichtigsten SQ42-Charaktere. Sie schrieben auch mehrere Set-Dressing-Dokumente, um die Teams von Environment Art und Prop bei der Erz\u00e4hlung von Umweltgeschichten zu unterst\u00fctzen. Au\u00dferdem hatten sie mehrere Rezensionen mit Design zu den Erz\u00e4hlmomenten mehrerer Kapitel und machten weitere Fortschritte bei ihrer laufenden Aufgabe, den gesamten Text im Spiel zu vervollst\u00e4ndigen.\nQA\nQA leistete weiterhin direkte Unterst\u00fctzung f\u00fcr das Cinematics-Team, wenn Probleme mit dem Cutscene Workflow auftraten. Die im letzten Monat erw\u00e4hnte Kinokarte \"Zoo\" wurde um weitere Erg\u00e4nzungen erg\u00e4nzt, darunter alle \u00fcbrigen \"kleinen\" Schiffe. Sie arbeiten nun daran, zuverl\u00e4ssige Testebenen mit spezifischen Track View-Funktionen zu erstellen. Schlie\u00dflich werden diese Ebenen in die TestRunner-Funktionstests implementiert, die speziell f\u00fcr Track View-Kinematiken entwickelt wurden. \u00c4nderungen, die innerhalb des Feature-Streams f\u00fcr die Kampf-KI vorgenommen wurden, wurden ebenfalls getestet, um sicherzustellen, dass bestehende Cutscenes nicht beeintr\u00e4chtigt werden, sobald sie in das Game Build portiert wurden. Es wurden auch einige Probleme getestet, die das Track View-Tool selbst h\u00e4tten brechen k\u00f6nnen, und es wurden Abst\u00fcrze untersucht, die als Folge der \u00c4nderung eingef\u00fchrt wurden.\n\n\nTechnische Kunst\nDas Tech Art Team hat die zweite Version des internen Face-Customizers implementiert. Die zugrundeliegende Facial Rig Blending-Technologie wurde verbessert, um nicht nur das globale Blending zwischen vier verschiedenen Quellk\u00f6pfen zu erm\u00f6glichen, sondern auch eine unterschiedliche Auswahl von vier K\u00f6pfen f\u00fcr jeden der zw\u00f6lf Blend-Bereiche. W\u00e4hrend das neue Tool und seine Benutzeroberfl\u00e4che all diese zus\u00e4tzlichen Funktionen den K\u00fcnstlern zur Verf\u00fcgung stellen m\u00fcssen, ist es auch wichtig, dass die Benutzer nicht von der Komplexit\u00e4t und der Vielzahl der verwendeten Parameter \u00fcberfordert werden. Daher wurden eine Reihe von Komfortfunktionen hinzugef\u00fcgt, die eine schnelle Randomisierung der Head-IDs und der entsprechenden Gewichte (entweder pro Kopfregion oder global) erm\u00f6glichen. In jeder Phase der Gesichtsanpassung k\u00f6nnen die Symmetriebeschr\u00e4nkungen deaktiviert werden, um eine leichte Asymmetrie in verschiedenen Regionen zu erzeugen, was dazu beitr\u00e4gt, dass ein Gesicht nat\u00fcrlicher und realistischer wirkt. Das Tool macht es dem Team nun viel einfacher, einzigartig aussehende NSCs zu erstellen und gleichzeitig effizienter als je zuvor.\nTechnische Animation\nTech Animation setzte seine Arbeit an der Animationspipeline fort, um eine umfassende \u00dcberarbeitung des zentralen Referenzsystems von Maya zu erm\u00f6glichen. Dies wird letztendlich eine Pipeline liefern, die nicht auf harte Pfadreferenzen angewiesen ist und unendliche Arbeitsbereiche und Streams \u00fcber die gesamte Benutzerdatenbank hinweg unterst\u00fctzen kann. Sie sind auch dabei, die Codebasis und die Plugins der Animationspipeline zu aktualisieren, um Maya 2019 f\u00fcr ein m\u00f6gliches zuk\u00fcnftiges Upgrade zu unterst\u00fctzen. Technical Animation arbeitet eng mit Technical Art zusammen, um eine neue Gesichtsanimations- und Rigging-Pipeline zu entwickeln, die ein neues Ma\u00df an Flexibilit\u00e4t und Treue zu einer bereits hochmodernen L\u00f6sung bietet. Dar\u00fcber hinaus waren Animatoren \u00fcber viele Teams verteilt, um bei der Entwicklung von Kampf, Waffen, Gebrauchsgegenst\u00e4nden und Filmen zu helfen.\n\n\nUI\nIm vergangenen Monat konzentrierte sich das SQ42 UI-Team auf Archon. Logos und Schilder wurden entworfen, um die Ebene wie eine Industrieanlage erscheinen zu lassen, w\u00e4hrend Hintergrundbilder f\u00fcr Maschinen und den Br\u00fcckenbereich auch die Handarbeit des Teams tragen. SQ42 wird auch von den laufenden Entwicklungen zum zentralen Flug-HUD profitieren. Dazu geh\u00f6ren Indikatoren f\u00fcr Geschwindigkeit, g-Kraft, Nachbrenner, ESP und einige neue Mechaniken wie der Thrusterkraftbegrenzer und der Radarh\u00f6henmesser. Spieler k\u00f6nnen einen Einblick bekommen, wenn Alpha 3.6 im Persistent Universe startet, da das HUD \u00f6ffentlich auf der Aegis Gladius getestet wird.