{"data":{"id":17276,"title":"Squadron 42 Monthly Report: September 2019","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17276-Squadron-42-Monthly-Report-September-2019","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17276","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17276","channel":"Undefined","category":"Undefined","series":"Monthly Reports","images":[{"id":22253,"name":"Roadmap.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/376643qqton84r\/source\/Roadmap.jpg","alt":"","size":272590,"mime_type":"image\/jpeg","last_modified":"2019-10-07T12:59:41+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22253","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22253\/similar"},{"id":30963,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/vjhp2njbokvxb\/source.png","alt":"","size":4895804,"mime_type":"image\/png","last_modified":"2023-05-02T18:53:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30963","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30963\/similar"},{"id":31194,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/dyu8i559admn1\/source.png","alt":"","size":3831731,"mime_type":"image\/png","last_modified":"2023-06-06T16:13:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31194","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31194\/similar"},{"id":31403,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/p34sp3q2kl01b\/source.png","alt":"","size":3014864,"mime_type":"image\/png","last_modified":"2023-07-04T13:35:01+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31403","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31403\/similar"},{"id":31536,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/6u5x9e23ftrw7\/source.png","alt":"","size":3531870,"mime_type":"image\/png","last_modified":"2023-08-01T14:29:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31536","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31536\/similar"},{"id":31783,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/gaazjx0n1kop2\/source.png","alt":"","size":3223870,"mime_type":"image\/png","last_modified":"2023-09-12T14:59:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31783","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31783\/similar"},{"id":32961,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/8m2c1vusdb0hj\/source.png","alt":"","size":4757052,"mime_type":"image\/png","last_modified":"2023-10-03T12:11:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32961","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32961\/similar"},{"id":32962,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/4x3lw5w4vk3o4\/source.jpg","alt":"","size":584749,"mime_type":"image\/jpeg","last_modified":"2023-10-31T19:13:02+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32962","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32962\/similar"},{"id":38000,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/x5aus9nndxu4s\/source.jpg","alt":"","size":1186506,"mime_type":"image\/jpeg","last_modified":"2025-02-05T13:01:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38000","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38000\/similar"},{"id":38060,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/fe6j2ifv3ash4\/source.jpg","alt":"","size":1773870,"mime_type":"image\/jpeg","last_modified":"2025-03-04T15:04:48+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38060","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38060\/similar"},{"id":38084,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/pgmk7f9gt3j9y\/source.jpg","alt":"","size":2091105,"mime_type":"image\/jpeg","last_modified":"2025-04-01T17:29:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38084","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38084\/similar"},{"id":40391,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/svep7j1purh1f\/source.png","alt":"","size":5543040,"mime_type":"image\/png","last_modified":"2025-07-01T15:37:40+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40391","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40391\/similar"}],"images_count":43,"translations":{"en_EN":"This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We\u2019re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.