{"data":{"id":17213,"title":"Star Citizen Monthly Report: August 2019","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17213-Star-Citizen-Monthly-Report-August-2019","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17213","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17213","channel":"Undefined","category":"Undefined","series":"Monthly 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was all go last month, with development milestones met, new vehicles announced, and progress made on important upcoming features. The CitizenCon wheel also started turning, so expect further snippets in the coming months as we lead up to Star Citizen\u2019s biggest event of the year.\n\nAI\nCharacter AI worked towards completing the first pass on the new iteration of combat behaviors. This implementation includes better structural organization of the different tactics characters can evaluate during combat and helps the programmers to implement and test all possible options. It\u2019s also great for the player as it makes the overall combat experience more stable and interesting. For example, enemies now have proper tactics for handling open spaces and have a better selection of cover options when fighting in locations with multiple floors. They also started implementing different weapon fire modes so that NPCs can decide which one best suits their current situation. The choice is also affected by the AI\u2019s \u2018experience\u2019 \u2013 so a scared, inexperienced soldier might shoot as much as possible with reduced accuracy and bullet conservation. Several fixes were made to ensure aiming and shooting syncs correctly between the client and server too.\nShip AI worked on behavior and technical improvements. So of these allow the designers to access more behavior parameters, such as the option to look at a target while flying to a specific offset or to the beginning of a Track View scene. They implemented the first version of the Defend Target behavior that makes great use of the new target selection functionalities \u2013 the designers can now customize weights and threat scores to enable the AI to select the most appropriate target. This selection is influenced by several factors, such as the enemy ship\u2019s threat score, the number of enemies targeting a specific entity, or damage inflicted. This provides a more realistic fight experience and allows players to witness more meaningful decisions during firefights.\nFurther progress was made towards the new ship 3D pathfinding implementation. This new approach has two basic control modes: position and velocity. Positional control means that a spaceship wants to reach a specific location, so a path will be generated incrementally as it moves in space. Velocity control means that a spaceship is going to maneuver related to a specific target or location. Both approaches make use of the physical data stored in the signed distance fields (SDF).\nSocial AI improved the usable system by simplifying the way \u2018use channel routing\u2019 is set up and evaluated by the runtime code. For those not familiar with use channel routing, it\u2019s a functionality to set up an override of the available interactions when a character is attached to another usable. For example, when a patron orders a drink, the bartender needs to understand what to do if the patron is standing or sitting. They also unified the way NPCs interact with usables and seats so that operator seats don\u2019t require specific nodes and that functionality is abstracted under the usable system.\nThe team also started tackling the problem of NPCs navigating across multiple meshes. The \u2018offmesh link manager\u2019 has been improved to accept the connection of different navigation meshes and the movement system can now handle different paths and follow multiple path types. This functionality is fundamental to the procedural generation of stations made by multiple navigation meshes (or ships composed of different customization elements) and to allow, for example, reinforcements to drop from a ship to a station.\nAnimation\nThe Animation Team spent time in August improving in-game animations. They also progressed with the bartender NPC and are currently planning to shoot more mocap to add to the experience.\nArt (Environment)\nAugust saw the Art Team finalize asset work for caves. Players can expect to find new mineable and harvestable items when they eventually explore these new locations in the future.\nPlanet-side, progress was made on microTech and technical updates were made to the planet tech to improve all existing locations. Players will see improved visuals, better consistency between ground and orbit, and direct correlation with the VFX on the surface when it goes live. The team will share more and break down the full scope of the updates towards the end of the year.\nArt (Ships)\nThe Art Team added their finishing touches to the Banu Defender and worked with System Design to ensure everything was working correctly. Most elements of the ship are nearing completion, with the team now finalizing the material sets and preparing for a damage pass. Significant progress was also made on the Prowler following the finalization of the art direction for Tevarin ship interiors. The exterior is approaching the greybox-complete stage and the interior is developing its own identity, particularly when compared to the other alien races\u2019 ships. They also squashed bugs on already-released vehicles like the Ballista.\nLots of small issues along with a few bigger ones have been fixed this month to get the Origin 890 Jump complete.\nArt (Weapons)\nThe Weapons Art Team started the month closing out tasks for the Greycat Industrial Multitool mining attachment. The Kroneg FL-33 laser canon is having the finishing touches applied to the main geometry and materials and will move to the final art complete stage in the coming weeks. A few feedback points were addressed for the Hedeby Gunworks Salvo frag pistol before focus shifted to weapon attachments. Scopes, holo sights, red dots, and a full selection of barrel and under-barrel attachments were completed and are being tested before their upcoming release.\nAudio\nAudio supported various Alpha 3.7 features and content, including implementing SFX for the Kroneg FL-33 laser canon and Hedeby Gunworks Salvo frag pistol. Alongside this, weapon attachments received new audio assets across the board. The team supported the ongoing work on FPS mining by designing and implementing sound for the Multitool attachment and the related mineable\/harvestable objects.\nThe main ships workload for the team was on the Origin 890 Jump, specifically the thrusters, ambiance, and moving parts. They also supported the Aegis Vanguard variants to ensure a high level of polish ahead of their release. Improvements were made to the automatic Foley system, with added ambiance and bespoke effects for jumping, landing, and vaulting. They also added mark-up and effects to the various cave locations that will be released soon, with the solid ambiance and spot SFX pass complete.\nMusic system fixes, rebalancing, and new content for the ship flight and combat experience were added. New music was also implemented for the approach to the new Rest Stop locations. The team are also in the process of reworking various UI systems \u2013 one notable being the ship star map system and power triangle.\nBespoke support for remote turrets was added, with changes to the audio mix made to represent the remote camera view and create a notable difference between manned and unmanned turrets. The Dialogue Team also made improvements to Ship AI and 3D bussing.\nBackend Services\nAugust saw the Backend Services Team focus on fixing various bugs with new and existing systems. The iCache underwent significant testing, including checking its overall robustness and recovery. Work began on the new resource service, which is responsible for placing and tracking natural resources on planetary bodies throughout the solar system. The new Star Engine Services received enhancements to its core technology and is now ready to be used for gameplay and other supporting roles.