{"data":{"id":17180,"title":"Star Citizen Monthly Report: July 2019","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17180-Star-Citizen-Monthly-Report-July-2019","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17180","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17180","channel":"Undefined","category":"Undefined","series":"Monthly 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saw the surprise release of Star Citizen\u2019s first self-propelled air defense system, the Ballista, along with the launch of Alpha 3.6. Unsurprisingly, the final development stages and testing of this straight-to-drivable vehicle and Alpha 3.6\u2019s gameplay played a part in last month\u2019s global workload, but big steps were also taken in the creation of features for Alpha 3.7 and beyond. Read on for the gritty details.\n\nAI\nJuly\u2019s roundup starts with AI, which extended the first reactions worked on last month to be triggered by friendly AI characters. As a reminder, first reactions are part of combat behavior that are triggered by AI characters sensing the presence of an enemy. The first reaction is a precursor to real combat and includes specific animations, communications, and can lead the AI to investigate the source of suspicious noises or events.\nWhile Alpha 3.6 dominated most of the Ship Team\u2019s month, progress was made on crucial upcoming features for the PU (and SQ42 in some cases): \u2018Fire discipline\u2019 influences the firing behavior of gunners and pilots, the idea being that surrounding events and actions alter the behavior between the extremes of \u2018trigger happy\u2019 and \u2018parsimonious\u2019. For target selection, the team added two new elements \u2013 \u2018self-preservation\u2019, which prioritizes attacking the most dangerous enemy combatant and \u2018defend ally\u2019, which monitors friendly ships and AI and attacks players causing the most damage. AI security behavior has also been refined for security and interdiction missions to cover everything that could happen during a mission (of which there are many!).\nAnimation\nLast month, the team worked on the bartender animations and behaviors, a new mission giver, and the emotes captured at last year\u2019s CitizenCon. Facial animation was also done for shopkeepers and bar patrons, and more.\nArt (Environment)\nAfter the release of the bigger and better Rest Stop exteriors in Alpha 3.6, the Modular Team moved on to the interiors. As with all procedural location workflows, time is spent setting up the rules of layout generation and various room libraries. Players can expect the new interiors to feel larger, more open, and more varied when they launch in Alpha 3.7.\nWork also continued on Orison, Crusader\u2019s main landing zone, which is currently in the greybox stage. The team finished the layout and are currently making sure the components and architecture complement each other and communicate the desired art style.\nA portion of the UK-based team began work on the exterior buildings for New Babbage. The Environment Art Team began work on the wider microTech planet, with effort going into creating new terrains and materials to better represent snowy landscapes and frozen planes.\nArt (Ships)\nThe Origin 890 Jump is well on its way to the PU, with the team finishing off the remaining tweak and polish tasks. Once the art elements are done, it\u2019ll go to the Tech Art Team for its pre-flight setup.\nThe first half of the Aegis Vanguard update went live last month and the remaining two are now nearing completion. Look out for the Harbinger and Sentinel in the PU in Alpha 3.7.\nIn the US, the Art Team worked closely with System Design to build the Ballista and supported the final stages of the P-72 Archimedes, both of which launched in Alpha 3.6.\nProgress on the Banu Defender continues, with the team getting close to solidifying the Banu ship identity with dramatic lighting and a unique construction style. The exterior was the focus last month and saw the team tackle the cockpit, body, wings, and landing gear.\nSignificant focus was also placed on creating a unique standard for the Tevarin, which led the team to reevaluate the interior of the Prowler. Progress on the exterior, however, continued into greybox, with time last month going into designing the unique landing gear and bulkheads. Tech Art solved some of the technical challenges presented by the unique features on the wings as they\u2019re also the main thrusters and landing gear. They also polished landing gear systems across the board, with particular focus on tuning \u2018settle height\u2019. They also helped to improve the player\u2019s cockpit experience by working on HOTAS strafe animations.\nArt (Weapons)\nThe Weapons Art Team completed their final pass on both the Hedeby Gunworks Salvo frag pistol and Behring GP33 \u2018MOD\u2019 grenade launcher mentioned last month. The OMC frag grenade was completed and the team began work on the new attachments for Alpha 3.7. Development kicked off for the greybox for the Kroneg FL-33 laser cannon.\nAudio\nAudio spent time in July supporting the recent and upcoming features and content including the Anvil Ballista, Origin 890 Jump, Kruger P-72 Archimedes, Hedeby Gunworks Salvo pistol, Apocalypse Arms missile launcher, and weapon attachments.\nThey also made Foley improvements and refined the remote turret experience. Alpha 3.7 should also see the return of music previously removed due to a rework of implementation along with new audio to support specific points of interest.\nBackend Services\nLast month, Backend Services worked on the resource service that tracks the state of natural resources found on planets and moons. Adjustments were made to the transaction service, persistent data manager, and rental services. The first phase of the diffusion router mesh was completed and allows DevOps to manage how network traffic and server-to-service communication travels through the back end. They also finished the new matchmaker API used by the platform teams for Spectrum.\nCharacters\nThe new career concepts mentioned last month were further developed throughout July. New armor was concepted and developed, while progress was made on making all existing clothing compatible with the female character model. The material library was further expanded too, which will help to improve the overall texture quality throughout the game when complete.\nCommunity\nShortly before the release of Alpha 3.6, the Imperator\u2019s Day festivities kicked off, celebrating independence throughout the \u2018verse. To honor the unification of humanity, the team invited everyone to throw their very own Imperator\u2019s Day parade and share their best pictures. With the unexpected introduction of the Ballista, Anvil\u2019s self-propelled air defense system, the Community Team jumped headfirst into the next contest. This time, they challenged players to design a bumper sticker for the newly released vehicle. The contest offered one lucky designer the chance to leave their mark on CitizenCon 2949, with the first-place design being physically printed and distributed to all attendees at the event in November!\nSpeaking of CitizenCon, the team is still accepting applications for community booths. This time, it\u2019s not exclusively for organizations \u2013 if you\u2019re an event group, sub-community, or even fly solo, everyone is invited to submit an application.\nDesign\nThe team in Texas worked on ship balancing and pricing last month, specifically developing the capability to systemically set prices. In doing so, they analyzed the stats from current ships and identified balance issues arising from early development artifacts. They\u2019re now coordinating with the Ship Team to target these issues and bring all vehicles in-line with the expected guidelines.\nThe team watched players discover Alpha 3.6\u2019s new black-market locations and looked at profitability, how much \u2018fences\u2019 take, and common player behavior (particularly regarding the new law system). They\u2019ll use the information gathered to help further improve gameplay in the future.\nProgress on the NPC bartender continues, with several new usables (mostly mix stations) being created. They\u2019re also coordinating with various other teams to improve how NPCs look when moving between usables. New vendors and NPCs are being iterated on too.