\nAttention Recruits,\n\nWhat you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).\nOperatives around the world collected the intel needed to provide you with this progress report. Intelligence suggests we\u2019ve uncovered intel on combat takedowns, an updated MobiGlas for Squadron 42, and fixes to the gas cloud VFX tech.\n\nThe information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.\n\nUEE Naval High Command\n\nAI\nWe start with AI, who focused on improving the initial experience when players encounter NPCs. This involved tuning first reactions to something viewable in the players\u2019 peripheral vision and making the first pass on \u2018low reaction\u2019 behavior, which represents NPC reaction to something not particularly dangerous. For example, if they see or hear a cup being thrown. In these cases, the team wants to allow the player to draw the attention of an enemy to take them by surprise or drive them away from their location so they can sneak by. They also improved reactions to things NPCs only briefly see, particularly if the detected entity is in their peripheral vision. They achieved this by implementing a more complex first reaction, so being detected is slightly more forgiving to allow the player to better control the situation.\n\nAlongside behaviors, they made the first pass on accuracy and targeting controls for characters. This includes making the chest the preferred targeting location, with the following adjustments based on designer-defined accuracy values. Eventually, this will be connected to the skill system.\n\nShip AI worked improved and balanced ship behaviors, with a focus on the \u2018DefendTarget\u2019 logic. They also cleaned up the landing and takeoff code and slightly refactored how quantum travel (QT) logic works. This included simplifying the 3D pathfinding code by moving all additional steps into the behavior logic and TPS.\n\nParallel to this, progress continued on new 3D pathfinding code, which involves moving a lot of the processing logic into jobs that execute small calculations while the ship flies around the universe. This allowed them to extend the movement system to support patchable plans that can resume the pathfinding calculation when needed.\n\nSocial AI looked at identifying and clarifying the possible scenarios required to implement a large number of social behaviors. They\u2019re currently investigating the details so they can predefine the structural setup of the usables needed to allow the designers to create the infrastructure alongside the behaviors. These scenarios help identify edge cases to tackle on the second pass for the usable slotting code implementation.\n\nA prototype was developed for the \u2018item provider\u2019 \u2013 a usable that provides an NPC with all the necessary elements to prepare a specific item. This enables the team to create a data-driven process for the designers to quickly implement the required content.\n\nAside from fixing bugs and making systems more robust and stable, optimization work was done to general character navigation, including a way for navigation links to connect multiple meshes. This allows the modular creation of spaceships and stations to correctly define navigation volumes that can be connected to each other. It also opens up a lot of possibilities to NPCs, who can now systemically path through different sections of spaceships.\n\n\n\nAnimation\nLast month, the team focused on creating useables for the environments. They finalized takedowns (both unarmed and with knives) and reactions to staggers and punches. They\u2019re currently exploring how to show effect types on the player\u2019s body. They also completed animations for two new human enemy types, worked on new weapons for an existing enemy type, and supported the Cinematics and Story teams.