\n\n\nVFX\nIm vergangenen Monat setzte das Team die Untersuchung neuer Shader fort, darunter Tests auf Wasser und Regentropfen, die sich auf Schiffs\u00fcberdachungen ansammelten. Sie haben auch den \"Partikelimposter\"-Shader verbessert, der einfache, aber effektive UV-Scroll-, Kachel- und Verzerrungsoptionen bietet und einem Mesh als Ersatz f\u00fcr ein Partikelsystem zugewiesen werden kann. Zum Beispiel als scrollender Rauch oder Staub in der Ferne. Sie setzten auch die Arbeit an der neuen Gaswolkentechnologie fort, die letzten Monat erw\u00e4hnt wurde, diesmal unter dem Gesichtspunkt, wie das Toolset an Nicht-Gaswolkenstandorten wie Asteroidenfeldern eingesetzt werden kann. Schlie\u00dflich beheben sie ein Problem mit der aktuellen Version des Tools, das dazu f\u00fchrte, dass Bounding Boxen falsch exportiert wurden. Dies wurde korrigiert, indem die Begrenzungsrahmen und Voxel manuell auf eine bestimmte Gr\u00f6\u00dfe gezwungen wurden, so dass alles \u00fcber die verschiedenen Assets hinweg \u00fcbereinstimmte.\n\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We\u2019re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.\nAttention Recruits,\n\nWhat you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).\n\nAgents devoted countless hours to bringing us this intelligence. Through their hard work, we\u2019ve learned key intel on recent operations concerning Archon Station, AI transitions, inspired use of fog cloud technology, and more.\n\nThe information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.\n\nUEE Naval High Command\n\n\nAI\nMay saw the AI Team begin a project to add areas where players and NPCs can interact with a usable (item) without being in an exact position. These areas will allow for higher-fidelity when players and AI interact with numerous usables in a single space. Optimization continues all round, including the continued developing and fine-tuning of FPS combat tactics. This includes fighting from cover, fighting in open space, simple search behavior, and improvements to first reactions. Improvements were also made to the Posture Manage \u2013 the system used during combat to understand if an AI enemy has visibility of the player and a viable shooting direction when taking cover.\n\n\n\nAnimation\nAnimation focused on the new player jumping system throughout May. The animations are now much more fluid and incorporate jumping forwards, backwards, sideways, and running and jumping. They also finished setting up usables (beds, seats, consoles, etc.) and are starting to create a pre-visual system for different human AI enemy types and weapon sets. Immediate exits from cover when under duress were also worked on and the team is working on a plan to outsource data sets for animation variants to better prioritize development time.\n\nMore female animation sets are currently in development and will now always be worked on alongside the male version. Currently, they\u2019re starting with base re-targets from the male source and then replacing them with female-specific assets.\n\nFinally for Animation, the team worked on a few new weapons and assisted the Feature Development Team on attachments, melee, and takedowns. They also working hard on incorporating all of the story scenes, cinematics, and through lines for [REDACTED].\n\n\u201cHopefully they don\u2019t censor it this time, because that scene where [REDACTED] and [REDACTED] go to [REDACTED] is really cool!\u201d \u2013 SQ42 Animation Director\n\n\n\nArt (Characters)\nLast month, the Character Art Team continued polishing characters, with focus on chapter four. The team continues to explore the aliens of Squadron 42 and work on the material library, which will affect all armor and outfits in the game and enable the team to further drive visual quality. Similarly, tools for the hair pipeline are being built and tested to help the artists author higher-quality hair.\n\n\nArt (Environment)\nThe Environment Team were busy throughout May developing the Javelin\u2019s skybox, which involves working through the entire ship exterior and dissecting parts they can effectively use for the \u201cpush & pull\u201d mechanic. With work on the \u201corganic shader\u201d nearing completing, the team can start iterating on the asteroid set; initially focusing on the standard \u201cspace potatoes\u201d before progressing to the more technically-challenging shard-like shapes needed for the latter half of the campaign.\n\nSignificant effort was put into the traversable areas found around Archon Station, with the team keen to avoid the standard \u2018room, corridor, room\u2019 approach and fully open out the station to highlight its sheer scale. Once these areas are further developed, a dynamics pass will take place to give each corner life and movement using the lessons learned from their investigations earlier in the year.\n\nThe team are currently well into the development of a key \u201ccomms array\u201d seen in the campaign. The undisclosed array manufacturer has its own unique style that mixes retro design approaches and plenty of real-world references that grounds the entire station in reality.