\nBalancing and implementation of the upcoming ship rental feature was done, while the selling of items from the upcoming \u2018harvestables\u2019 feature was discussed. Finally, work was also started on the Anvil Ballista to access CryAstro services.\nDevOps\nDevOps was busy keeping up with the build and publishing schedules which become increasingly demanding toward the end of a quarterly publishing cycle. In July alone they deployed 16 times to the PTU and once to Live. They also performed several publishes each day for internal testing.\nWhile service monitoring will continue for the Publishing Team, the Build Team moved onto further enhancing build optimization and storing the massive amount of daily-generated data. July also saw the start of a new project to explore the viability of scaling certain aspects of the build system using cloud services.\nEngineering\nIn Germany, the Engine Team worked on support for tri-mesh splitting to optimize collisions and intersection tests, continued work on geometry instancing, and optimized the application of networked states as part of the wider physics update. They also added raycaster support for collisions on overlapping zones. Recent optimizations include making vehicles \u2018go to sleep\u2019 when landed, not updating ship physical entity if parts move slightly, not looping through all rigid entities during the \u2018apply state from network\u2019 part of the physics step, and introducing the first elements of box pruning.\nThey also continued removing the global render state along with graphic and fidelity planning and prep and added support for \u2018libunwind\u2019 on Linux for more readable callstacks when DGS crashes. They also continued support for SOCS (with entity stability improvements), remove\/respawn single aggregates to memory, and general game code.\nFor Rendering, they improved the anti-flicker heuristic for TSAA, which now uses the cumulative moving average for the first four frames to obtain faster convergence after history resets. They researched atmosphere artifacts at the horizon and made several major improvements. Some issues remain and will be fixed by a slightly different approach to atmosphere rendering. This new approach will unify the atmosphere, ground fog, and eventually clouds. Part of the research involved implementing a ground truth solution for atmosphere light inscattering (single-scatter precise + multi-scatter approximation). For the procedural planet tool, they implemented a layout generation recorder for designers that allows the visualization of collision issues in the layout of space stations and other locations.\nFeatures (Gameplay)\nPreviously, the Gameplay Features was split into two teams, US1 and US2, who worked on different features and tasks. July saw them merge into the US Persistent Universe Gameplay Team, whose first united task was to plan new and improved features for the next major release.\nAlongside the merge, work continued on the next iteration of the Character Customizer. When complete, it\u2019ll bring a whole new look and feel to the feature. They also worked on improvements to FoIP & VoIP (adding multi-channel comms support) and polished the ship rental kiosks alongside the UI Team.\nFeatures (Vehicles)\nThe team\u2019s focus in July was split between bug fixing for Alpha 3.6 and starting feature development for upcoming future patches. Crash and build stability issues were rectified and bugs affecting turrets, scanning, mining, and various vehicles were fixed. Feature-wise, the team supported the ongoing physics system refactor and began adding additional functionality to vehicle scanning.\nGraphics\nThe Graphics Team resumed their work on Planet Shading v4, with focus on adding a new artist tool that simultaneously paints a desired location along with every other location on the planet with matching environmental conditions. This provides a great compromise between hand-crafted and fully-procedural content creation. Work also started on the tint palette system, which will eventually allow the game code to assign shared palettes to any object in the game and recolor the materials and assign matching decals and logos. This will vastly cut down the work required to create material variants of ships, weapons, armor, props, and environments and give the designers much greater flexibility in the array of colors and branding available across the game.\nLevel Design\nLevel Design are currently iterating on the Rest Stop interiors to make them that feel more in-line with the new larger exteriors. They\u2019re also working on New Babbage and Orison, both of which are making great progress. The team also developed a modular set to increase the speed that they can build flagship landing zones in the future.\nLighting\nThe Lighting Team kept busy last month, with many upcoming locations reaching the stage when lighting begins to form a critical role in artistic composition, mood, and player readability. New Babbage and Orison received attention, with lighting added to help portray the desired initial mood. This involves laying down the technical foundation (cubemap placement and navigational lighting) to give a base level of quality so that playtests can be run without distracting visual issues.\n\nNarrative\nNarrative began the month with quarterly planning, which involved assessing the work required to get new missions, gameplay content, New Babbage, and Orison ready for release.\nThey worked with the Props Team in the UK on the text that will feature on some as-yet-unannounced items and names and descriptions were created for Alpha 3.6\u2019s new weapons and attachments. They also worked on branding and signage for the Rest Stop interior variants.\nThe Xi\u2019an language continued to be refined, with a whole swath of food terms added to the lexicon. This was used as the basis for the Xi\u2019an Cuisine article featured in July\u2019s issue of Jump Point. Foundational work for on Banu language made excellent progress too, as more details of the race\u2019s everyday lives were fleshed out.\nNew lore articles were written, including a news update on a Synthworld accident and a portfolio on Talon Weapons Systems. The team also assisted with the launch of Alpha 3.6, addressing any remaining narrative issues with the law system, space station exteriors, black market economy, and ship purchasing kiosks.\nPlayer Relations\nThe Player Relations team spent July supporting Alpha 3.6, 3.6.1, and the Ballista sale.\n\u201cWe\u2019d like to take a different route this month and highlight the efforts of two people who are well known to Evocati and deserve a special menion: Michael \u2018Baior\u2019 Smith and Nathan \u2018Wakapedia\u2019 Coy. Both Baior and Waka have been absolute troopers for Player Relations, spearheading our publishing and feedback efforts. On top of that, they create a special Quality of Life report that goes to all stakeholders so we capture all of the feedback from players. They\u2019ve been quite busy this summer on Alpha 3.6, so give them a thanks if you see them in Spectrum!\u201d\nProps\nJuly saw continued work on the dressing props for the Origin 890 Jump, which included adding hints of luxury and life to the ship. Additional cargo assets were created for the Mission Team to aid with storytelling and the last few bug fixes were made for Alpha 3.6. As release work came to a close, the team took the opportunity to do some much-needed auditing, clean up the Layer Blend material library, and optimize texture reuse.\nWork continued on the bar experience, with the templates defined last month used to create final art for the cocktail station and a more generic bar dressing set, and improvements were made to the glass and drink materials.\nFocus was also put onto unifying the seat setup and the team worked closely with Design on a full consistency pass across all seat assets. A couple of asset requests were made for the Ballista and 890 Jump trailers too, which the team considers a great opportunity to push quality and go to town on the visuals.\nQA\nQA worked extensively on the release of Alpha 3.6, testing Evocati, PTU, and Live builds for deployment. Once live, a few of the team moved onto preliminary testing for next quarter\u2019s Alpha 3.7. Four new testers were also added to the ranks.