\nAn issue with ship damage carrying over from the PU to Arena Commander has been resolved, while loadout customization was moved from game service to the backend.\nLastly, the game servers are now using the generalized transaction service to handle shop purchases, insurance, and other related exchanges\nCharacters\nLast month, the Character Team continued work on armor, tested something important for CitizenCon, and finished the initial rollout of the material library. The team recently moved onto retexturing PU assets using the new library. Finally, the bounty hunter NPC progressed to the high-poly stage.\nCommunity\nThe Community Team visited Cologne for Gamescom and met countless citizens throughout the event and the evening\u2019s Bar Citizens. They distributed special pins amongst the crowd that provided a hint at the ship to be revealed at the Aegis presentation in Frankfurt \u2013 the Nautilus. If you have questions about this newly introduced strategic minelayer, check out the official Q&A.\nWhile the third and final wave of CitizenCon tickets sold out, the digital goodies packs given to all CitizenCon attendees is still available. If you want to secure your exclusive in-game spacesuit, plushie, decorative telescope, and trophy, head over to the CitizenCon website.\nTalking about CitizenCon: After receiving a long list of applications, the Community Booth signup is now closed. The team has wrapped up reviewing all applicants and has replied to everyone who submitted an application. More details on this will be shared publicly closer to the event!\n\nDesign\nPreparation for CitizenCon made up a portion of the Austin-based team\u2019s work. On the economy side of things, they spent time helping the FPS Mining Team integrate and distribute new materials into various shops throughout the universe. They also continued work on improving the economic makeup of ships and are looking to make a holistic pass updating mission payouts and trade routes.\nA mission giver audit was started, which is the first step in an overall update of all mission-giving NPCs. Preliminary work was also started on new mission content and is currently in the R&D and prototype stage. Finally, a large number of new items are currently being added to shops in the backend, so keep an eye out for new stuff when Alpha 3.7 hits the PTU.\nDevOps\nLast month, DevOps received a request to dramatically increase build output. In the past, they measured build output by the quantity of unique builds per day. With the addition of feature stream development, they\u2019re measuring pace by how many builds they can run at the same time. Current capacity allows four different builds to run concurrently, with the current target set at ten.\nOn any other large project, this request might be a bridge too far, but for us this request only demonstrates the increased pace of the project and how we\u2019ve got just the team to meet these goals.\nFeatures (Gameplay)\nThe Gameplay Team had a busy summer working towards goals they\u2019re aiming to unveil at the end of Q3 2019 and beyond. They also made several improvements to the Comm-Link UI for Alpha 3.7, improving its general readability and user experience. Work also continued on multi-channel comms support for VoIP\/FoIP, as did work on the second iteration of the character customizer. The new version brings a straightforward look to the UI that will improve the overall user experience when creating custom characters in Alpha 3.7.\nFeatures (Vehicles)\nThe US teams spent August focusing on a physics proxy refactor which, when complete, will result in improved performance throughout the PU. Additionally, they supported the Alpha 3.6.1 patch by fixing several bugs, including game crashes and vehicle-related issues.\nThe EU teams worked on annunciator panels for ships, getting the individual lights to work correctly in the right situations. They\u2019re now focusing on finishing the feature and adding it to more vehicles. They also made various improvements to Hover Mode and fixed various feature bugs.\nGraphics\nAugust saw the Graphics Team focus on three major features for the PU: The first is the continuation of the planet shading improvements mentioned in previous reports, which is nearing completion and showing extremely promising results. Much of the planet code has now been hand-optimized with SIMD\/SSE instructions to make it run even faster than before despite the addition of new features, such as the run-time decompression of climate data maps.\nThe tint palette system is also approaching completion, after which it will be handed over to the art and code teams to begin integrating into their various systems and workflows. Environment Art and Props will be first to take advantage of this. Over time, this feature will allow a much wider variety of colors, decals, and logos across the game.\nThe final feature is a bounced light simulation (GI) for the FPS flashlight. This uses a screen-space technique that takes advantage of the fact that the flashlight is always aimed forwards, so avoids the usual pitfalls of screen-space techniques. This will allow for much more interesting lighting in caves and other dark environments.\nLevel Design\nLevel Design worked on several new locations during August \u2013 New Babbage is making great progress and is well into the Greybox phase. They\u2019re also busy generating the new modular station interiors to ensure everything is working as intended for their upcoming release.\nLighting\nIn August, the Lighting Team began finalizing the mood and atmosphere of the upcoming planetary cave locations. The challenge has been finding a balance between believable darkness, cinematic atmosphere, and readability to prevent players from becoming too lost. To support this, they\u2019ve been looking into making improvements to the player flashlight and adding \u2018flavor areas\u2019 that can help players identify where they.\nThe team also provided on-going support for the updated Rest Stop interiors with interesting and dynamic lighting. At the same time, they supported the New Babbage landing zone with LookDev and exploration work, which allows them to spend more time iterating on and polishing the lighting later on.\n\nNarrative\nThe Narrative Team spent time auditing existing systems like mission givers and dogfighting wild lines, providing the Environment Team with details for some of the upcoming landing zones, and syncing with Design on new mission content and NPC archetypes. They started fleshing out Banu cuisine and some of the potential fighting styles that could have developed and worked through their usual tasks, such as writing the latest installment of Tracker and providing content for Jump Point. Progress was made on a few tasks for CitizenCon too\u2026\nPlayer Relations\nPlayer Relations worked daily to publish and support Alpha 3.6 and its incremental patches along with supporting the Anvil Ballista and upcoming launch of the Origin 890 Jump.\nThey also supported the Chairman\u2019s Club event in Frankfurt. Over 150 backers attended the post-Gamescom event, where the Aegis Nautilus was revealed.\nProps\nIn the UK, Props spent the month closing out requirements for upcoming Alpha releases, including the Origin 890 Jump. Once all props were complete, the team took the opportunity to create a model of the ship for the captain\u2019s quarters. Some team members helped finish the ship itself by finalizing a couple of rooms and creating LODs and physics proxies.\nNew props were created for the caves coming in Alpha 3.7, including a prototype for a personal flare that will likely reach \u2018art complete\u2019 next month. As always, they continued to support the Usables Team by setting up new templates and supporting functionality set up.\nThe US Tech Art Team developed a new template tool to speed up the asset creation process, so time was taken to determine how best to take advantage of the new feature. Finally, some of the team started looking into the new Hi-Tech assets by exploring the art style and starting their whitebox pass on New Babbage.