\n\nVolumetric skybox work continues around the Coil, with one mission in particular receiving a lot of attention. It merges the new wind mechanics with the New Flight Model and, though still early days, is giving the team a thorough understanding of how best to create space locations with the speed and scale of the campaign ships.\n\n\n\n\nArt (Weapons)\nThe Weapons Art Team finished modelling and texturing the Behring S38 pistol, Klaus & Werner Lumin V SMG, and Apocalypse Arms Animus missile launcher. They also started production on the Hedeby Gunworks Salvo frag pistol and Behring GP33 \u201cMOD\u201d grenade launcher.\n\nCinematics\nLast month, Cinematics worked with Level Design to prioritize implementation passes for all remaining scenes and chapters. An implementation pass refers to the process of making a scene function as it will do in the final release and includes AI characters moving in\/out of locations. The team also received a major code revision for the Track View tool that enables AI characters to blend in\/out of cinematic scenes or Track View sequences in general. The new code is still in early testing, but when complete, will enable the team to add locomotion-based intros and outros. This means characters will smoothly enter scenes from whatever they were doing and transition back when it ends, removing the sudden jar as NPCs rush into position still seen in many modern games.\n\n\n\nEngineering\nMay was a busy month for all engineering teams. Starting with Actor Features, the team continued with the reworked jumping mechanic, making animations when running and jumping (forwards, sideways, or backwards) much more fluid and glitch-free. Progress was all made on \u201chead look\u201d. Previously, when looking down or sideways, there were situations where players could see into their own body or shoulder. They also restricted look movement depending on whether the player character is carrying a weapon and what their pose is, again to stop clipping through the geometry.\n\nMelee takedowns now use the inverse kinematics (IK) system to ensure they appear correctly if the victim is on a different level from the player, such as on a slope or a step. They also started the first pass of punching and knife attacks for melee combat, again using IK to hit specific areas of the target.\n\nThe AI Team implemented channel routing for the usable feature, which allows functionality to be routed from one usable to another. For example, a bartender can deliver a drink to a patron whether they\u2019re standing, sitting in a chair, or sitting in a chair at a table. They also implemented area slotting, which allows a usable interaction to be triggered when players enter an area, rather than having to move to a very specific point.\n\nImprovements were also made to the third-person camera, giving options to link motion to the cadence of footsteps to give a more dynamic view. They also created the ability to change video rendered to a texture that simulates changing TV channels.\n\nThe Engine Team provided support for the procedural tools, which involved making improvements to automated object layouts and generating ground layers for the lookup texture (LUT) table. In rendering, they made major quality improvements to Screen Space Directional Occlusion (SSDO) shadowing, enabled temporal dithering for dissolving objects and terrain blending, and enhanced the temporal dither pattern for reduced noise on hair cards.\n\n\n\nGameplay Story\nThe Gameplay Story Team maintained momentum throughout May and implemented a record 18 scenes to a high standard, including one on the bridge of the Idris. They\u2019re also excited to finally get their hands on the Cinematic Team\u2019s tech for blending in and out of track view sequences and to begin testing it out.\n\nGraphics\nContinuing last month\u2019s work on the organic shader, the Graphics Team can now re-use assets thanks to better control of the texture tiling for differently-scaled instances of a mesh. This also provides precise control over the height-based blending of the various detail texture layers. These features are being used to great effect in the Art Team\u2019s asteroid field asset library. They also completed the final touches on gas clouds, various optimizations, and integrated the volumetric shadows into the fog system to fix a handful of bugs.\n\n\n\nLevel Design\nThe SQ42 Design Teams made a solid start on the bridge crew behaviors now that the usables pipeline is operating at full capacity. This will enable the crew to realistically interact with various props, items, and other NPCs in a fully systemic way. The \u201clanding\/take-off module\u201d needed for many of the chapters received more focus, with contribution from the UI, Animation, and Engineering teams.\n\nFinally, the \u201cOuter Odin\u201d levels were put in their correct object containers and can now be traveled to in-game.