\nOver in Germany, the team worked on test requests for the law jurisdiction from the Ship AI Team. This involved testing the various functionalities of the jurisdiction system along with looking at edge cases that could occur when apprehended by security AIs. Combat AI and social AI are currently tested daily to help the team stay on top of any new issues that arise from related system updates.\nAs part of Planet Tech v4, the \u2018PlanEd\u2019 planet editor tool used by Environment Art received a new paint tool. So, a revamp of the PlanEd section of the full editor checklist was done to ensure they\u2019re testing the most recent relevant functionality. Old test cases that will soon be deprecated were removed and a new section was created to focus more on using the paint tool on planetary surfaces.\nTech Animation\nTech Animation saw several new additions to their pipeline that, in the long run, will make for improved character deformation. Head rigging and the related pipeline were developed too, which will allow new mission givers and more interesting characters throughout the PU.\nThe bartender NPC received new prop iterations that allow him to better interact with players when serving drinks. Alpha 3.6\u2019s new weapons and attachments were finished off for the patch release and animations were developed for upcoming trailers, including the recently unveiled Anvil Ballista. Tools received attention too, which were further developed for ease-of-use.\nImprovements were made to the remote exporting tool to make it easier for animators to export large or numerous scenes in a batch process. The new version includes support for feature streams to make it easier to directly export to them. The team also supported the Usable Content Team with bug fixes for existing usables and implementation setups for new usables. The Weapons Team received support with setups and general tech support for the new attachment system and addressed multiple bugs related to Alpha 3.6\u2019s new weapons.\nTurbulent (Services)\nIn Montreal, July was dedicated to the development of the new voice session manager that reached its second milestone. It can now handle two sessions at the same time, such as \u2018group\u2019 and \u2018proximity\u2019. The next step is to tie it to the game UI, which will be done with the Gameplay Team.\nThe team also helped release Alpha 3.6 as several UI additions were supported by VOIP or linked to microservices created and maintained by Turbulent. This includes the auto-join proximity VOIP channel, ability to invite all members of a channel into a party, and the comms visor VOIP display.\nTurbulent (Web platform)\nTurbulent created the page to announce the elements of the Alpha 3.6 patch, linking to the patch notes and flyable promotion pages. The Alpha 3.6 flyable promotion showcased ships from Aegis, Kruger, and the new Anvil vehicle.\nTurbulent released the unified Launcher 1.2.0. This release consolidates the PTU and Live environments into a single launcher which, for those in the Evocati, makes switching between Live and the PTU much easier. Work continues on quality-of-life improvements, but the first release was welcomed by the community.\n\nUser Interface (UI)\nAs well as bug-fixing for the Alpha 3.6 release, the UI Team began implementing the new rental kiosk, which will allow players to rent vehicles from certain shops. The Graphic Art Team worked on UI concepts, signage, and posters for the interiors of an upcoming location.\nVFX\nLike most teams, July saw the VFX polishing and bug fixing for Alpha 3.6. Alongside bugs, work was completed on the Anvil Ballista, including adding effects for the recently released trailer. Work also began on effects for the Origin 890 Jump, the Hedeby Gunworks Salvo frag pistol, and the Kroneg FL-33 laser cannon.\nPlanet Tech Tools v4 was worked on too, which now can now spawn unique particles on the terrain using various parameters. It can also lock particles to the terrain and have them move around on the surface as needed. For example, when particles are affected by gravity or wind, they now flow around the contours of the terrain in a natural way. The team also added a particle LOD system to allow them to draw \u2018cheaper\u2019 versions of the effect much further away and swap them out for a higher-quality version up close. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Im Juli wurde das erste selbstfahrende Luftverteidigungssystem von Star Citizen, der Ballista, \u00fcberraschend freigegeben, zusammen mit dem Start von Alpha 3.6. Es \u00fcberrascht nicht, dass die letzten Entwicklungsstufen und Tests dieses direkt fahrbaren Fahrzeugs und des Gameplays von Alpha 3.6 einen Teil der globalen Arbeitsbelastung des letzten Monats ausmachten, aber auch bei der Entwicklung von Features f\u00fcr Alpha 3.7 und dar\u00fcber hinaus wurden gro\u00dfe Schritte unternommen. Lesen Sie weiter f\u00fcr die k\u00f6rnigen Details.\n\nKI\nDie Razzia im Juli beginnt mit der KI, die die ersten Reaktionen, an denen im vergangenen Monat gearbeitet wurde, erweitert hat, um von freundlichen KI-Charakteren ausgel\u00f6st zu werden. Zur Erinnerung: Erste Reaktionen sind Teil des Kampfverhaltens, die durch KI-Charaktere ausgel\u00f6st werden, die die Anwesenheit eines Feindes erkennen. Die erste Reaktion ist ein Vorl\u00e4ufer des realen Kampfes und beinhaltet spezifische Animationen, Kommunikation und kann die KI veranlassen, die Quelle verd\u00e4chtiger Ger\u00e4usche oder Ereignisse zu untersuchen.\nW\u00e4hrend Alpha 3.6 den gr\u00f6\u00dften Teil des Monats des Schiffsteams beherrschte, wurden Fortschritte bei den wichtigsten bevorstehenden Features f\u00fcr die PU (und in einigen F\u00e4llen auch f\u00fcr das SQ42) erzielt: \"Feuerdisziplin\" beeinflusst das Schussverhalten von Sch\u00fctzen und Piloten, wobei die Idee besteht, dass umliegende Ereignisse und Aktionen das Verhalten zwischen den Extremen \"trigger happy\" und \"sparsam\" ver\u00e4ndern. F\u00fcr die Zielauswahl hat das Team zwei neue Elemente hinzugef\u00fcgt - \"Selbsterhaltung\", die den Angriff auf den gef\u00e4hrlichsten feindlichen K\u00e4mpfer priorisiert, und \"Verteidigungspartner\", der befreundete Schiffe und KI \u00fcberwacht und Spieler angreift, die den gr\u00f6\u00dften Schaden verursachen. Das KI-Sicherheitsverhalten wurde auch f\u00fcr Sicherheits- und Verbotsmissionen weiterentwickelt, um alles abzudecken, was w\u00e4hrend einer Mission passieren k\u00f6nnte (von denen es viele gibt!).\nAnimation\nLetzten Monat arbeitete das Team an den Animationen und Verhaltensweisen des Barkeepers, einem neuen Missionsgeber und den Emotes, die auf der letztj\u00e4hrigen CitizenCon aufgenommen wurden. Gesichtsanimationen wurden auch f\u00fcr Ladenbesitzer und Barbesucher und mehr durchgef\u00fchrt.\nKunst (Umwelt)\nNach der Ver\u00f6ffentlichung der gr\u00f6\u00dferen und besseren Rest Stop Exteriors in Alpha 3.6 ging das Modular Team weiter zu den Interiors. Wie bei allen prozessualen Standortworkflows wird Zeit damit verbracht, die Regeln f\u00fcr die Layouterstellung und verschiedene Raumbibliotheken aufzustellen. Die Spieler k\u00f6nnen erwarten, dass sich die neuen Innenr\u00e4ume gr\u00f6\u00dfer, offener und vielf\u00e4ltiger anf\u00fchlen, wenn sie in Alpha 3.7 starten.\nAuch an Orison, der Hauptanlandezone von Crusader, die sich derzeit in der Greybox befindet, wurde weiter gearbeitet. Das Team hat das Layout fertig gestellt und stellt derzeit sicher, dass sich die Komponenten und die Architektur erg\u00e4nzen und den gew\u00fcnschten Kunststil kommunizieren.\nEin Teil des in Gro\u00dfbritannien ans\u00e4ssigen Teams begann mit den Arbeiten an den Au\u00dfenanlagen f\u00fcr New Babbage. Das Environment Art Team begann mit der Arbeit auf dem breiteren microTech Planeten, mit dem Ziel, neue Terrains und Materialien zu schaffen, um schneebedeckte Landschaften und gefrorene Fl\u00e4chen besser darzustellen.\nKunst (Schiffe)\nDer Origin 890 Jump ist auf dem besten Weg zur PU, wobei das Team die restlichen Optimierungs- und Polieraufgaben erledigt. Sobald die Kunstelemente fertig sind, geht es an das Tech Art Team f\u00fcr das Pre-Flight-Setup.\nDie erste H\u00e4lfte des Aegis Vanguard Updates ist letzten Monat live gegangen und die restlichen beiden stehen kurz vor der Fertigstellung. Achten Sie auf den Vorbote und W\u00e4chter in der PU in Alpha 3.7.\nIn den USA arbeitete das Art Team eng mit System Design zusammen, um den Ballista zu bauen und unterst\u00fctzte die Endphase des P-72 Archimedes, die beide mit Alpha 3.6 eingef\u00fchrt wurden.