\nQA\nQA were tasked with a test request for a major visual update to the editor last month. Functionality was not affected, so they primarily focused on new visual issues and usability.\nOn the client-side, several physics memory improvements were tested and implemented into Alpha 3.6. They also undertook preliminary testing of the newly implemented 890 Jump and received an internal request to test Quantum Travel Linking from the Design Team. Combat AI target selection is being tested in the PU, with difficulty currently being tweaked.\nDesign worked alongside Locations to provide feedback on the AI density required to make Orison feel lively and habited, which included testing to make sure there were enough usables and none were overlapping. Locations also tasked QA with getting better acquainted with the procedural layout tool so that they\u2019re able to quickly investigate level design issues in the future.\nTech Animation\nTech Animation supported the Social AI Team with in-engine animation setups and animation rigs for a wide variety of props. They supported the Weapons Team with the Multitool mining attachment and completed technical setups for the new weapon attachment types. Bugs were also fixed for Animation, Design, and Art.\nTech Art\nTech Art revisited the facial expression scanning pipeline and evaluated various new photogrammetry-based scan solutions. Since highly detailed scans of facial expressions are the core of the new in-house rigging pipeline, efficient creation, processing, and manual touch-ups of the scan meshes are crucial for quick turnaround times. While the Squadron 42 cast already has high-quality face rigs, the PU is in constant need of new mission givers. The new solutions will ultimately help the team expand the character creator\u2019s \u2018DNA\u2019 gene pool, which will give both the designers and players more options to create unique and interesting faces.\nTurbulent (Services)\nOver in Montreal, Turbulent began development of a new framework to build event-sourced microservices. This will support the development of an entirely new set of game services and will provide inventory and progress persistence, cut the development times of upcoming services, and increase reliability across the game\u2019s social services. The framework updates how microservices communicate on the game\u2019s service bus and provides new anchor points for retrieving the real-time data used by game support and designers to inspect the state of the game universe.\nTurbulent (Web platform)\nTurbulent\u2019s Platform Team supported the release of the Aegis Nautilus by building the webpages and \u2018Mission to Hadrian\u2019 minigame. They also supported the release of new merchandise and the Concierge event in Frankfurt.\n\nVFX\nAugust saw VFX continue their work on readying the 890 Jump for release. They also completed a pass of all ship engine trails to make sure they\u2019re visible at range.\nOn the weapons front, the Hedeby Gunworks Salvo frag pistol was completed (including new functionality that allows the team to change the projectile type when the weapon is fully charged) and work also began on a new rocket launcher. The team also worked on VFX for FPS mining, including the mining attachment\u2019s laser beam, impact, and rock destruction.\nFurther progress was made on Planet Effects V4, with further improvements to the LOD system mentioned last month and the new ability to spawn effects directly from surface types.\nA system was also added to enable special particles that have custom LODs embedded into the effect. This will allow the team to drastically change the look of an effect based on the range. For example, a dust storm may be thick enough to see some directional sunlight shading when viewed from afar, but up close it will just look like thick fog with no shading.\nThe VFX tech artists worked on several Houdini-based prototypes, including a building asset generator that allows them to quickly generate multiple buildings defined by a rule-set. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Letzten Monat war alles vorbei, mit Meilensteinen in der Entwicklung, angek\u00fcndigten neuen Fahrzeugen und Fortschritten bei wichtigen neuen Funktionen. Auch das CitizenCon-Rad begann sich zu drehen, also erwarten Sie in den kommenden Monaten weitere Ausschnitte, wenn wir uns auf das gr\u00f6\u00dfte Ereignis des Jahres zu Star Citizen vorbereiten.\n\nKI\nCharakter-KI arbeitete darauf hin, den ersten Durchgang \u00fcber die neue Iteration des Kampfverhaltens abzuschlie\u00dfen. Diese Implementierung beinhaltet eine bessere strukturelle Organisation der verschiedenen Taktikcharaktere, die w\u00e4hrend des Kampfes bewertet werden k\u00f6nnen, und hilft den Programmierern, alle m\u00f6glichen Optionen zu implementieren und zu testen. Es ist auch gro\u00dfartig f\u00fcr den Spieler, da es die gesamte Kampferfahrung stabiler und interessanter macht. Zum Beispiel haben Feinde jetzt die richtige Taktik im Umgang mit offenen R\u00e4umen und eine bessere Auswahl an Deckungsm\u00f6glichkeiten, wenn sie an Orten mit mehreren Etagen k\u00e4mpfen. Sie begannen auch, verschiedene Waffenfeuerarten zu implementieren, damit die NSCs entscheiden k\u00f6nnen, welcher am besten zu ihrer aktuellen Situation passt. Die Wahl wird auch durch die \"Erfahrung\" der KI beeinflusst - so k\u00f6nnte ein \u00e4ngstlicher, unerfahrener Soldat so viel wie m\u00f6glich mit reduzierter Genauigkeit und Kugelschutz schie\u00dfen. Es wurden mehrere Korrekturen vorgenommen, um sicherzustellen, dass das Zielen und Schie\u00dfen auch zwischen Client und Server korrekt synchronisiert wird.\nDie SchiffskI arbeitete an Verhaltensweisen und technischen Verbesserungen. So k\u00f6nnen die Designer auf weitere Verhaltensparameter zugreifen, wie z.B. die Option, ein Ziel zu betrachten, w\u00e4hrend sie zu einem bestimmten Offset oder zum Beginn einer Track View Szene fliegen. Sie implementierten die erste Version des Defend Target Verhaltens, die die neuen Funktionen der Zielauswahl stark nutzt - die Designer k\u00f6nnen nun Gewichte und Bedrohungswerte anpassen, damit die KI das am besten geeignete Ziel ausw\u00e4hlen kann. Diese Auswahl wird von mehreren Faktoren beeinflusst, wie z.B. dem Bedrohungswert des gegnerischen Schiffes, der Anzahl der Feinde, die auf eine bestimmte Einheit abzielen, oder dem zugef\u00fcgten Schaden. Dies bietet ein realistischeres Kampferlebnis und erm\u00f6glicht es den Spielern, bedeutsamere Entscheidungen w\u00e4hrend der Feuerwehr zu erleben.\nWeitere Fortschritte wurden bei der neuen Implementierung der 3D-Pfadfindung f\u00fcr Schiffe erzielt. Dieser neue Ansatz verf\u00fcgt \u00fcber zwei grundlegende Steuermodi: Position und Geschwindigkeit. Positionskontrolle bedeutet, dass ein Raumschiff einen bestimmten Ort erreichen m\u00f6chte, so dass ein Pfad schrittweise generiert wird, w\u00e4hrend es sich im Raum bewegt. Geschwindigkeitssteuerung bedeutet, dass ein Raumschiff auf ein bestimmtes Ziel oder einen bestimmten Standort bezogen man\u00f6vriert wird. Beide Ans\u00e4tze nutzen die physikalischen Daten, die in den signierten Abstandsfeldern (SDF) gespeichert sind.\nSocial AI verbesserte das nutzbare System, indem es die Art und Weise, wie das \"Use Channel Routing\" eingerichtet und durch den Laufzeitcode ausgewertet wird, vereinfachte. F\u00fcr diejenigen, die nicht mit der Verwendung von Kanalrouting vertraut sind, ist es eine Funktionalit\u00e4t, eine \u00dcbersteuerung der verf\u00fcgbaren Interaktionen einzurichten, wenn ein Charakter an eine andere verwendbare Person angeh\u00e4ngt wird. Wenn ein Gast zum Beispiel ein Getr\u00e4nk bestellt, muss der Barkeeper verstehen, was zu tun ist, wenn der Gast steht oder sitzt. Sie vereinheitlichten auch die Art und Weise, wie NSCs mit Usables und Seats interagieren, so dass Operator-Seats keine spezifischen Knoten ben\u00f6tigen und die Funktionalit\u00e4t unter dem Usable-System abstrahiert wird.