\n\nArt (Characters)\nThe team kicked art production into full gear, including kicking off a new polish process for characters. This included creating a new hairstyle, face, body, and outfit. An existing character was revamped as a template the team moved onto the next character on the list.\n\nAudio\nThe Audio Team completed several chapters, paying particular attention to improving the ambiance and spot SFX on the Idris, where much of chapter 4 takes place.\n\nCinematics\nThe Cinematics Team\u2019s September involved in-mission spaceflight cutaways and on-foot sequences with lots of characters. They also upgraded and adjusted a few sequences to accommodate slight changes to room layouts and locations. The on-going female player tests resulted in a couple of tech requests to the Feature Team \u2013 a quick way to switch between female and male characters in-editor, and a way to render sequences with both male and female characters. These additions will make it possible to review sequences without too much manual capture.\n\nThe request for a female-character-specific additive positional\/rotational adjustment track mentioned last month made progress. This will enable quick adjustments of the (virtual) camera to properly frame the female character model, as it is slightly smaller than the male equivalent.\n\nA complex sequence featuring a navigation ship spline from a space station to a Bengal carrier was completed too.\n\n\n\nEngineering\nAlongside supporting Track View and comms calls, the Feature Team helped with locker functionality. The feature dynamically populates a locker with an NPC\u2019s outfit and enables the team to swap it out as required. The Actor Feature Team stared adding temperature to the actor status system. This will affect a character\u2019s performance and health depending on how hot and cold they are and takes the environment, humidity, and windchill into account. They also continued developing the personal inventory system using a new personal inner-thought menu. Melee combat improved and now features combos and melee weapons, while staggers and knockdowns based on force were added. For example, a pistol will have less effect than a shotgun.\n\nPhysics work included finalizing and submitting the signed distance field (SDF) system, which is used to accelerate collision checks and intersection tests of rays against complex geometry, such as ships. Several optimizations were also made to soft bodies. These included enabled attached vertices to not create n^2 LRA constraints, allowing the sub-step mode to only perform collision detection once instead of multiple times per sub-step, and increasing collision shape counts to account for more complicated geometry.\n\n\n\nGameplay Story\nThe Gameplay Story Team had a productive September, getting nearly 50 scenes to a good standard during Q3. They\u2019re currently planning for Q4, where they\u2019re aiming to complete a further 50. They also began working with Design to prototype what happens if players interrupt scenes or approach from unexpected directions.\n\nGraphics\nLast month, Graphics focused on optimization and adding additional functionality to the art material shaders, including the glass and organic variants. Significant attention went to visual testing, which is the process used to find bugs in the engine as quickly as possible. The automated version was reworked to run on any programmer\u2019s machine before they submit code changes to check that they won\u2019t detrimentally affect the engine. This is important because the sheer size of the engine and its feature set make it extremely difficult to manually test all potential knock-ons from a change.\n\n\n\nLevel Design\nThe Social Team continued building social spaces and both high and low priority narrative scenes. Level Design detailed the FPS spaces with support from Art and AI. Workflow tweaks to the scripting tools are now starting to come in to make their lives easier. The team responsible for aerial combat continued to work on space encounters, with focus on layering the AI and pilot profiles to make the scenarios feel more realistic. The team also gained two new members, who are quickly getting up to speed with the more complex features and mechanics. Progress is currently being made on systemic behaviors, which require complex scripting to make use of the numerous intractables.