\nDie Fortschritte beim Banu Defender gehen weiter, und das Team n\u00e4hert sich der Festigung der Identit\u00e4t des Banu-Schiffes mit dramatischer Beleuchtung und einem einzigartigen Baustil. Das \u00c4u\u00dfere stand letzten Monat im Mittelpunkt und das Team sah, wie es Cockpit, Karosserie, Fl\u00fcgel und Fahrwerk in Angriff nahm.\nEin weiterer Schwerpunkt lag auf der Schaffung eines einzigartigen Standards f\u00fcr den Tevarin, was das Team veranlasste, das Innere des Prowlers neu zu bewerten. Die Fortschritte auf der Au\u00dfenseite setzten sich jedoch in der Greybox fort, wobei die Zeit im vergangenen Monat in die Entwicklung der einzigartigen Fahrwerke und Schotte ging. Tech Art l\u00f6ste einige der technischen Herausforderungen, die sich aus den einzigartigen Merkmalen der Fl\u00fcgel ergeben, da sie gleichzeitig die wichtigsten Triebwerke und Fahrwerke sind. Sie polierten auch die Fahrwerksysteme auf breiter Front, wobei der Schwerpunkt auf der Abstimmung der \"Setzh\u00f6he\" lag. Sie halfen auch, das Cockpit-Erlebnis des Spielers zu verbessern, indem sie an HOTAS-Strafe-Animationen arbeiteten.\nKunst (Waffen)\nDas Waffenkunstteam beendete seinen letzten Durchgang mit der Hedeby Gunworks Salvo frag Pistole und dem im letzten Monat erw\u00e4hnten Behring GP33 MOD Granatwerfer. Die OMC Fragranate wurde fertiggestellt und das Team begann mit der Arbeit an den neuen Anbauger\u00e4ten f\u00fcr Alpha 3.7. Die Entwicklung der Greybox f\u00fcr die Kroneg FL-33 Laserkanone hat begonnen.\nAudio\nAudio verbrachte im Juli Zeit damit, die neuesten und kommenden Features und Inhalte zu unterst\u00fctzen, darunter den Anvil Ballista, Origin 890 Jump, Kruger P-72 Archimedes, Hedeby Gunworks Salvo Pistole, Apocalypse Arms Raketenwerfer und Waffenzubeh\u00f6r.\nSie machten auch Foley-Verbesserungen und verfeinerten das Remote Turret Erlebnis. Alpha 3.7 sollte auch die R\u00fcckgabe von Musik sehen, die zuvor aufgrund einer \u00dcberarbeitung der Implementierung entfernt wurde, zusammen mit neuem Audio, um bestimmte Punkte von Interesse zu unterst\u00fctzen.\nBackend Services\nIm vergangenen Monat arbeitete Backend Services an dem Ressourcendienst, der den Zustand der nat\u00fcrlichen Ressourcen auf Planeten und Monden verfolgt. Anpassungen wurden am Transaktionsdienst, am persistenten Datenverwalter und an den Mietservices vorgenommen. Die erste Phase des Diffusionsrouter-Netzes wurde abgeschlossen und erm\u00f6glicht es DevOps zu verwalten, wie der Netzwerkverkehr und die Server-zu-Service-Kommunikation durch das Backend laufen. Sie haben auch die neue Matchmaker-API fertig gestellt, die von den Plattformteams f\u00fcr Spectrum verwendet wird.\nCharaktere\nDie im vergangenen Monat erw\u00e4hnten neuen Karrierekonzepte wurden im Laufe des Monats Juli weiterentwickelt. Neue R\u00fcstungen wurden konzipiert und entwickelt, und es wurden Fortschritte bei der Kompatibilit\u00e4t aller vorhandenen Kleidungsst\u00fccke mit dem weiblichen Charaktermodell erzielt. Die Materialbibliothek wurde ebenfalls weiter ausgebaut, was dazu beitragen wird, die Texturqualit\u00e4t im gesamten Spiel zu verbessern, wenn sie vollst\u00e4ndig ist.\nCommunity\nKurz vor der Ver\u00f6ffentlichung von Alpha 3.6 begannen die Feierlichkeiten zum Imperator's Day und feierten die Unabh\u00e4ngigkeit im gesamten Vers. Um die Vereinigung der Menschheit zu ehren, lud das Team alle ein, ihre eigene Imperator's Day Parade zu veranstalten und ihre besten Bilder zu zeigen. Mit der unerwarteten Einf\u00fchrung der Ballista, dem selbstfahrenden Luftverteidigungssystem von Anvil, sprang das Community Team kopf\u00fcber in den n\u00e4chsten Wettbewerb. Diesmal forderten sie die Spieler auf, einen Autoaufkleber f\u00fcr das neu eingef\u00fchrte Fahrzeug zu entwerfen. Der Wettbewerb bot einem gl\u00fccklichen Designer die M\u00f6glichkeit, die CitizenCon 2949 zu pr\u00e4gen, wobei das Erstplatzierungsdesign physisch gedruckt und an alle Teilnehmer der Veranstaltung im November verteilt wurde!\nApropos CitizenCon, das Team nimmt immer noch Bewerbungen f\u00fcr Gemeinschaftsst\u00e4nde entgegen. Diesmal ist es nicht nur f\u00fcr Unternehmen gedacht - wenn Sie eine Event-Gruppe, eine Sub-Community oder sogar alleine fliegen, ist jeder eingeladen, eine Bewerbung einzureichen.\nDesign\nDas Team in Texas arbeitete letzten Monat an der Schiffsbilanzierung und Preisgestaltung und entwickelte insbesondere die F\u00e4higkeit, systemisch Preise festzulegen. Dabei analysierten sie die Statistiken der aktuellen Schiffe und identifizierten Bilanzprobleme, die sich aus fr\u00fchen Entwicklungsartefakten ergeben. Sie stimmen sich nun mit dem Ship Team ab, um diese Probleme anzugehen und alle Fahrzeuge mit den erwarteten Richtlinien in Einklang zu bringen.\nDas Team beobachtete die Spieler, wie sie die neuen Schwarzmarktstandorte von Alpha 3.6 entdeckten und untersuchte die Rentabilit\u00e4t, die H\u00f6he der Z\u00e4une und das Verhalten der Spieler (insbesondere im Hinblick auf das neue Rechtssystem). Sie werden die gesammelten Informationen nutzen, um das Gameplay in Zukunft weiter zu verbessern.\nDie Fortschritte beim NSC-Barkeeper gehen weiter, wobei mehrere neue Usables (meist Mix-Stationen) geschaffen wurden. Sie koordinieren auch mit verschiedenen anderen Teams, um das Aussehen der NSCs beim Wechsel zwischen den Nutzungsm\u00f6glichkeiten zu verbessern. Auch neue Lieferanten und NSCs werden iteriert.\nDer Ausgleich und die Implementierung der bevorstehenden Schiffsmiete wurde durchgef\u00fchrt, w\u00e4hrend der Verkauf von Artikeln aus der bevorstehenden Erntegutfunktion diskutiert wurde. Schlie\u00dflich wurde auch mit den Arbeiten an der Anvil Ballista begonnen, um auf die Dienste von CryAstro zuzugreifen.\nDevOps\nDevOps war damit besch\u00e4ftigt, mit den Build- und Publishing-Pl\u00e4nen Schritt zu halten, die gegen Ende eines viertelj\u00e4hrlichen Ver\u00f6ffentlichungszyklus immer anspruchsvoller werden. Allein im Juli setzten sie 16 Mal in der PTU und einmal in Live ein. Sie f\u00fchrten auch mehrere Ver\u00f6ffentlichungen pro Tag f\u00fcr interne Tests durch.\nW\u00e4hrend die Service\u00fcberwachung f\u00fcr das Publishing-Team fortgesetzt wird, hat das Build-Team die Buildoptimierung weiter verbessert und die enorme Menge an t\u00e4glich generierten Daten gespeichert. Im Juli begann auch ein neues Projekt zur Untersuchung der Machbarkeit der Skalierung bestimmter Aspekte des Build-Systems \u00fcber Cloud Services.\nIngenieurwesen\nIn Deutschland arbeitete das Motorenteam an der Unterst\u00fctzung des Tri-Mesh-Splittings zur Optimierung von Kollisionen und Schnitttests, setzte die Arbeit an der Geometrieinstanzierung fort und optimierte die Anwendung vernetzter Zust\u00e4nde im Rahmen des umfassenderen Physik-Updates. Sie haben auch die Raycaster-Unterst\u00fctzung f\u00fcr Kollisionen an \u00fcberlappenden Zonen hinzugef\u00fcgt. Zu den j\u00fcngsten Optimierungen geh\u00f6ren das Einschlafen von Fahrzeugen nach der Landung, die Nichtaktualisierung der physischen Einheit des Schiffes, wenn sich die Teile leicht bewegen, das Durchlaufen aller starren Einheiten w\u00e4hrend des Teils des Physik-Schritts \"Zustand vom Netzwerk anwenden\" und die Einf\u00fchrung der ersten Elemente des Boxenausschnitts.\nSie entfernten auch weiterhin den globalen Renderstatus sowie die Grafik- und Treueplanung und -vorbereitung und f\u00fcgte die Unterst\u00fctzung von 'libunwind' unter Linux f\u00fcr besser lesbare Callstacks bei DGS-Abst\u00fcrzen hinzu. Sie unterst\u00fctzten auch weiterhin SOCS (mit Verbesserungen der Entity-Stabilit\u00e4t), das Entfernen\/Wiederherstellen einzelner Aggregate im Speicher und den allgemeinen Spielcode.\nF\u00fcr das Rendering verbesserten sie die Anti-Flicker-Heuristik f\u00fcr TSAA, die nun den kumulativen gleitenden Durchschnitt f\u00fcr die ersten vier Bilder verwendet, um eine schnellere Konvergenz nach dem Zur\u00fccksetzen der Historie zu erreichen. Sie untersuchten Atmosph\u00e4renartefakte am Horizont und nahmen einige wichtige Verbesserungen vor. Einige Probleme bleiben bestehen und werden durch einen etwas anderen Ansatz bei der Darstellung der Atmosph\u00e4re behoben. Dieser neue Ansatz wird die Atmosph\u00e4re, den Bodennebel und eventuell die Wolken vereinen. Ein Teil der Forschung bestand darin, eine L\u00f6sung f\u00fcr die Bodenwahrheit bei der Streuung von Atmosph\u00e4renlicht zu implementieren (Einzelstreuung pr\u00e4zise + Mehrfachstreuung). F\u00fcr das prozedurale Planetenwerkzeug implementierten sie einen Layoutgenerierungsrekorder f\u00fcr Designer, der die Visualisierung von Kollisionsproblemen im Layout von Raumstationen und anderen Standorten erm\u00f6glicht.