\nDas Team begann auch, das Problem der NSCs anzugehen, die \u00fcber mehrere Netze navigieren. Der'offmesh link manager' wurde verbessert, um die Verbindung verschiedener Navigationsnetze zu akzeptieren, und das Bewegungssystem kann nun mit verschiedenen Pfaden umgehen und mehreren Pfadtypen folgen. Diese Funktionalit\u00e4t ist grundlegend f\u00fcr die prozedurale Generierung von Stationen, die aus mehreren Navigationsnetzen (oder Schiffen, die aus verschiedenen Anpassungselementen bestehen) bestehen, und um z.B. Verst\u00e4rkungen von einem Schiff auf eine Station fallen zu lassen.\nAnimation\nDas Animationsteam verbrachte im August Zeit damit, die Animationen im Spiel zu verbessern. Sie haben auch mit dem Barkeeper-NSC Fortschritte gemacht und planen derzeit, mehr Mocap zu drehen, um das Erlebnis zu bereichern.\nKunst (Umwelt)\nIm August konnte das Art Team die Arbeiten an den H\u00f6hlen abschlie\u00dfen. Die Spieler k\u00f6nnen erwarten, neue abbaubare und erntbare Gegenst\u00e4nde zu finden, wenn sie diese neuen Orte in Zukunft erkunden.\nAuf der Planetenseite wurden Fortschritte bei der Mikrotechnologie erzielt und technische Aktualisierungen an der Planetentechnologie vorgenommen, um alle bestehenden Standorte zu verbessern. Die Spieler werden verbesserte visuelle Darstellungen, eine bessere Konsistenz zwischen Boden und Orbit und eine direkte Korrelation mit dem VFX auf der Oberfl\u00e4che sehen, wenn er live geht. Das Team wird mehr teilen und den vollen Umfang der Updates gegen Ende des Jahres aufschl\u00fcsseln.\nKunst (Schiffe)\nDas Art Team gab dem Banu Defender den letzten Schliff und arbeitete mit System Design zusammen, um sicherzustellen, dass alles richtig funktionierte. Die meisten Elemente des Schiffes stehen kurz vor der Fertigstellung, so dass das Team nun die Materialsets fertig stellt und sich auf einen Schadenspass vorbereitet. Auch beim Prowler wurden nach der Fertigstellung der Art Direction f\u00fcr die Tevarin-Schiffsinnenr\u00e4ume bedeutende Fortschritte erzielt. Das \u00c4u\u00dfere n\u00e4hert sich der Greybox-Komplettstufe und das Innere entwickelt eine eigene Identit\u00e4t, insbesondere im Vergleich zu den Schiffen der anderen au\u00dferirdischen Rassen. Sie zerquetschten auch Fehler an bereits freigegebenen Fahrzeugen wie dem Ballista.\nViele kleine Probleme zusammen mit ein paar gr\u00f6\u00dferen wurden diesen Monat behoben, um den Origin 890 Jump fertig zu stellen.\nKunst (Waffen)\nDas Waffenkunstteam begann den Monat mit dem Abschluss der Arbeiten f\u00fcr die Greycat Industrial Multitool Mining Anlage. Die Kroneg FL-33 Laserkanone erh\u00e4lt den letzten Schliff an der Hauptgeometrie und den Materialien und wird in den kommenden Wochen zur letzten vollst\u00e4ndigen Kunststufe \u00fcbergehen. Einige Feedback-Punkte wurden f\u00fcr die Hedeby Gunworks Salvo Frag Pistole angesprochen, bevor der Fokus auf die Waffenbefestigungen verlagert wurde. Zielfernrohre, Holoziele, rote Punkte und eine vollst\u00e4ndige Auswahl an Lauf- und Unterlaufbefestigungen wurden fertiggestellt und werden vor ihrer bevorstehenden Ver\u00f6ffentlichung getestet.\nAudio\nAudio unterst\u00fctzte verschiedene Alpha 3.7 Features und Inhalte, einschlie\u00dflich der Implementierung von SFX f\u00fcr die Kroneg FL-33 Laserkanone und Hedeby Gunworks Salvo Frag Pistole. Daneben erhielten Waffenanbauten auf breiter Front neue Audio-Assets. Das Team unterst\u00fctzte die laufenden Arbeiten am FPS-Mining, indem es den Sound f\u00fcr den Multitool-Aufsatz und die dazugeh\u00f6rigen abbaubaren\/erntembaren Objekte entwarf und implementierte.\nDie Hauptlast der Schiffe f\u00fcr das Team lag auf der Origin 890 Jump, insbesondere die Triebwerke, die Atmosph\u00e4re und die beweglichen Teile. Sie unterst\u00fctzten auch die Aegis Vanguard-Varianten, um vor der Ver\u00f6ffentlichung ein hohes Ma\u00df an Glanz zu gew\u00e4hrleisten. Das automatische Foley-System wurde verbessert, mit zus\u00e4tzlicher Atmosph\u00e4re und ma\u00dfgeschneiderten Effekten f\u00fcr Springen, Landen und Springen. Sie f\u00fcgten auch Aufschlag und Effekte zu den verschiedenen H\u00f6hlenstandorten hinzu, die in K\u00fcrze ver\u00f6ffentlicht werden, wobei das solide Ambiente und der Spot SFX-Pass abgeschlossen sein werden.\nDas Musiksystem korrigiert, balanciert und neue Inhalte f\u00fcr den Schiffsflug und die Kampferfahrung wurden hinzugef\u00fcgt. Neue Musik wurde auch f\u00fcr die Anfahrt zu den neuen Rastst\u00e4tten eingesetzt. Das Team ist auch dabei, verschiedene UI-Systeme zu \u00fcberarbeiten - eines davon ist das Schiffssternenkartensystem und das Energiedreieck.\nEs wurde eine ma\u00dfgeschneiderte Unterst\u00fctzung f\u00fcr entfernte Gesch\u00fctzt\u00fcrme hinzugef\u00fcgt, wobei \u00c4nderungen am Audiomix vorgenommen wurden, um die Sicht der entfernten Kamera darzustellen und einen deutlichen Unterschied zwischen bemannten und unbemannten Gesch\u00fctzt\u00fcrmen zu schaffen. Das Dialogteam hat auch die SchiffskI und das 3D-Bussing verbessert.\nBackend Services\nIm August konzentrierte sich das Backend Services Team auf die Behebung verschiedener Fehler mit neuen und bestehenden Systemen. Der iCache wurde umfangreichen Tests unterzogen, einschlie\u00dflich der \u00dcberpr\u00fcfung seiner allgemeinen Robustheit und Wiederherstellung. Die Arbeiten an dem neuen Ressourcendienst, der f\u00fcr die Platzierung und Verfolgung der nat\u00fcrlichen Ressourcen auf Planetenk\u00f6rpern im gesamten Sonnensystem verantwortlich ist, begannen. Die neuen Star Engine Services wurden an ihrer Kerntechnologie weiterentwickelt und sind nun bereit, f\u00fcr das Gameplay und andere Nebenrollen eingesetzt zu werden.\nEin Problem mit der \u00dcbertragung von Schiffssch\u00e4den von der PU auf den Arena Commander wurde behoben, w\u00e4hrend die Anpassung der Verladung vom Spielservice auf das Backend verschoben wurde.\nSchlie\u00dflich nutzen die Spielserver nun den generalisierten Transaktionsdienst, um Shopk\u00e4ufe, Versicherungen und andere damit verbundene B\u00f6rsengesch\u00e4fte abzuwickeln.\nCharaktere\nIm vergangenen Monat setzte das Charakter-Team die Arbeit an der R\u00fcstung fort, testete etwas Wichtiges f\u00fcr CitizenCon und beendete den ersten Rollout der Materialbibliothek. Das Team hat k\u00fcrzlich damit begonnen, PU-Assets mit der neuen Bibliothek neu zu strukturieren. Schlie\u00dflich kam der Kopfgeldj\u00e4ger NPC in die High-Poly-Phase.\nCommunity\nDas Community-Team besuchte K\u00f6ln zur Gamescom und traf w\u00e4hrend der gesamten Veranstaltung und der abendlichen Bar Citizens zahlreiche B\u00fcrger. Sie verteilten spezielle Pins unter der Menge, die einen Hinweis auf das Schiff gaben, das bei der Pr\u00e4sentation von Aegis in Frankfurt - der Nautilus - enth\u00fcllt werden sollte. Wenn Sie Fragen zu diesem neu eingef\u00fchrten strategischen Minelayer haben, lesen Sie die offiziellen Fragen und Antworten.\nW\u00e4hrend die dritte und letzte Welle der CitizenCon-Tickets ausverkauft ist, sind die digitalen Goodies-Pakete, die allen CitizenCon-Teilnehmern zur Verf\u00fcgung gestellt werden, weiterhin erh\u00e4ltlich. Wenn Sie Ihren exklusiven Raumanzug, Pl\u00fcschtier, dekoratives Teleskop und Troph\u00e4e im Spiel sichern m\u00f6chten, besuchen Sie die CitizenCon-Website.\nApropos CitizenCon: Nach einer langen Liste von Bewerbungen ist die Anmeldung am Gemeinschaftsstand nun abgeschlossen. Das Team hat die \u00dcberpr\u00fcfung aller Bewerber abgeschlossen und allen, die eine Bewerbung eingereicht haben, geantwortet. Weitere Details dazu werden in K\u00fcrze \u00f6ffentlich bekannt gegeben!\n\nDesign\nDie Vorbereitung auf die CitizenCon bildete einen Teil der Arbeit des in Austin ans\u00e4ssigen Teams. Auf der wirtschaftlichen Seite verbrachten sie Zeit damit, dem FPS Mining Team bei der Integration und Verteilung neuer Materialien in verschiedene Gesch\u00e4fte im ganzen Universum zu helfen. Sie haben auch ihre Arbeit an der Verbesserung der wirtschaftlichen Zusammensetzung der Schiffe fortgesetzt und streben einen ganzheitlichen Pass an, der die Missionsauszahlungen und Handelsrouten aktualisiert.\nEin Missiongeber-Audit wurde gestartet, das der erste Schritt zu einem umfassenden Update aller missiongebenden NSCs ist. Auch an neuen Missionsinhalten wurde mit Vorarbeiten begonnen und befindet sich derzeit in der F&E- und Prototypenphase. Schlie\u00dflich werden derzeit eine gro\u00dfe Anzahl neuer Artikel in den Shops im Backend hinzugef\u00fcgt, also haltet Ausschau nach neuen Dingen, wenn Alpha 3.7 auf die PTU trifft.