\n\nNarrative\nSome of the Narrative Team visited the UK office to review the latest progress and continue to hone the narrative flow of the game, adjusting how certain moments are discovered by the player to ensure they have optimal impact. To this end, they also continued work on game text and collaborated with Design to focus on when they\u2019re triggered and completed. Additionally, they met with Character Art to discuss adjustments to add a deeper sense of backstory to some of the cast\u2019s looks.\n\nQA\nLast month, QA worked on the full Squadron 42 flow to better equip themselves to test the different NPC wild lines during the campaign. They also maintained the various cinematic test levels they use to investigate issues the Cinematics Team encounters during their workflow.\n\nTech Animation\nTech Animation in the UK kept busy building, maintaining, and implementing campaign scenes. Alongside scenes, they worked on the creative and technical processes behind combat AI, social AI, and weapons. They also created new characters and worked closely with Character Art on the alien species featured in SQ42. The team in Frankfurt worked with Cinematics and Character Art to finalize character loadouts, rigged props for cinematic animations, and implemented a large number of comms calls..\n\n\n\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. This new solution will ultimately help the team expand the character creator\u2019s \u2018DNA\u2019 gene pool and give both the designers and players more options to create unique and interesting faces.\n\nUser Interface (UI)\nThe UI Team created designs and concepts for a new military helmet visor and MobiGlas which will eventually make its way into SQ42. They\u2019re currently creating signage and posters to add a \u201cretro-futuristic\u201d feel to one of the new environments.\n\nVFX\nVFX continued to work closely with Art and Design on key space locations, moving onto the polish phase in some cases and exploratory R&D in others. This included significant improvements to the gas cloud setup. They continued to develop the VFX transparency shader based on artist feedback and made raindrop shader improvements. LOD workflow improvements were also made to improve the quality of life for the vehicle artists. In Frankfurt, the team are currently providing tool support and fixing current issues with the gas cloud entity. They recently fixed a noticeable seam between voxel grids, despite them lining up perfectly. They accomplished this by adding an extra layer of voxels around the volume to create an overlap. This not only allows them to blend between different voxel grids but also blend between grids with different resolutions\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Dies ist ein Querverweis auf den Bericht, der k\u00fcrzlich \u00fcber den monatlichen Squadron 42 Newsletter verschickt wurde. Wir ver\u00f6ffentlichen dies ein zweites Mal als Comm-Link, um es der Community zu erleichtern, auf die man zur\u00fcckgreifen kann.\nAchtung Rekruten,\n\nWas Sie hier lesen werden, sind die neuesten Informationen \u00fcber die Weiterentwicklung der Squadron 42 (SCI des: SQ42).\nMitarbeiter auf der ganzen Welt sammelten die notwendigen Informationen, um Ihnen diesen Fortschrittsbericht zur Verf\u00fcgung zu stellen. Die Geheimdienstinformationen deuten darauf hin, dass wir Informationen \u00fcber Kampfversuche, ein aktualisiertes MobiGlas f\u00fcr Staffel 42 und Fixes f\u00fcr die Gaswolken-VFX-Technologie gefunden haben.\n\nDie in dieser Mitteilung enthaltenen Informationen sind \u00e4u\u00dferst sensibel, und es ist von gr\u00f6\u00dfter Bedeutung, dass sie nicht in die falschen H\u00e4nde geraten. Alle Datens\u00e4tze nach dem Lesen l\u00f6schen.