\nFunktionen (Gameplay)\nZuvor waren die Gameplay Features in zwei Teams aufgeteilt, US1 und US2, die an verschiedenen Features und Aufgaben arbeiteten. Im Juli fusionierten sie zum US Persistent Universe Gameplay Team, dessen erste gemeinsame Aufgabe es war, neue und verbesserte Features f\u00fcr das n\u00e4chste Major Release zu planen.\nNeben dem Merge wurde auch an der n\u00e4chsten Iteration des Character Customizers gearbeitet. Wenn es fertig ist, wird es dem Feature ein v\u00f6llig neues Aussehen und Gef\u00fchl verleihen. Sie arbeiteten auch an der Verbesserung von FoIP & VoIP (durch Hinzuf\u00fcgen von Multi-Channel-Kommunikationsunterst\u00fctzung) und polierten die Schiffsmietkioske zusammen mit dem UI-Team.\nMerkmale (Fahrzeuge)\nDer Fokus des Teams lag im Juli auf der Fehlerbehebung f\u00fcr Alpha 3.6 und dem Start der Feature-Entwicklung f\u00fcr kommende zuk\u00fcnftige Patches. Probleme mit der Crash- und Baustellenstabilit\u00e4t wurden behoben und Fehler bei T\u00fcrmen, Scannen, Bergbau und verschiedenen Fahrzeugen behoben. In Bezug auf die Funktionalit\u00e4t unterst\u00fctzte das Team den laufenden Physiksystem-Refaktor und begann, die Fahrzeugabtastung um zus\u00e4tzliche Funktionen zu erweitern.\nGrafiken\nDas Grafik-Team nahm seine Arbeit an Planet Shading v4 wieder auf, wobei der Schwerpunkt auf der Hinzuf\u00fcgung eines neuen K\u00fcnstlerwerkzeugs lag, das gleichzeitig einen gew\u00fcnschten Ort und jeden anderen Ort auf dem Planeten mit den entsprechenden Umgebungsbedingungen malt. Dies stellt einen gro\u00dfen Kompromiss zwischen handgefertigter und vollst\u00e4ndig prozeduraler Inhaltserstellung dar. Au\u00dferdem wurde mit der Arbeit am T\u00f6nungspalettensystem begonnen, das es dem Spiel-Code schlie\u00dflich erm\u00f6glichen wird, jedem Objekt im Spiel gemeinsame Paletten zuzuweisen, die Materialien neu einzuf\u00e4rben und passende Aufkleber und Logos zuzuordnen. Dies wird die Arbeit, die erforderlich ist, um Materialvarianten von Schiffen, Waffen, R\u00fcstungen, Requisiten und Umgebungen zu erstellen, erheblich reduzieren und den Designern viel mehr Flexibilit\u00e4t bei der Auswahl der Farben und des Brandings im gesamten Spiel geben.\nLeveldesign\nDas Leveldesign arbeitet derzeit an den Innenr\u00e4umen der Rastst\u00e4tte, um sie so zu gestalten, dass sie sich mit den neuen gr\u00f6\u00dferen Au\u00dfenbereichen besser harmonieren. Sie arbeiten auch an New Babbage und Orison, die beide gro\u00dfe Fortschritte machen. Das Team entwickelte auch ein modulares Set, um die Geschwindigkeit zu erh\u00f6hen, mit der sie in Zukunft Flaggschiff-Landezonen bauen k\u00f6nnen.\nBeleuchtung\nDas Beleuchtungsteam war im vergangenen Monat sehr besch\u00e4ftigt, wobei viele der kommenden Orte die B\u00fchne erreichten, wenn die Beleuchtung eine entscheidende Rolle in Bezug auf k\u00fcnstlerische Komposition, Stimmung und Lesbarkeit der Spieler zu spielen beginnt. New Babbage und Orison erregten Aufmerksamkeit, und die Beleuchtung trug dazu bei, die gew\u00fcnschte Grundstimmung darzustellen. Dabei werden die technischen Grundlagen (Cubemap-Positionierung und Navigationsbeleuchtung) so festgelegt, dass ein Basis-Qualit\u00e4tsniveau erreicht wird, so dass Spieletests ohne Beeintr\u00e4chtigung der visuellen Aspekte durchgef\u00fchrt werden k\u00f6nnen.\n\nNarrativ\nNarrative begann den Monat mit einer viertelj\u00e4hrlichen Planung, bei der die Arbeit bewertet wurde, die erforderlich war, um neue Missionen, Gameplay-Inhalte, New Babbage und Orison zur Ver\u00f6ffentlichung bereit zu machen.\nSie arbeiteten mit dem Requisitenteam in Gro\u00dfbritannien an dem Text, der auf einigen noch nicht angek\u00fcndigten Gegenst\u00e4nden erscheinen wird, und Namen und Beschreibungen wurden f\u00fcr die neuen Waffen und Anh\u00e4nge von Alpha 3.6 erstellt. Sie arbeiteten auch an der Markenbildung und Beschilderung f\u00fcr die Innenraumvarianten von Rest Stop.\nDie Xi'an-Sprache wurde weiter verfeinert, wobei dem Lexikon eine ganze Reihe von Fachbegriffen hinzugef\u00fcgt wurde. Dies wurde als Grundlage f\u00fcr den Artikel Xi'an Cuisine in der Juli-Ausgabe von Jump Point verwendet. Auch die Grundlagenarbeit f\u00fcr die Sprache Banu machte ausgezeichnete Fortschritte, da weitere Details des Alltags der Rasse konkretisiert wurden.\nNeue \u00dcberlieferungsartikel wurden geschrieben, darunter ein Nachrichten-Update \u00fcber einen Synthworld-Unfall und ein Portfolio \u00fcber Talon Weapons Systems. Das Team unterst\u00fctzte auch bei der Einf\u00fchrung von Alpha 3.6 und besch\u00e4ftigte sich mit allen noch offenen narrativen Fragen der Rechtsordnung, der Au\u00dfenanlagen von Raumstationen, der Schwarzmarktwirtschaft und der Schiffskaufstationen.\nSpielerbeziehungen\n\n\nDas Player Relations-Team verbrachte den Juli damit, Alpha 3.6, 3.6.1 und den Ballista-Verkauf zu unterst\u00fctzen.\n\"Wir m\u00f6chten diesen Monat einen anderen Weg gehen und die Bem\u00fchungen von zwei Personen hervorheben, die Evocati gut bekannt sind und eine besondere Anerkennung verdienen: Michael'Baior' Smith und Nathan'Wakapedia' Coy. Sowohl Baior als auch Waka waren absolute Trooper f\u00fcr die Spielerbeziehungen und f\u00fchrten unsere Ver\u00f6ffentlichungs- und Feedbackaktivit\u00e4ten an. Dar\u00fcber hinaus erstellen sie einen speziellen Lebensqualit\u00e4tsbericht, der an alle Beteiligten geht, damit wir das gesamte Feedback der Akteure erfassen k\u00f6nnen. Sie waren diesen Sommer mit Alpha 3.6 ziemlich besch\u00e4ftigt, also bedanken Sie sich, wenn Sie sie in Spectrum sehen!\"\nRequisiten\nIm Juli wurden die Arbeiten an den Abrichtst\u00fctzen f\u00fcr die Origin 890 Jump fortgesetzt, wobei dem Schiff Hinweise auf Luxus und Leben hinzugef\u00fcgt wurden. Zus\u00e4tzliche Frachtg\u00fcter wurden f\u00fcr das Mission Team erstellt, um bei der Erz\u00e4hlung von Geschichten zu helfen, und die letzten Fehlerbehebungen wurden f\u00fcr Alpha 3.6 vorgenommen. Als die Release-Phase zu Ende ging, nutzte das Team die Gelegenheit, einige der dringend ben\u00f6tigten Audits durchzuf\u00fchren, die Layer Blend-Materialbibliothek zu bereinigen und die Wiederverwendung von Texturen zu optimieren.\nDie Arbeit an der Bar wurde fortgesetzt, mit den im letzten Monat definierten Vorlagen f\u00fcr die endg\u00fcltige Gestaltung der Cocktailstation und einem allgemeineren Bar-Ankleideset, und es wurden Verbesserungen an den Glas- und Getr\u00e4nkematerialien vorgenommen.\nDer Schwerpunkt lag auch auf der Vereinheitlichung der Sitzanordnung, und das Team arbeitete eng mit Design zusammen, um einen vollst\u00e4ndigen Konsistenz\u00fcbergang \u00fcber alle Sitzanlagen zu erreichen. Auch f\u00fcr die Ballista und 890 Jump Trailer wurden einige Asset-Anfragen gestellt, die das Team f\u00fcr eine gute Gelegenheit h\u00e4lt, die Qualit\u00e4t zu steigern und in der Optik in die Stadt zu gehen.\nQA\nQA arbeitete intensiv an der Ver\u00f6ffentlichung von Alpha 3.6 und testete Evocati, PTU und Live Builds f\u00fcr den Einsatz. Nach der Inbetriebnahme begannen einige des Teams mit den Vorversuchen f\u00fcr den Alpha 3.7 im n\u00e4chsten Quartal. Vier neue Tester wurden ebenfalls in die Rangliste aufgenommen.\nIn Deutschland arbeitete das Team vom Ship AI Team an Pr\u00fcfungsantr\u00e4gen f\u00fcr die Rechtsprechung. Dabei wurden die verschiedenen Funktionalit\u00e4ten des Gerichtssystems getestet und Kantenf\u00e4lle untersucht, die bei der Erfassung durch Sicherheits-KIs auftreten k\u00f6nnen. Combat AI und Social AI werden derzeit t\u00e4glich getestet, um dem Team zu helfen, \u00fcber alle neuen Probleme, die sich aus verwandten System-Updates ergeben, im Bilde zu bleiben.\nAls Teil von Planet Tech v4 erhielt das von Environment Art verwendete Planeteneditor-Tool \"PlanEd\" ein neues Malwerkzeug. So wurde der PlanEd-Abschnitt der vollst\u00e4ndigen Editor-Checkliste \u00fcberarbeitet, um sicherzustellen, dass sie die neuesten relevanten Funktionen testen. Alte Testf\u00e4lle, die bald veraltet sein werden, wurden entfernt und ein neuer Abschnitt wurde erstellt, um sich mehr auf die Verwendung des Malwerkzeugs auf Planetenoberfl\u00e4chen zu konzentrieren.