\nDevOps\nLetzten Monat erhielt DevOps die Anfrage, die Build-Output drastisch zu erh\u00f6hen. In der Vergangenheit haben sie die Buildausgabe an der Anzahl der einzigartigen Builds pro Tag gemessen. Mit der zus\u00e4tzlichen Entwicklung von Feature-Streams messen sie das Tempo, um wie viele Builds sie gleichzeitig ausf\u00fchren k\u00f6nnen. Die aktuelle Kapazit\u00e4t erm\u00f6glicht den gleichzeitigen Betrieb von vier verschiedenen Builds, wobei das aktuelle Ziel auf zehn gesetzt ist.\nBei jedem anderen Gro\u00dfprojekt mag diese Anforderung eine Br\u00fccke zu weit sein, aber f\u00fcr uns zeigt diese Anforderung nur das erh\u00f6hte Tempo des Projekts und wie wir nur das Team haben, um diese Ziele zu erreichen.\nFunktionen (Gameplay)\nDas Gameplay-Team hatte einen arbeitsreichen Sommer, in dem es an Zielen arbeitete, die es Ende des dritten Quartals 2019 und dar\u00fcber hinaus vorstellen m\u00f6chte. Sie haben auch mehrere Verbesserungen an der Comm-Link-Benutzeroberfl\u00e4che f\u00fcr Alpha 3.7 vorgenommen, die die allgemeine Lesbarkeit und Benutzerfreundlichkeit verbessert haben. Die Arbeiten an der Unterst\u00fctzung von Mehrkanal-Kommunikation f\u00fcr VoIP\/FoIP wurden ebenfalls fortgesetzt, ebenso wie die Arbeiten an der zweiten Iteration des Character Customizers. Die neue Version bringt einen geradlinigen Look in die Benutzeroberfl\u00e4che, der die allgemeine Benutzerfreundlichkeit bei der Erstellung benutzerdefinierter Charaktere in Alpha 3.7 verbessert.\nMerkmale (Fahrzeuge)\nDie US-Teams haben sich im August auf einen physikalischen Proxy-Refaktor konzentriert, der, wenn er fertig ist, zu einer verbesserten Leistung in der gesamten PU f\u00fchren wird. Zus\u00e4tzlich unterst\u00fctzten sie den Alpha 3.6.1-Patch, indem sie mehrere Fehler beendeten, darunter Spielabbr\u00fcche und fahrzeugbezogene Probleme.\nDie EU-Teams arbeiteten an Meldetafeln f\u00fcr Schiffe, damit die einzelnen Leuchten in den richtigen Situationen richtig funktionieren. Sie konzentrieren sich nun darauf, das Feature zu vervollst\u00e4ndigen und es weiteren Fahrzeugen hinzuzuf\u00fcgen. Sie haben auch verschiedene Verbesserungen am Hover-Modus vorgenommen und verschiedene Funktionsfehler behoben.\nGrafiken\nIm August konzentrierte sich das Grafik-Team auf drei Hauptfunktionen f\u00fcr die PU: Der erste ist die Fortsetzung der in fr\u00fcheren Berichten erw\u00e4hnten Verbesserungen der Planetenbeschattung, die kurz vor dem Abschluss steht und \u00e4u\u00dferst vielversprechende Ergebnisse zeigt. Ein Gro\u00dfteil des Planetencodes wurde inzwischen mit SIMD\/SSE-Anweisungen optimiert, so dass er trotz neuer Funktionen wie der Laufzeitdekompression von Klimadatenkarten noch schneller als bisher l\u00e4uft.\nAuch das T\u00f6nungspalettensystem n\u00e4hert sich der Fertigstellung und wird anschlie\u00dfend an die Kunst- und Code-Teams \u00fcbergeben, um mit der Integration in ihre verschiedenen Systeme und Workflows zu beginnen. Umwelt Kunst und Requisiten werden die ersten sein, die diese Vorteile nutzen. Im Laufe der Zeit wird diese Funktion eine viel gr\u00f6\u00dfere Vielfalt an Farben, Aufklebern und Logos im gesamten Spiel erm\u00f6glichen.\nDas letzte Feature ist eine Bounced Light Simulation (GI) f\u00fcr die FPS-Taschenlampe. Dabei wird eine Bildschirmraumtechnik verwendet, die die Tatsache ausnutzt, dass die Taschenlampe immer nach vorne gerichtet ist, um die \u00fcblichen Fallstricke der Bildschirmraumtechnik zu vermeiden. Dies erm\u00f6glicht eine viel interessantere Beleuchtung in H\u00f6hlen und anderen dunklen Umgebungen.\nLeveldesign\nLevel Design hat im August an mehreren neuen Standorten gearbeitet - New Babbage macht gro\u00dfe Fortschritte und ist weit in der Greybox-Phase. Sie sind auch damit besch\u00e4ftigt, die neuen modularen Innenr\u00e4ume der Stationen zu erstellen, um sicherzustellen, dass alles so funktioniert, wie es f\u00fcr die bevorstehende Version vorgesehen ist.\nBeleuchtung\nIm August begann das Beleuchtungsteam, die Stimmung und Atmosph\u00e4re der kommenden planetarischen H\u00f6hlenstandorte zu finalisieren. Die Herausforderung bestand darin, ein Gleichgewicht zwischen glaubhafter Dunkelheit, filmischer Atmosph\u00e4re und Lesbarkeit zu finden, um zu verhindern, dass die Spieler zu sehr verloren gehen. Um dies zu unterst\u00fctzen, haben sie nach Verbesserungen an der Player-Taschenlampe und dem Hinzuf\u00fcgen von \"Flavor-Bereichen\" gesucht, die den Spielern helfen k\u00f6nnen, ihren Aufenthaltsort zu bestimmen.\nDas Team unterst\u00fctzte auch die modernisierten Rastst\u00e4tteninnenr\u00e4ume kontinuierlich mit interessanter und dynamischer Beleuchtung. Gleichzeitig unterst\u00fctzten sie die New Babbage Landezone mit LookDev und Erkundungsarbeiten, so dass sie mehr Zeit mit dem Iterieren und sp\u00e4teren Polieren der Beleuchtung verbringen k\u00f6nnen.\n\nNarrativ\nDas Narrative Team verbrachte Zeit damit, bestehende Systeme wie Missionsgeber und Luftkampf-Wildleinen zu auditieren, dem Umweltteam Details f\u00fcr einige der kommenden Landezonen zur Verf\u00fcgung zu stellen und mit Design \u00fcber neue Missionsinhalte und NSC-Archetypen zu synchronisieren. Sie begannen, die Banu-K\u00fcche und einige der potentiellen Kampfstile, die sich h\u00e4tten entwickeln und ihre \u00fcblichen Aufgaben bew\u00e4ltigen k\u00f6nnen, wie das Schreiben der neuesten Ausgabe von Tracker und die Bereitstellung von Inhalten f\u00fcr Jump Point, zu vervollst\u00e4ndigen. Auch bei einigen Aufgaben f\u00fcr CitizenCon wurden Fortschritte erzielt.....\nSpielerbeziehungen\n\n\nPlayer Relations arbeitete t\u00e4glich daran, Alpha 3.6 und seine inkrementellen Patches zu ver\u00f6ffentlichen und zu unterst\u00fctzen, zusammen mit der Unterst\u00fctzung des Anvil Ballista und der bevorstehenden Einf\u00fchrung des Origin 890 Jump.\nSie unterst\u00fctzten auch die Veranstaltung des Chairman's Club in Frankfurt. \u00dcber 150 Sponsoren nahmen an der Post-Gamescom-Veranstaltung teil, bei der die Aegis Nautilus enth\u00fcllt wurde.\nRequisiten\nIn Gro\u00dfbritannien verbrachte Requisiten den Monat damit, die Anforderungen f\u00fcr kommende Alpha-Versionen, einschlie\u00dflich des Origin 890 Jump, abzuschlie\u00dfen. Nachdem alle Requisiten fertig gestellt waren, nutzte das Team die Gelegenheit, ein Modell des Schiffes f\u00fcr das Kapit\u00e4nsquartier zu erstellen. Einige Teammitglieder halfen, das Schiff selbst fertigzustellen, indem sie ein paar R\u00e4ume fertigstellten und LODs und Physikproxys erstellten.\nNeue Requisiten wurden f\u00fcr die H\u00f6hlen in Alpha 3.7 erstellt, darunter ein Prototyp f\u00fcr ein pers\u00f6nliches Leuchtfeuer, das wahrscheinlich n\u00e4chsten Monat die Kunst komplett erreichen wird. Wie immer unterst\u00fctzten sie das Usables-Team weiterhin, indem sie neue Vorlagen einf\u00fchrten und die eingerichteten Funktionen unterst\u00fctzten.\nDas US Tech Art Team entwickelte ein neues Template-Tool, um den Prozess der Asset-Erstellung zu beschleunigen, so dass man sich die Zeit nahm, herauszufinden, wie man die Vorteile der neuen Funktion am besten nutzen kann. Schlie\u00dflich begann ein Teil des Teams, sich mit den neuen Hi-Tech-Assets zu besch\u00e4ftigen, indem es den Kunststil erkundete und seinen Whitebox-Pass auf New Babbage begann.\nQA\nQA wurde mit einer Testanfrage f\u00fcr ein gr\u00f6\u00dferes visuelles Update an den Redakteur letzten Monat beauftragt. Die Funktionalit\u00e4t wurde nicht beeintr\u00e4chtigt, so dass sie sich in erster Linie auf neue visuelle Aspekte und Benutzerfreundlichkeit konzentrierten.\nAuf der Clientseite wurden mehrere Verbesserungen des physikalischen Speichers getestet und in Alpha 3.6 implementiert. Sie unternahmen auch Vorversuche f\u00fcr den neu implementierten 890 Jump und erhielten vom Designteam eine interne Anfrage, Quantum Travel Linking zu testen. Die Auswahl der KI-Ziele f\u00fcr den Kampf wird in der PU getestet, wobei die Schwierigkeiten derzeit optimiert werden.