\n\nUEE Naval Oberkommando\n\nKI\nWir beginnen mit der KI, die sich darauf konzentrierte, die erste Erfahrung zu verbessern, wenn Spieler auf NSCs treffen. Dies beinhaltete das Abstimmen der ersten Reaktionen auf etwas, das im peripheren Sehverm\u00f6gen der Spieler sichtbar ist, und das erste \u00dcbergeben des Verhaltens der'niedrigen Reaktion', das die NSC-Reaktion auf etwas nicht besonders Gef\u00e4hrliches darstellt. Zum Beispiel, wenn sie eine Tasse sehen oder h\u00f6ren, die geworfen wird. In diesen F\u00e4llen m\u00f6chte das Team es dem Spieler erm\u00f6glichen, die Aufmerksamkeit eines Feindes auf sich zu ziehen, um ihn \u00fcberraschend mitzunehmen oder ihn von seinem Standort wegzujagen, damit er sich vorbeischleichen kann. Sie verbesserten auch die Reaktionen auf Dinge, die NSCs nur kurz sehen, insbesondere wenn sich die erkannte Entit\u00e4t in ihrem peripheren Blickfeld befindet. Sie erreichten dies durch die Implementierung einer komplexeren ersten Reaktion, so dass das Erkennen etwas toleranter ist, um dem Spieler eine bessere Kontrolle der Situation zu erm\u00f6glichen.\n\nNeben dem Verhalten machten sie die erste Weitergabe von Genauigkeit und zielgerichteten Kontrollen f\u00fcr Charaktere. Dazu geh\u00f6rt auch, die Truhe zum bevorzugten Zielort zu machen, wobei die folgenden Anpassungen auf der Grundlage von vom Designer definierten Genauigkeitswerten vorgenommen werden. Letztendlich wird dies mit dem Qualifikationssystem verbunden sein.\n\nDie SchiffskI arbeitete mit verbesserten und ausgewogenen Schiffsverhalten, wobei der Schwerpunkt auf der Logik des \"DefendTarget\" lag. Sie haben auch den Lande- und Startcode bereinigt und die Funktionsweise der Quantum Travel (QT)-Logik leicht ver\u00e4ndert. Dazu geh\u00f6rte die Vereinfachung des 3D-Pfadfindungscodes durch Verschieben aller zus\u00e4tzlichen Schritte in die Verhaltenslogik und das TPS.\n\nParallel dazu wurden die Fortschritte bei der Entwicklung eines neuen 3D-Pfadfindungscodes fortgesetzt, bei dem ein Gro\u00dfteil der Verarbeitungslogik in Auftr\u00e4ge verschoben wird, die kleine Berechnungen durchf\u00fchren, w\u00e4hrend das Schiff im Universum herumfliegt. Dies erm\u00f6glichte es ihnen, das Bewegungssystem zu erweitern, um Patchable-Pl\u00e4ne zu unterst\u00fctzen, die bei Bedarf die Berechnung der Wegfindung wieder aufnehmen k\u00f6nnen.\n\nDie soziale KI untersuchte die Identifizierung und Kl\u00e4rung m\u00f6glicher Szenarien, die f\u00fcr die Implementierung einer gro\u00dfen Anzahl von sozialen Verhaltensweisen erforderlich sind. Sie untersuchen derzeit die Details, um den strukturellen Aufbau der Nutzbarkeit vordefinieren zu k\u00f6nnen, die es den Designern erm\u00f6glichen, die Infrastruktur neben dem Verhalten zu erstellen. Diese Szenarien helfen bei der Identifizierung von Edge-F\u00e4llen, die im zweiten Durchgang f\u00fcr die Implementierung von brauchbarem Slotting-Code gel\u00f6st werden m\u00fcssen.\n\nF\u00fcr den \"Item Provider\" wurde ein Prototyp entwickelt - ein brauchbarer, der einem NSC alle notwendigen Elemente zur Verf\u00fcgung stellt, um ein bestimmtes Item vorzubereiten. Dies erm\u00f6glicht es dem Team, einen datengesteuerten Prozess zu erstellen, in dem die Designer die gew\u00fcnschten Inhalte schnell umsetzen k\u00f6nnen.\n\nNeben der Behebung von Fehlern und der Verbesserung der Robustheit und Stabilit\u00e4t der Systeme wurde auch an der Optimierung der allgemeinen Zeichennavigation gearbeitet, einschlie\u00dflich einer M\u00f6glichkeit f\u00fcr Navigationslinks, um mehrere Netze zu verbinden. Dies erm\u00f6glicht die modulare Erstellung von Raumschiffen und Stationen zur korrekten Definition von Navigationsvolumina, die miteinander verbunden werden k\u00f6nnen. Es er\u00f6ffnet auch den NSCs viele M\u00f6glichkeiten, die sich nun systematisch durch verschiedene Abschnitte von Raumschiffen bewegen k\u00f6nnen.\n\n\n\nAnimation\nLetzten Monat konzentrierte sich das Team auf die Entwicklung von Nutzmaterialien f\u00fcr die Umgebung. Sie schlossen Takedowns (sowohl unbewaffnet als auch mit Messern) und Reaktionen auf Staggers und Schl\u00e4ge ab. Sie untersuchen derzeit, wie man Effekttypen auf dem K\u00f6rper des Spielers anzeigen kann. Sie fertigten auch Animationen f\u00fcr zwei neue menschliche Feindtypen, arbeiteten an neuen Waffen f\u00fcr einen bestehenden Feindtyp und unterst\u00fctzten die Teams Cinematics und Story.