\nTechnische Animation\nTech Animation hat mehrere Neuzug\u00e4nge in seiner Pipeline gesehen, die langfristig zu einer verbesserten Charakterverformung f\u00fchren werden. Auch das Headrigging und die dazugeh\u00f6rige Pipeline wurden entwickelt, was neuen Missionsgebern und interessanteren Charakteren in der gesamten PU erm\u00f6glichen wird.\nDer Barkeeper NPC erhielt neue Requisiten, die es ihm erm\u00f6glichen, beim Servieren von Getr\u00e4nken besser mit den Spielern zu interagieren. Die neuen Waffen und Anh\u00e4nge von Alpha 3.6 wurden f\u00fcr die Patch-Ver\u00f6ffentlichung fertiggestellt und Animationen f\u00fcr kommende Trailer entwickelt, einschlie\u00dflich des k\u00fcrzlich vorgestellten Anvil Ballista. Auch die Werkzeuge fanden Beachtung, die im Hinblick auf die Benutzerfreundlichkeit weiterentwickelt wurden.\nDas Remote-Export-Tool wurde verbessert, um es Animateuren zu erleichtern, gro\u00dfe oder zahlreiche Szenen in einem Batch-Prozess zu exportieren. Die neue Version bietet Unterst\u00fctzung f\u00fcr Feature-Streams, um den direkten Export in diese zu erleichtern. Das Team unterst\u00fctzte das Usable Content Team auch mit Bugfixes f\u00fcr bestehende Usables und Implementierungs-Setups f\u00fcr neue Usables. Das Waffenteam erhielt Unterst\u00fctzung bei der Einrichtung und dem allgemeinen technischen Support f\u00fcr das neue Befestigungssystem und bearbeitete mehrere Fehler im Zusammenhang mit den neuen Waffen von Alpha 3.6.\nTurbulent (Dienstleistungen)\nIn Montreal wurde der Juli der Entwicklung des neuen Voice Session Managers gewidmet, der seinen zweiten Meilenstein erreichte. Es kann nun zwei Sitzungen gleichzeitig bearbeiten, wie z.B. \"Gruppe\" und \"N\u00e4he\". Der n\u00e4chste Schritt ist die Anbindung an die Spieloberfl\u00e4che, die mit dem Gameplay-Team durchgef\u00fchrt wird.\nDas Team half auch bei der Ver\u00f6ffentlichung von Alpha 3.6, da mehrere UI-Additionen von VOIP unterst\u00fctzt oder mit Mikroservices verkn\u00fcpft wurden, die von Turbulent erstellt und gepflegt wurden. Dazu geh\u00f6ren der Auto Join Proximity VOIP-Kanal, die M\u00f6glichkeit, alle Mitglieder eines Kanals in eine Gruppe einzuladen, und die Comms Visor VOIP-Anzeige.\nTurbulent (Web-Plattform)\nTurbulent erstellte die Seite zur Ank\u00fcndigung der Elemente des Alpha 3.6-Patches und verkn\u00fcpfte sie mit den Patch-Notizen und fliegenden Promotion-Seiten. Die fliegende Promotion Alpha 3.6 pr\u00e4sentierte Schiffe von Aegis, Kruger und dem neuen Anvil-Fahrzeug.\nTurbulent hat den vereinheitlichten Launcher 1.2.0 freigegeben. Diese Version konsolidiert die PTU- und Live-Umgebungen zu einem einzigen Launcher, was f\u00fcr diejenigen in der Evocati den Wechsel zwischen Live und der PTU erheblich erleichtert. Die Arbeit an Verbesserungen der Lebensqualit\u00e4t geht weiter, aber die erste Version wurde von der Community begr\u00fc\u00dft.\n\nBenutzeroberfl\u00e4che (UI)\nNeben der Fehlerbehebung f\u00fcr das Alpha 3.6-Release begann das UI-Team mit der Implementierung des neuen Mietkiosks, der es Spielern erm\u00f6glichen wird, Fahrzeuge in bestimmten Gesch\u00e4ften zu mieten. Das Graphic Art Team arbeitete an UI-Konzepten, Beschilderungen und Postern f\u00fcr die Innenr\u00e4ume einer zuk\u00fcnftigen Location.\nVFX\nWie die meisten Teams gab es im Juli das VFX-Polieren und die Fehlerbehebung f\u00fcr Alpha 3.6. Neben Bugs wurden auch die Arbeiten am Anvil Ballista abgeschlossen, darunter das Hinzuf\u00fcgen von Effekten f\u00fcr den k\u00fcrzlich ver\u00f6ffentlichten Trailer. Au\u00dferdem begannen die Arbeiten an Effekten f\u00fcr den Origin 890 Jump, die Hedeby Gunworks Salvo frag Pistole und die Kroneg FL-33 Laserkanone.\nAuch an Planet Tech Tools v4 wurde gearbeitet, die nun einzigartige Partikel auf dem Gel\u00e4nde mit verschiedenen Parametern hervorbringen k\u00f6nnen. Es kann auch Partikel an das Gel\u00e4nde binden und sie bei Bedarf auf der Oberfl\u00e4che bewegen lassen. Wenn beispielsweise Partikel durch Schwerkraft oder Wind beeinflusst werden, flie\u00dfen sie nun auf nat\u00fcrliche Weise um die Konturen des Gel\u00e4ndes. Das Team f\u00fcgte auch ein Partikel-LOD-System hinzu, damit sie \"billigere\" Versionen des Effekts viel weiter weg zeichnen und gegen eine h\u00f6herwertige Version aus n\u00e4chster N\u00e4he austauschen k\u00f6nnen. WIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"July saw the surprise release of Star Citizen\u2019s first self-propelled air defense system, the Ballista, along with the launch of Alpha 3.6. Unsurprisingly, the final development stages and testing of this straight-to-drivable vehicle and Alpha 3.6\u2019s gameplay played a part in last month\u2019s global workload, but big steps were also taken in the creation of features for Alpha 3.7 and beyond. Read on for the gritty details.\n\nAI\nJuly\u2019s roundup starts with AI, which extended the first reactions worked on last month to be triggered by friendly AI characters. As a reminder, first reactions are part of combat behavior that are triggered by AI characters sensing the presence of an enemy. The first reaction is a precursor to real combat and includes specific animations, communications, and can lead the AI to investigate the source of suspicious noises or events.\nWhile Alpha 3.6 dominated most of the Ship Team\u2019s month, progress was made on crucial upcoming features for the PU (and SQ42 in some cases): \u2018Fire discipline\u2019 influences the firing behavior of gunners and pilots, the idea being that surrounding events and actions alter the behavior between the extremes of \u2018trigger happy\u2019 and \u2018parsimonious\u2019. For target selection, the team added two new elements \u2013 \u2018self-preservation\u2019, which prioritizes attacking the most dangerous enemy combatant and \u2018defend ally\u2019, which monitors friendly ships and AI and attacks players causing the most damage. AI security behavior has also been refined for security and interdiction missions to cover everything that could happen during a mission (of which there are many!).\nAnimation\nLast month, the team worked on the bartender animations and behaviors, a new mission giver, and the emotes captured at last year\u2019s CitizenCon. Facial animation was also done for shopkeepers and bar patrons, and more.\nArt (Environment)\nAfter the release of the bigger and better Rest Stop exteriors in Alpha 3.6, the Modular Team moved on to the interiors. As with all procedural location workflows, time is spent setting up the rules of layout generation and various room libraries. Players can expect the new interiors to feel larger, more open, and more varied when they launch in Alpha 3.7.\nWork also continued on Orison, Crusader\u2019s main landing zone, which is currently in the greybox stage. The team finished the layout and are currently making sure the components and architecture complement each other and communicate the desired art style.\nA portion of the UK-based team began work on the exterior buildings for New Babbage. The Environment Art Team began work on the wider microTech planet, with effort going into creating new terrains and materials to better represent snowy landscapes and frozen planes.\nArt (Ships)\nThe Origin 890 Jump is well on its way to the PU, with the team finishing off the remaining tweak and polish tasks. Once the art elements are done, it\u2019ll go to the Tech Art Team for its pre-flight setup.\nThe first half of the Aegis Vanguard update went live last month and the remaining two are now nearing completion. Look out for the Harbinger and Sentinel in the PU in Alpha 3.7.\nIn the US, the Art Team worked closely with System Design to build the Ballista and supported the final stages of the P-72 Archimedes, both of which launched in Alpha 3.6.\nProgress on the Banu Defender continues, with the team getting close to solidifying the Banu ship identity with dramatic lighting and a unique construction style. The exterior was the focus last month and saw the team tackle the cockpit, body, wings, and landing gear.\nSignificant focus was also placed on creating a unique standard for the Tevarin, which led the team to reevaluate the interior of the Prowler. Progress on the exterior, however, continued into greybox, with time last month going into designing the unique landing gear and bulkheads. Tech Art solved some of the technical challenges presented by the unique features on the wings as they\u2019re also the main thrusters and landing gear. They also polished landing gear systems across the board, with particular focus on tuning \u2018settle height\u2019. They also helped to improve the player\u2019s cockpit experience by working on HOTAS strafe animations.