\nDesign arbeitete mit den Standorten zusammen, um Feedback \u00fcber die KI-Dichte zu geben, die erforderlich ist, damit sich Orison lebendig und gekleidet f\u00fchlt, einschlie\u00dflich Tests, um sicherzustellen, dass es gen\u00fcgend Nutzungsm\u00f6glichkeiten gibt und sich keine \u00fcberlappen. Die Standorte haben die QA auch damit beauftragt, sich mit dem prozeduralen Layout-Tool vertraut zu machen, damit sie in Zukunft schnell und einfach Leveldesign-Probleme untersuchen k\u00f6nnen.\nTechnische Animation\nTech Animation unterst\u00fctzte das Social AI Team mit In-Engine-Animationsaufbauten und Animationsanlagen f\u00fcr eine Vielzahl von Requisiten. Sie unterst\u00fctzten das Waffenteam mit dem Multitool-Minenaufsatz und schlossen die technischen Vorbereitungen f\u00fcr die neuen Waffenaufs\u00e4tze ab. Fehler wurden auch f\u00fcr Animation, Design und Art behoben.\nTechnische Kunst\nTech Art besuchte erneut die Mimik-Scan-Pipeline und evaluierte verschiedene neue photogrammetriebasierte Scan-L\u00f6sungen. Da hochdetaillierte Scans von Gesichtsausdr\u00fccken das Herzst\u00fcck der neuen hauseigenen Rigging-Pipeline sind, ist eine effiziente Erstellung, Bearbeitung und manuelle Nachbearbeitung der Scan-Netze entscheidend f\u00fcr schnelle Durchlaufzeiten. W\u00e4hrend die Squadron 42 bereits \u00fcber hochwertige Gesichtsger\u00e4te verf\u00fcgt, ben\u00f6tigt die PU st\u00e4ndig neue Missionsgeber. Die neuen L\u00f6sungen werden dem Team letztlich helfen, den Genpool der DNA des Charakters zu erweitern, was sowohl den Designern als auch den Spielern mehr M\u00f6glichkeiten gibt, einzigartige und interessante Gesichter zu kreieren.\nTurbulent (Dienstleistungen)\nIn Montreal begann Turbulent mit der Entwicklung eines neuen Frameworks zum Aufbau von Event-Source-Microservices. Dies wird die Entwicklung eines v\u00f6llig neuen Satzes von Spieldiensten unterst\u00fctzen und wird Inventarisierung und Fortschrittsbest\u00e4ndigkeit gew\u00e4hrleisten, die Entwicklungszeiten der kommenden Dienste verk\u00fcrzen und die Zuverl\u00e4ssigkeit der sozialen Dienste des Spiels erh\u00f6hen. Das Framework aktualisiert die Kommunikation von Microservices auf dem Servicebus des Spiels und bietet neue Ankerpunkte f\u00fcr den Abruf der Echtzeitdaten, die von Game Support und Designern zur \u00dcberpr\u00fcfung des Zustands des Spieluniversums verwendet werden.\nTurbulent (Web-Plattform)\nTurbulent's Platform Team unterst\u00fctzte die Ver\u00f6ffentlichung der Aegis Nautilus durch den Aufbau der Webseiten und des Minispiels'Mission to Hadrian'. Sie unterst\u00fctzten auch die Ver\u00f6ffentlichung neuer Merchandising-Artikel und die Concierge-Veranstaltung in Frankfurt.\n\nVFX\nIm August setzte VFX seine Arbeit an der Vorbereitung des 890 Jump zur Ver\u00f6ffentlichung fort. Sie absolvierten auch einen Durchlauf aller Spuren von Schiffsmotoren, um sicherzustellen, dass sie in Reichweite sichtbar sind.\nAn der Waffenfront wurde die Hedeby Gunworks Salvo frag Pistole fertiggestellt (einschlie\u00dflich neuer Funktionen, die es dem Team erm\u00f6glichen, den Geschosstyp zu wechseln, wenn die Waffe vollst\u00e4ndig geladen ist) und die Arbeiten an einem neuen Raketenwerfer begonnen. Das Team arbeitete auch an VFX f\u00fcr den FPS-Mining, einschlie\u00dflich des Laserstrahls, des Aufpralls und der Gesteinszerst\u00f6rung der Mining-Anlage.\nWeitere Fortschritte wurden bei Planet Effects V4 erzielt, mit weiteren Verbesserungen des im letzten Monat erw\u00e4hnten LOD-Systems und der neuen F\u00e4higkeit, Effekte direkt von Oberfl\u00e4chentypen zu erzeugen.\nEin System wurde ebenfalls hinzugef\u00fcgt, um spezielle Partikel zu erm\u00f6glichen, die benutzerdefinierte LODs in den Effekt eingebettet haben. Dies erm\u00f6glicht es dem Team, das Aussehen eines Effekts basierend auf der Reichweite drastisch zu \u00e4ndern. Zum Beispiel kann ein Staubsturm dick genug sein, um aus der Ferne einen gerichteten Sonnenschutz zu sehen, aber aus der N\u00e4he sieht er nur wie dichter Nebel ohne Schatten aus.\nDie VFX-Techniker arbeiteten an mehreren Houdini-basierten Prototypen, darunter ein Building Asset Generator, der es ihnen erm\u00f6glicht, schnell mehrere Geb\u00e4ude zu generieren, die durch ein Regelwerk definiert sind. WIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"It was all go last month, with development milestones met, new vehicles announced, and progress made on important upcoming features. The CitizenCon wheel also started turning, so expect further snippets in the coming months as we lead up to Star Citizen\u2019s biggest event of the year.\n\nAI\nCharacter AI worked towards completing the first pass on the new iteration of combat behaviors. This implementation includes better structural organization of the different tactics characters can evaluate during combat and helps the programmers to implement and test all possible options. It\u2019s also great for the player as it makes the overall combat experience more stable and interesting. For example, enemies now have proper tactics for handling open spaces and have a better selection of cover options when fighting in locations with multiple floors. They also started implementing different weapon fire modes so that NPCs can decide which one best suits their current situation. The choice is also affected by the AI\u2019s \u2018experience\u2019 \u2013 so a scared, inexperienced soldier might shoot as much as possible with reduced accuracy and bullet conservation. Several fixes were made to ensure aiming and shooting syncs correctly between the client and server too.\nShip AI worked on behavior and technical improvements. So of these allow the designers to access more behavior parameters, such as the option to look at a target while flying to a specific offset or to the beginning of a Track View scene. They implemented the first version of the Defend Target behavior that makes great use of the new target selection functionalities \u2013 the designers can now customize weights and threat scores to enable the AI to select the most appropriate target. This selection is influenced by several factors, such as the enemy ship\u2019s threat score, the number of enemies targeting a specific entity, or damage inflicted. This provides a more realistic fight experience and allows players to witness more meaningful decisions during firefights.\nFurther progress was made towards the new ship 3D pathfinding implementation. This new approach has two basic control modes: position and velocity. Positional control means that a spaceship wants to reach a specific location, so a path will be generated incrementally as it moves in space. Velocity control means that a spaceship is going to maneuver related to a specific target or location. Both approaches make use of the physical data stored in the signed distance fields (SDF).\nSocial AI improved the usable system by simplifying the way \u2018use channel routing\u2019 is set up and evaluated by the runtime code. For those not familiar with use channel routing, it\u2019s a functionality to set up an override of the available interactions when a character is attached to another usable. For example, when a patron orders a drink, the bartender needs to understand what to do if the patron is standing or sitting. They also unified the way NPCs interact with usables and seats so that operator seats don\u2019t require specific nodes and that functionality is abstracted under the usable system.\nThe team also started tackling the problem of NPCs navigating across multiple meshes. The \u2018offmesh link manager\u2019 has been improved to accept the connection of different navigation meshes and the movement system can now handle different paths and follow multiple path types. This functionality is fundamental to the procedural generation of stations made by multiple navigation meshes (or ships composed of different customization elements) and to allow, for example, reinforcements to drop from a ship to a station.\nAnimation\nThe Animation Team spent time in August improving in-game animations. They also progressed with the bartender NPC and are currently planning to shoot more mocap to add to the experience.