\n\nKunst (Charaktere)\nDas Team brachte die Kunstproduktion auf Hochtouren und startete einen neuen Polierprozess f\u00fcr Charaktere. Dazu geh\u00f6rte auch die Entwicklung einer neuen Frisur, eines neuen Gesichts, eines neuen K\u00f6rpers und eines neuen Outfits. Ein bestehender Charakter wurde als Vorlage \u00fcberarbeitet, das Team wechselte zum n\u00e4chsten Charakter auf der Liste.\n\nAudio\nDas Audio-Team beendete mehrere Kapitel und achtete besonders darauf, das Ambiente zu verbessern und SFX auf der Idris zu sehen, wo ein Gro\u00dfteil von Kapitel 4 stattfindet.\n\nKinematiken\nIm September besch\u00e4ftigte sich das Cinematics Team mit Raumfahrt-Cutaways und On-Foot-Sequenzen mit vielen Charakteren. Sie haben auch einige Sequenzen verbessert und angepasst, um leichten \u00c4nderungen an Raumaufteilungen und -standorten Rechnung zu tragen. Die laufenden Tests f\u00fcr weibliche Spieler f\u00fchrten zu einigen technischen Anfragen an das Feature-Team - eine schnelle M\u00f6glichkeit, zwischen weiblichen und m\u00e4nnlichen Charakteren im Editor zu wechseln und Sequenzen mit m\u00e4nnlichen und weiblichen Charakteren zu rendern. Diese Erg\u00e4nzungen erm\u00f6glichen es, Sequenzen ohne zu viel manuelle Erfassung zu \u00fcberpr\u00fcfen.\n\nDie im letzten Monat erw\u00e4hnte Anfrage nach einer weiblich-charakterspezifischen additiven Positions-\/Rotationsanpassungsschiene machte Fortschritte. Dies erm\u00f6glicht eine schnelle Anpassung der (virtuellen) Kamera an das weibliche Charaktermodell, da es etwas kleiner als das m\u00e4nnliche \u00c4quivalent ist.\n\nEine komplexe Sequenz mit einem Navigationsschiff Spline von einer Raumstation zu einem bengalischen Tr\u00e4ger wurde ebenfalls abgeschlossen.\n\n\n\nIngenieurwesen\nNeben der Unterst\u00fctzung von Track View und Comms Calls half das Feature Team bei der Schlie\u00dffachfunktionalit\u00e4t. Das Feature f\u00fcllt einen Spind dynamisch mit dem Outfit eines NSCs und erm\u00f6glicht es dem Team, ihn bei Bedarf auszutauschen. Das Actor Feature Team starrte daraufhin, dem Darsteller-Statussystem eine Temperatur hinzuzuf\u00fcgen. Dies wirkt sich auf die Leistung und Gesundheit eines Charakters aus, je nachdem, wie hei\u00df und kalt er ist, und ber\u00fccksichtigt die Umgebung, Feuchtigkeit und Windk\u00e4lte. Sie entwickelten auch das pers\u00f6nliche Inventarsystem mit Hilfe eines neuen Men\u00fcs f\u00fcr innere Gedanken weiter. Der Nahkampf wurde verbessert und verf\u00fcgt nun \u00fcber Combos und Nahkampfwaffen, w\u00e4hrend Staffelungen und Niederschl\u00e4ge basierend auf Gewalt hinzugef\u00fcgt wurden. Zum Beispiel hat eine Pistole weniger Wirkung als eine Schrotflinte.\n\nZu den physikalischen Arbeiten geh\u00f6rte die Fertigstellung und Einreichung des Signed Distance Field (SDF)-Systems, mit dem Kollisionskontrollen und Schnitttests von Strahlen gegen komplexe Geometrien, wie beispielsweise Schiffe, beschleunigt werden k\u00f6nnen. Auch bei weichen K\u00f6rpern wurden mehrere Optimierungen vorgenommen. Diese beinhalteten die M\u00f6glichkeit, dass angeh\u00e4ngte Knoten keine n^2 LRA-Beschr\u00e4nkungen erzeugen, so dass der Teilschrittmodus nur einmal statt mehrmals pro Teilschritt eine Kollisionserkennung durchf\u00fchren kann, und die Anzahl der Kollisionsformen steigt, um komplexere Geometrien zu ber\u00fccksichtigen.\n\n\n\nGameplay-Geschichte\nDas Gameplay Story Team hatte einen produktiven September und brachte im dritten Quartal fast 50 Szenen auf ein gutes Niveau. Derzeit planen sie f\u00fcr das vierte Quartal, wo sie weitere 50 abschlie\u00dfen wollen. Sie begannen auch mit Design zusammenzuarbeiten, um einen Prototyp zu erstellen, was passiert, wenn Spieler Szenen unterbrechen oder sich aus unerwarteten Richtungen n\u00e4hern.