\nArt (Weapons)\nThe Weapons Art Team completed their final pass on both the Hedeby Gunworks Salvo frag pistol and Behring GP33 \u2018MOD\u2019 grenade launcher mentioned last month. The OMC frag grenade was completed and the team began work on the new attachments for Alpha 3.7. Development kicked off for the greybox for the Kroneg FL-33 laser cannon.\nAudio\nAudio spent time in July supporting the recent and upcoming features and content including the Anvil Ballista, Origin 890 Jump, Kruger P-72 Archimedes, Hedeby Gunworks Salvo pistol, Apocalypse Arms missile launcher, and weapon attachments.\nThey also made Foley improvements and refined the remote turret experience. Alpha 3.7 should also see the return of music previously removed due to a rework of implementation along with new audio to support specific points of interest.\nBackend Services\nLast month, Backend Services worked on the resource service that tracks the state of natural resources found on planets and moons. Adjustments were made to the transaction service, persistent data manager, and rental services. The first phase of the diffusion router mesh was completed and allows DevOps to manage how network traffic and server-to-service communication travels through the back end. They also finished the new matchmaker API used by the platform teams for Spectrum.\nCharacters\nThe new career concepts mentioned last month were further developed throughout July. New armor was concepted and developed, while progress was made on making all existing clothing compatible with the female character model. The material library was further expanded too, which will help to improve the overall texture quality throughout the game when complete.\nCommunity\nShortly before the release of Alpha 3.6, the Imperator\u2019s Day festivities kicked off, celebrating independence throughout the \u2018verse. To honor the unification of humanity, the team invited everyone to throw their very own Imperator\u2019s Day parade and share their best pictures. With the unexpected introduction of the Ballista, Anvil\u2019s self-propelled air defense system, the Community Team jumped headfirst into the next contest. This time, they challenged players to design a bumper sticker for the newly released vehicle. The contest offered one lucky designer the chance to leave their mark on CitizenCon 2949, with the first-place design being physically printed and distributed to all attendees at the event in November!\nSpeaking of CitizenCon, the team is still accepting applications for community booths. This time, it\u2019s not exclusively for organizations \u2013 if you\u2019re an event group, sub-community, or even fly solo, everyone is invited to submit an application.\nDesign\nThe team in Texas worked on ship balancing and pricing last month, specifically developing the capability to systemically set prices. In doing so, they analyzed the stats from current ships and identified balance issues arising from early development artifacts. They\u2019re now coordinating with the Ship Team to target these issues and bring all vehicles in-line with the expected guidelines.\nThe team watched players discover Alpha 3.6\u2019s new black-market locations and looked at profitability, how much \u2018fences\u2019 take, and common player behavior (particularly regarding the new law system). They\u2019ll use the information gathered to help further improve gameplay in the future.\nProgress on the NPC bartender continues, with several new usables (mostly mix stations) being created. They\u2019re also coordinating with various other teams to improve how NPCs look when moving between usables. New vendors and NPCs are being iterated on too.\nBalancing and implementation of the upcoming ship rental feature was done, while the selling of items from the upcoming \u2018harvestables\u2019 feature was discussed. Finally, work was also started on the Anvil Ballista to access CryAstro services.\nDevOps\nDevOps was busy keeping up with the build and publishing schedules which become increasingly demanding toward the end of a quarterly publishing cycle. In July alone they deployed 16 times to the PTU and once to Live. They also performed several publishes each day for internal testing.\nWhile service monitoring will continue for the Publishing Team, the Build Team moved onto further enhancing build optimization and storing the massive amount of daily-generated data. July also saw the start of a new project to explore the viability of scaling certain aspects of the build system using cloud services.\nEngineering\nIn Germany, the Engine Team worked on support for tri-mesh splitting to optimize collisions and intersection tests, continued work on geometry instancing, and optimized the application of networked states as part of the wider physics update. They also added raycaster support for collisions on overlapping zones. Recent optimizations include making vehicles \u2018go to sleep\u2019 when landed, not updating ship physical entity if parts move slightly, not looping through all rigid entities during the \u2018apply state from network\u2019 part of the physics step, and introducing the first elements of box pruning.\nThey also continued removing the global render state along with graphic and fidelity planning and prep and added support for \u2018libunwind\u2019 on Linux for more readable callstacks when DGS crashes. They also continued support for SOCS (with entity stability improvements), remove\/respawn single aggregates to memory, and general game code.\nFor Rendering, they improved the anti-flicker heuristic for TSAA, which now uses the cumulative moving average for the first four frames to obtain faster convergence after history resets. They researched atmosphere artifacts at the horizon and made several major improvements. Some issues remain and will be fixed by a slightly different approach to atmosphere rendering. This new approach will unify the atmosphere, ground fog, and eventually clouds. Part of the research involved implementing a ground truth solution for atmosphere light inscattering (single-scatter precise + multi-scatter approximation). For the procedural planet tool, they implemented a layout generation recorder for designers that allows the visualization of collision issues in the layout of space stations and other locations.\nFeatures (Gameplay)\nPreviously, the Gameplay Features was split into two teams, US1 and US2, who worked on different features and tasks. July saw them merge into the US Persistent Universe Gameplay Team, whose first united task was to plan new and improved features for the next major release.\nAlongside the merge, work continued on the next iteration of the Character Customizer. When complete, it\u2019ll bring a whole new look and feel to the feature. They also worked on improvements to FoIP & VoIP (adding multi-channel comms support) and polished the ship rental kiosks alongside the UI Team.\nFeatures (Vehicles)\nThe team\u2019s focus in July was split between bug fixing for Alpha 3.6 and starting feature development for upcoming future patches. Crash and build stability issues were rectified and bugs affecting turrets, scanning, mining, and various vehicles were fixed. Feature-wise, the team supported the ongoing physics system refactor and began adding additional functionality to vehicle scanning.\nGraphics\nThe Graphics Team resumed their work on Planet Shading v4, with focus on adding a new artist tool that simultaneously paints a desired location along with every other location on the planet with matching environmental conditions. This provides a great compromise between hand-crafted and fully-procedural content creation. Work also started on the tint palette system, which will eventually allow the game code to assign shared palettes to any object in the game and recolor the materials and assign matching decals and logos. This will vastly cut down the work required to create material variants of ships, weapons, armor, props, and environments and give the designers much greater flexibility in the array of colors and branding available across the game.