\nArt (Environment)\nAugust saw the Art Team finalize asset work for caves. Players can expect to find new mineable and harvestable items when they eventually explore these new locations in the future.\nPlanet-side, progress was made on microTech and technical updates were made to the planet tech to improve all existing locations. Players will see improved visuals, better consistency between ground and orbit, and direct correlation with the VFX on the surface when it goes live. The team will share more and break down the full scope of the updates towards the end of the year.\nArt (Ships)\nThe Art Team added their finishing touches to the Banu Defender and worked with System Design to ensure everything was working correctly. Most elements of the ship are nearing completion, with the team now finalizing the material sets and preparing for a damage pass. Significant progress was also made on the Prowler following the finalization of the art direction for Tevarin ship interiors. The exterior is approaching the greybox-complete stage and the interior is developing its own identity, particularly when compared to the other alien races\u2019 ships. They also squashed bugs on already-released vehicles like the Ballista.\nLots of small issues along with a few bigger ones have been fixed this month to get the Origin 890 Jump complete.\nArt (Weapons)\nThe Weapons Art Team started the month closing out tasks for the Greycat Industrial Multitool mining attachment. The Kroneg FL-33 laser canon is having the finishing touches applied to the main geometry and materials and will move to the final art complete stage in the coming weeks. A few feedback points were addressed for the Hedeby Gunworks Salvo frag pistol before focus shifted to weapon attachments. Scopes, holo sights, red dots, and a full selection of barrel and under-barrel attachments were completed and are being tested before their upcoming release.\nAudio\nAudio supported various Alpha 3.7 features and content, including implementing SFX for the Kroneg FL-33 laser canon and Hedeby Gunworks Salvo frag pistol. Alongside this, weapon attachments received new audio assets across the board. The team supported the ongoing work on FPS mining by designing and implementing sound for the Multitool attachment and the related mineable\/harvestable objects.\nThe main ships workload for the team was on the Origin 890 Jump, specifically the thrusters, ambiance, and moving parts. They also supported the Aegis Vanguard variants to ensure a high level of polish ahead of their release. Improvements were made to the automatic Foley system, with added ambiance and bespoke effects for jumping, landing, and vaulting. They also added mark-up and effects to the various cave locations that will be released soon, with the solid ambiance and spot SFX pass complete.\nMusic system fixes, rebalancing, and new content for the ship flight and combat experience were added. New music was also implemented for the approach to the new Rest Stop locations. The team are also in the process of reworking various UI systems \u2013 one notable being the ship star map system and power triangle.\nBespoke support for remote turrets was added, with changes to the audio mix made to represent the remote camera view and create a notable difference between manned and unmanned turrets. The Dialogue Team also made improvements to Ship AI and 3D bussing.\nBackend Services\nAugust saw the Backend Services Team focus on fixing various bugs with new and existing systems. The iCache underwent significant testing, including checking its overall robustness and recovery. Work began on the new resource service, which is responsible for placing and tracking natural resources on planetary bodies throughout the solar system. The new Star Engine Services received enhancements to its core technology and is now ready to be used for gameplay and other supporting roles.\nAn issue with ship damage carrying over from the PU to Arena Commander has been resolved, while loadout customization was moved from game service to the backend.\nLastly, the game servers are now using the generalized transaction service to handle shop purchases, insurance, and other related exchanges\nCharacters\nLast month, the Character Team continued work on armor, tested something important for CitizenCon, and finished the initial rollout of the material library. The team recently moved onto retexturing PU assets using the new library. Finally, the bounty hunter NPC progressed to the high-poly stage.\nCommunity\nThe Community Team visited Cologne for Gamescom and met countless citizens throughout the event and the evening\u2019s Bar Citizens. They distributed special pins amongst the crowd that provided a hint at the ship to be revealed at the Aegis presentation in Frankfurt \u2013 the Nautilus. If you have questions about this newly introduced strategic minelayer, check out the official Q&A.\nWhile the third and final wave of CitizenCon tickets sold out, the digital goodies packs given to all CitizenCon attendees is still available. If you want to secure your exclusive in-game spacesuit, plushie, decorative telescope, and trophy, head over to the CitizenCon website.\nTalking about CitizenCon: After receiving a long list of applications, the Community Booth signup is now closed. The team has wrapped up reviewing all applicants and has replied to everyone who submitted an application. More details on this will be shared publicly closer to the event!\n\nDesign\nPreparation for CitizenCon made up a portion of the Austin-based team\u2019s work. On the economy side of things, they spent time helping the FPS Mining Team integrate and distribute new materials into various shops throughout the universe. They also continued work on improving the economic makeup of ships and are looking to make a holistic pass updating mission payouts and trade routes.\nA mission giver audit was started, which is the first step in an overall update of all mission-giving NPCs. Preliminary work was also started on new mission content and is currently in the R&D and prototype stage. Finally, a large number of new items are currently being added to shops in the backend, so keep an eye out for new stuff when Alpha 3.7 hits the PTU.\nDevOps\nLast month, DevOps received a request to dramatically increase build output. In the past, they measured build output by the quantity of unique builds per day. With the addition of feature stream development, they\u2019re measuring pace by how many builds they can run at the same time. Current capacity allows four different builds to run concurrently, with the current target set at ten.\nOn any other large project, this request might be a bridge too far, but for us this request only demonstrates the increased pace of the project and how we\u2019ve got just the team to meet these goals.\nFeatures (Gameplay)\nThe Gameplay Team had a busy summer working towards goals they\u2019re aiming to unveil at the end of Q3 2019 and beyond. They also made several improvements to the Comm-Link UI for Alpha 3.7, improving its general readability and user experience. Work also continued on multi-channel comms support for VoIP\/FoIP, as did work on the second iteration of the character customizer. The new version brings a straightforward look to the UI that will improve the overall user experience when creating custom characters in Alpha 3.7.\nFeatures (Vehicles)\nThe US teams spent August focusing on a physics proxy refactor which, when complete, will result in improved performance throughout the PU. Additionally, they supported the Alpha 3.6.1 patch by fixing several bugs, including game crashes and vehicle-related issues.\nThe EU teams worked on annunciator panels for ships, getting the individual lights to work correctly in the right situations. They\u2019re now focusing on finishing the feature and adding it to more vehicles. They also made various improvements to Hover Mode and fixed various feature bugs.