\n\nGrafiken\nIm vergangenen Monat konzentrierte sich Graphics auf die Optimierung und das Hinzuf\u00fcgen zus\u00e4tzlicher Funktionen zu den Kunstmaterial-Shadern, einschlie\u00dflich der Glas- und organischen Varianten. Besonderes Augenmerk wurde auf die visuelle Pr\u00fcfung gelegt, das ist der Prozess, um Fehler im Motor so schnell wie m\u00f6glich zu finden. Die automatisierte Version wurde \u00fcberarbeitet, um auf der Maschine eines Programmierers zu laufen, bevor er Code-\u00c4nderungen vornimmt, um sicherzustellen, dass sie die Maschine nicht beeintr\u00e4chtigt. Dies ist wichtig, da die schiere Gr\u00f6\u00dfe des Motors und sein Funktionsumfang es extrem schwierig machen, alle potenziellen Nachwirkungen einer \u00c4nderung manuell zu testen.\n\n\n\nLeveldesign\nDas Social Team baute weiterhin Sozialr\u00e4ume und sowohl Szenen mit hoher als auch niedriger Priorit\u00e4t. Level Design hat die FPS-R\u00e4ume mit Unterst\u00fctzung von Art und AI detailliert beschrieben. Workflow-Optimierungen an den Scripting-Tools beginnen nun zu kommen, um ihnen das Leben leichter zu machen. Das f\u00fcr den Luftkampf verantwortliche Team arbeitete weiterhin an Weltraumbegegnungen, wobei der Schwerpunkt auf der Schichtung der KI- und Pilotprofile lag, um die Szenarien realistischer erscheinen zu lassen. Das Team gewann auch zwei neue Mitglieder, die sich schnell mit den komplexeren Funktionen und Mechaniken vertraut machen. Derzeit werden Fortschritte bei den systemischen Verhaltensweisen erzielt, die ein komplexes Skripting erfordern, um die zahlreichen Widerst\u00e4nde nutzen zu k\u00f6nnen.\n\nNarrativ\nEinige Mitglieder des Narrative Teams besuchten das britische B\u00fcro, um die neuesten Fortschritte zu besprechen und den Erz\u00e4hlfluss des Spiels weiter zu verbessern, indem sie anpassten, wie bestimmte Momente vom Spieler entdeckt werden, um sicherzustellen, dass sie eine optimale Wirkung haben. Zu diesem Zweck setzten sie auch die Arbeit am Spieltext fort und arbeiteten mit Design zusammen, um sich darauf zu konzentrieren, wann sie ausgel\u00f6st und abgeschlossen werden. Zus\u00e4tzlich trafen sie sich mit Character Art, um Anpassungen zu besprechen, um einigen der Looks des Darstellers ein tieferes Gef\u00fchl f\u00fcr die Hintergrundgeschichte zu geben.\n\nQA\nLetzten Monat arbeitete QA an der kompletten Staffel 42, um sich besser zu r\u00fcsten, um die verschiedenen NSC-Wildlinien w\u00e4hrend der Kampagne zu testen. Sie haben auch die verschiedenen filmischen Teststufen beibehalten, mit denen sie Probleme untersuchen, auf die das Cinematics-Team w\u00e4hrend seines Workflows st\u00f6\u00dft.\n\nTechnische Animation\nTech Animation in Gro\u00dfbritannien war mit dem Aufbau, der Wartung und der Implementierung von Kampagnenszenen besch\u00e4ftigt. Neben den Szenen arbeiteten sie an den kreativen und technischen Prozessen hinter Kampf-KI, sozialer KI und Waffen. Sie schufen auch neue Charaktere und arbeiteten eng mit Character Art an der fremden Spezies in SQ42 zusammen. Das Frankfurter Team arbeitete mit Cinematics und Character Art zusammen, um Charakter-Auslastungen zu finalisieren, Requisiten f\u00fcr filmische Animationen zu manipulieren und eine gro\u00dfe Anzahl von Comms-Aufrufen zu implementieren....\n\n\n\nTechnische Kunst\nTech Art besuchte erneut die Mimik-Scan-Pipeline und evaluierte verschiedene neue photogrammetriebasierte Scan-L\u00f6sungen. Da hochdetaillierte Gesichtsausdruckscans das Herzst\u00fcck der neuen hauseigenen Rigging-Pipeline bilden, ist eine effiziente Erstellung, Bearbeitung und manuelle Nachbearbeitung der Scan-Netze entscheidend f\u00fcr eine schnelle Bearbeitung. Diese neue L\u00f6sung wird dem Team letztendlich helfen, den Genpool des Charakters \"DNA\" zu erweitern und sowohl den Designern als auch den Spielern mehr M\u00f6glichkeiten bieten, einzigartige und interessante Gesichter zu kreieren.\n\nBenutzeroberfl\u00e4che (UI)\nDas UI-Team entwickelte Entw\u00fcrfe und Konzepte f\u00fcr ein neues Milit\u00e4rhelm-Visier und MobiGlas, das schlie\u00dflich in das SQ42 einflie\u00dfen wird. Derzeit kreieren sie Beschilderungen und Poster, um einer der neuen Umgebungen ein \"retro-futuristisches\" Gef\u00fchl zu verleihen.