\nLevel Design\nLevel Design are currently iterating on the Rest Stop interiors to make them that feel more in-line with the new larger exteriors. They\u2019re also working on New Babbage and Orison, both of which are making great progress. The team also developed a modular set to increase the speed that they can build flagship landing zones in the future.\nLighting\nThe Lighting Team kept busy last month, with many upcoming locations reaching the stage when lighting begins to form a critical role in artistic composition, mood, and player readability. New Babbage and Orison received attention, with lighting added to help portray the desired initial mood. This involves laying down the technical foundation (cubemap placement and navigational lighting) to give a base level of quality so that playtests can be run without distracting visual issues.\n\nNarrative\nNarrative began the month with quarterly planning, which involved assessing the work required to get new missions, gameplay content, New Babbage, and Orison ready for release.\nThey worked with the Props Team in the UK on the text that will feature on some as-yet-unannounced items and names and descriptions were created for Alpha 3.6\u2019s new weapons and attachments. They also worked on branding and signage for the Rest Stop interior variants.\nThe Xi\u2019an language continued to be refined, with a whole swath of food terms added to the lexicon. This was used as the basis for the Xi\u2019an Cuisine article featured in July\u2019s issue of Jump Point. Foundational work for on Banu language made excellent progress too, as more details of the race\u2019s everyday lives were fleshed out.\nNew lore articles were written, including a news update on a Synthworld accident and a portfolio on Talon Weapons Systems. The team also assisted with the launch of Alpha 3.6, addressing any remaining narrative issues with the law system, space station exteriors, black market economy, and ship purchasing kiosks.\nPlayer Relations\nThe Player Relations team spent July supporting Alpha 3.6, 3.6.1, and the Ballista sale.\n\u201cWe\u2019d like to take a different route this month and highlight the efforts of two people who are well known to Evocati and deserve a special menion: Michael \u2018Baior\u2019 Smith and Nathan \u2018Wakapedia\u2019 Coy. Both Baior and Waka have been absolute troopers for Player Relations, spearheading our publishing and feedback efforts. On top of that, they create a special Quality of Life report that goes to all stakeholders so we capture all of the feedback from players. They\u2019ve been quite busy this summer on Alpha 3.6, so give them a thanks if you see them in Spectrum!\u201d\nProps\nJuly saw continued work on the dressing props for the Origin 890 Jump, which included adding hints of luxury and life to the ship. Additional cargo assets were created for the Mission Team to aid with storytelling and the last few bug fixes were made for Alpha 3.6. As release work came to a close, the team took the opportunity to do some much-needed auditing, clean up the Layer Blend material library, and optimize texture reuse.\nWork continued on the bar experience, with the templates defined last month used to create final art for the cocktail station and a more generic bar dressing set, and improvements were made to the glass and drink materials.\nFocus was also put onto unifying the seat setup and the team worked closely with Design on a full consistency pass across all seat assets. A couple of asset requests were made for the Ballista and 890 Jump trailers too, which the team considers a great opportunity to push quality and go to town on the visuals.\nQA\nQA worked extensively on the release of Alpha 3.6, testing Evocati, PTU, and Live builds for deployment. Once live, a few of the team moved onto preliminary testing for next quarter\u2019s Alpha 3.7. Four new testers were also added to the ranks.\nOver in Germany, the team worked on test requests for the law jurisdiction from the Ship AI Team. This involved testing the various functionalities of the jurisdiction system along with looking at edge cases that could occur when apprehended by security AIs. Combat AI and social AI are currently tested daily to help the team stay on top of any new issues that arise from related system updates.\nAs part of Planet Tech v4, the \u2018PlanEd\u2019 planet editor tool used by Environment Art received a new paint tool. So, a revamp of the PlanEd section of the full editor checklist was done to ensure they\u2019re testing the most recent relevant functionality. Old test cases that will soon be deprecated were removed and a new section was created to focus more on using the paint tool on planetary surfaces.\nTech Animation\nTech Animation saw several new additions to their pipeline that, in the long run, will make for improved character deformation. Head rigging and the related pipeline were developed too, which will allow new mission givers and more interesting characters throughout the PU.\nThe bartender NPC received new prop iterations that allow him to better interact with players when serving drinks. Alpha 3.6\u2019s new weapons and attachments were finished off for the patch release and animations were developed for upcoming trailers, including the recently unveiled Anvil Ballista. Tools received attention too, which were further developed for ease-of-use.\nImprovements were made to the remote exporting tool to make it easier for animators to export large or numerous scenes in a batch process. The new version includes support for feature streams to make it easier to directly export to them. The team also supported the Usable Content Team with bug fixes for existing usables and implementation setups for new usables. The Weapons Team received support with setups and general tech support for the new attachment system and addressed multiple bugs related to Alpha 3.6\u2019s new weapons.\nTurbulent (Services)\nIn Montreal, July was dedicated to the development of the new voice session manager that reached its second milestone. It can now handle two sessions at the same time, such as \u2018group\u2019 and \u2018proximity\u2019. The next step is to tie it to the game UI, which will be done with the Gameplay Team.\nThe team also helped release Alpha 3.6 as several UI additions were supported by VOIP or linked to microservices created and maintained by Turbulent. This includes the auto-join proximity VOIP channel, ability to invite all members of a channel into a party, and the comms visor VOIP display.\nTurbulent (Web platform)\nTurbulent created the page to announce the elements of the Alpha 3.6 patch, linking to the patch notes and flyable promotion pages. The Alpha 3.6 flyable promotion showcased ships from Aegis, Kruger, and the new Anvil vehicle.\nTurbulent released the unified Launcher 1.2.0. This release consolidates the PTU and Live environments into a single launcher which, for those in the Evocati, makes switching between Live and the PTU much easier. Work continues on quality-of-life improvements, but the first release was welcomed by the community.\n\nUser Interface (UI)\nAs well as bug-fixing for the Alpha 3.6 release, the UI Team began implementing the new rental kiosk, which will allow players to rent vehicles from certain shops. The Graphic Art Team worked on UI concepts, signage, and posters for the interiors of an upcoming location.\nVFX\nLike most teams, July saw the VFX polishing and bug fixing for Alpha 3.6. Alongside bugs, work was completed on the Anvil Ballista, including adding effects for the recently released trailer. Work also began on effects for the Origin 890 Jump, the Hedeby Gunworks Salvo frag pistol, and the Kroneg FL-33 laser cannon.\nPlanet Tech Tools v4 was worked on too, which now can now spawn unique particles on the terrain using various parameters. It can also lock particles to the terrain and have them move around on the surface as needed. For example, when particles are affected by gravity or wind, they now flow around the contours of the terrain in a natural way. The team also added a particle LOD system to allow them to draw \u2018cheaper\u2019 versions of the effect much further away and swap them out for a higher-quality version up close. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":8,"comment_count":27,"created_at":"2019-08-07T00:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-05-07 22:04:12","valid_relations":["images","links"],"prev_id":17178,"next_id":17181}}