\nGraphics\nAugust saw the Graphics Team focus on three major features for the PU: The first is the continuation of the planet shading improvements mentioned in previous reports, which is nearing completion and showing extremely promising results. Much of the planet code has now been hand-optimized with SIMD\/SSE instructions to make it run even faster than before despite the addition of new features, such as the run-time decompression of climate data maps.\nThe tint palette system is also approaching completion, after which it will be handed over to the art and code teams to begin integrating into their various systems and workflows. Environment Art and Props will be first to take advantage of this. Over time, this feature will allow a much wider variety of colors, decals, and logos across the game.\nThe final feature is a bounced light simulation (GI) for the FPS flashlight. This uses a screen-space technique that takes advantage of the fact that the flashlight is always aimed forwards, so avoids the usual pitfalls of screen-space techniques. This will allow for much more interesting lighting in caves and other dark environments.\nLevel Design\nLevel Design worked on several new locations during August \u2013 New Babbage is making great progress and is well into the Greybox phase. They\u2019re also busy generating the new modular station interiors to ensure everything is working as intended for their upcoming release.\nLighting\nIn August, the Lighting Team began finalizing the mood and atmosphere of the upcoming planetary cave locations. The challenge has been finding a balance between believable darkness, cinematic atmosphere, and readability to prevent players from becoming too lost. To support this, they\u2019ve been looking into making improvements to the player flashlight and adding \u2018flavor areas\u2019 that can help players identify where they.\nThe team also provided on-going support for the updated Rest Stop interiors with interesting and dynamic lighting. At the same time, they supported the New Babbage landing zone with LookDev and exploration work, which allows them to spend more time iterating on and polishing the lighting later on.\n\nNarrative\nThe Narrative Team spent time auditing existing systems like mission givers and dogfighting wild lines, providing the Environment Team with details for some of the upcoming landing zones, and syncing with Design on new mission content and NPC archetypes. They started fleshing out Banu cuisine and some of the potential fighting styles that could have developed and worked through their usual tasks, such as writing the latest installment of Tracker and providing content for Jump Point. Progress was made on a few tasks for CitizenCon too\u2026\nPlayer Relations\nPlayer Relations worked daily to publish and support Alpha 3.6 and its incremental patches along with supporting the Anvil Ballista and upcoming launch of the Origin 890 Jump.\nThey also supported the Chairman\u2019s Club event in Frankfurt. Over 150 backers attended the post-Gamescom event, where the Aegis Nautilus was revealed.\nProps\nIn the UK, Props spent the month closing out requirements for upcoming Alpha releases, including the Origin 890 Jump. Once all props were complete, the team took the opportunity to create a model of the ship for the captain\u2019s quarters. Some team members helped finish the ship itself by finalizing a couple of rooms and creating LODs and physics proxies.\nNew props were created for the caves coming in Alpha 3.7, including a prototype for a personal flare that will likely reach \u2018art complete\u2019 next month. As always, they continued to support the Usables Team by setting up new templates and supporting functionality set up.\nThe US Tech Art Team developed a new template tool to speed up the asset creation process, so time was taken to determine how best to take advantage of the new feature. Finally, some of the team started looking into the new Hi-Tech assets by exploring the art style and starting their whitebox pass on New Babbage.\nQA\nQA were tasked with a test request for a major visual update to the editor last month. Functionality was not affected, so they primarily focused on new visual issues and usability.\nOn the client-side, several physics memory improvements were tested and implemented into Alpha 3.6. They also undertook preliminary testing of the newly implemented 890 Jump and received an internal request to test Quantum Travel Linking from the Design Team. Combat AI target selection is being tested in the PU, with difficulty currently being tweaked.\nDesign worked alongside Locations to provide feedback on the AI density required to make Orison feel lively and habited, which included testing to make sure there were enough usables and none were overlapping. Locations also tasked QA with getting better acquainted with the procedural layout tool so that they\u2019re able to quickly investigate level design issues in the future.\nTech Animation\nTech Animation supported the Social AI Team with in-engine animation setups and animation rigs for a wide variety of props. They supported the Weapons Team with the Multitool mining attachment and completed technical setups for the new weapon attachment types. Bugs were also fixed for Animation, Design, and Art.\nTech Art\nTech Art revisited the facial expression scanning pipeline and evaluated various new photogrammetry-based scan solutions. Since highly detailed scans of facial expressions are the core of the new in-house rigging pipeline, efficient creation, processing, and manual touch-ups of the scan meshes are crucial for quick turnaround times. While the Squadron 42 cast already has high-quality face rigs, the PU is in constant need of new mission givers. The new solutions will ultimately help the team expand the character creator\u2019s \u2018DNA\u2019 gene pool, which will give both the designers and players more options to create unique and interesting faces.\nTurbulent (Services)\nOver in Montreal, Turbulent began development of a new framework to build event-sourced microservices. This will support the development of an entirely new set of game services and will provide inventory and progress persistence, cut the development times of upcoming services, and increase reliability across the game\u2019s social services. The framework updates how microservices communicate on the game\u2019s service bus and provides new anchor points for retrieving the real-time data used by game support and designers to inspect the state of the game universe.\nTurbulent (Web platform)\nTurbulent\u2019s Platform Team supported the release of the Aegis Nautilus by building the webpages and \u2018Mission to Hadrian\u2019 minigame. They also supported the release of new merchandise and the Concierge event in Frankfurt.\n\nVFX\nAugust saw VFX continue their work on readying the 890 Jump for release. They also completed a pass of all ship engine trails to make sure they\u2019re visible at range.\nOn the weapons front, the Hedeby Gunworks Salvo frag pistol was completed (including new functionality that allows the team to change the projectile type when the weapon is fully charged) and work also began on a new rocket launcher. The team also worked on VFX for FPS mining, including the mining attachment\u2019s laser beam, impact, and rock destruction.\nFurther progress was made on Planet Effects V4, with further improvements to the LOD system mentioned last month and the new ability to spawn effects directly from surface types.\nA system was also added to enable special particles that have custom LODs embedded into the effect. This will allow the team to drastically change the look of an effect based on the range. For example, a dust storm may be thick enough to see some directional sunlight shading when viewed from afar, but up close it will just look like thick fog with no shading.\nThe VFX tech artists worked on several Houdini-based prototypes, including a building asset generator that allows them to quickly generate multiple buildings defined by a rule-set. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":4,"comment_count":17,"created_at":"2019-09-06T00:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-05-08 06:57:05","valid_relations":["images","links"],"prev_id":17212,"next_id":17214}}