\n\n\n\nNarrative\nThe Narrative Team went through an assortment of editorial selects for key SQ42 characters. They also wrote several set-dressing documents to guide the Environment Art and Prop teams with environmental storytelling. Plus, they had multiple reviews with Design on several chapter\u2019s narrative moments and made further progress on their ongoing task to complete all in-game text.\n\nQA\nQA continued to provide direct support to the Cinematics Team whenever issues affecting their cutscene workflow were encountered. More additions were made to the cinematics \u201czoo\u201d map mentioned last month, including all remaining \u201csmall\u201d ships. They\u2019re now working on creating reliable test levels with specific Track View functionality. Eventually, these levels will be implemented into the TestRunner feature tests made specifically for Track View cinematics. Changes made within the feature stream for combat AI were also tested to ensure that existing cutscenes wouldn\u2019t be affected once they were ported into the game build. A few issues were also tested that could\u2019ve broken the Track View tool itself and crashes were investigated that were introduced as a result of the change.\n\n\n\nTech Art\nThe Tech Art Team implemented version two of the internal face customizer. The underlying facial rig blending technology was enhanced to not only allow blending globally between four different source heads, but to allow a different choice of four heads for each of the twelve blend regions. While the new tool and its user interface need to expose all this additional functionality to the artists, it\u2019s also critical that users don\u2019t get overwhelmed by the complexity and sheer amount of parameters in use. Therefore, a number of convenience functions were added to allow for the quick randomization of head IDs and their corresponding weights (either per head region or globally). During each stage of the facial customization, symmetry constraints can be turned off to introduce slight asymmetry in distinct regions, which helps to make a face look more natural and realistic. The tool now makes it much easier for the team to create unique-looking NPCs while being more efficient than ever before.\n\nTech Animation\nTech Animation continued their work on the animation pipeline to provide a massive overhaul to Maya\u2019s core referencing system. This will ultimately provide a pipeline that doesn\u2019t rely on hard path referencing and can support infinite workspaces and streams across the userbase. They\u2019re also currently upgrading the animation pipeline codebase and plugins to support Maya 2019 for a possible future upgrade. Technical Animation have been working closely with Technical Art to co-develop a new facial animation and rigging pipeline to bring a new level of flexibility and fidelity to an already cutting-edge solution. Additionally, animators were spread across many teams to help in the development of combat, weapons, usables, and cinematics.\n\n\n\nUI\nLast month, the SQ42 UI Team focused on Archon. Logos and signs were created to help make the level feel like an industrial facility, while background screens for machinery and the bridge area also bear the team\u2019s handiwork. SQ42 will also benefit from the ongoing developments to the central flight HUD. This includes indicators for velocity, g-force, afterburner, ESP, and some new mechanics such as the thruster strength limiter and radar altimeter. Players can get a sneak peek when Alpha 3.6 launches in the Persistent Universe, as the HUD is being tested publicly on the Aegis Gladius.\n\n\n\nVFX\nLast month, the team continued investigating new shaders, including tests for water and raindrops accumulating on ship canopies. They also made improvements to the \u2018particle imposter\u2019 shader that has simple-but-effective UV scrolling, tiling and distortion options, and can be assigned to a mesh as a replacement for a particle system. For example, as scrolling smoke or dust effects in the distance. They also continued work on the new gas cloud tech mentioned last month, this time looking at ways the toolset can be used in non-gas cloud locations, such as asteroid fields. Finally, they fixed an issue with the current version of the tool that was causing bounding boxes to export incorrectly. This was rectified by manually forcing the bounding boxes and voxels to a specific size so that everything matched up across the various assets.\n\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":13,"created_at":"2019-06-13T22:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-05-07 22:09:57","valid_relations":["images","links"],"prev_id":17115,"next_id":17118}}