\n\nVFX\nVFX arbeitete weiterhin eng mit Art and Design an wichtigen Weltraumstandorten zusammen, wobei VFX in einigen F\u00e4llen in die polnische Phase und in anderen in die explorative Forschung und Entwicklung \u00fcberging. Dazu geh\u00f6rten auch deutliche Verbesserungen beim Aufbau der Gas-Cloud. Sie entwickelten den VFX-Transparenz-Shader basierend auf K\u00fcnstlerfeedback weiter und verbesserten den Regentropfen-Shader. LOD-Workflow-Verbesserungen wurden auch vorgenommen, um die Lebensqualit\u00e4t der Fahrzeugk\u00fcnstler zu verbessern. In Frankfurt bietet das Team derzeit Tool-Support und behebt aktuelle Probleme mit der Gas Cloud Entit\u00e4t. Vor kurzem haben sie eine auff\u00e4llige Naht zwischen den Voxelgittern angebracht, obwohl sie perfekt aufeinander abgestimmt sind. Sie erreichten dies, indem sie eine zus\u00e4tzliche Schicht von Voxeln um das Volumen herum hinzuf\u00fcgten, um eine \u00dcberlappung zu erzeugen. Dies erm\u00f6glicht es ihnen nicht nur, zwischen verschiedenen Voxelgittern zu mischen, sondern auch zwischen Gittern mit unterschiedlicher Aufl\u00f6sung.\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We\u2019re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.\nAttention Recruits,\n\nWhat you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).\nOperatives around the world collected the intel needed to provide you with this progress report. Intelligence suggests we\u2019ve uncovered intel on combat takedowns, an updated MobiGlas for Squadron 42, and fixes to the gas cloud VFX tech.\n\nThe information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.\n\nUEE Naval High Command\n\nAI\nWe start with AI, who focused on improving the initial experience when players encounter NPCs. This involved tuning first reactions to something viewable in the players\u2019 peripheral vision and making the first pass on \u2018low reaction\u2019 behavior, which represents NPC reaction to something not particularly dangerous. For example, if they see or hear a cup being thrown. In these cases, the team wants to allow the player to draw the attention of an enemy to take them by surprise or drive them away from their location so they can sneak by. They also improved reactions to things NPCs only briefly see, particularly if the detected entity is in their peripheral vision. They achieved this by implementing a more complex first reaction, so being detected is slightly more forgiving to allow the player to better control the situation.\n\nAlongside behaviors, they made the first pass on accuracy and targeting controls for characters. This includes making the chest the preferred targeting location, with the following adjustments based on designer-defined accuracy values. Eventually, this will be connected to the skill system.\n\nShip AI worked improved and balanced ship behaviors, with a focus on the \u2018DefendTarget\u2019 logic. They also cleaned up the landing and takeoff code and slightly refactored how quantum travel (QT) logic works. This included simplifying the 3D pathfinding code by moving all additional steps into the behavior logic and TPS.\n\nParallel to this, progress continued on new 3D pathfinding code, which involves moving a lot of the processing logic into jobs that execute small calculations while the ship flies around the universe. This allowed them to extend the movement system to support patchable plans that can resume the pathfinding calculation when needed.\n\nSocial AI looked at identifying and clarifying the possible scenarios required to implement a large number of social behaviors. They\u2019re currently investigating the details so they can predefine the structural setup of the usables needed to allow the designers to create the infrastructure alongside the behaviors. These scenarios help identify edge cases to tackle on the second pass for the usable slotting code implementation.\n\nA prototype was developed for the \u2018item provider\u2019 \u2013 a usable that provides an NPC with all the necessary elements to prepare a specific item. This enables the team to create a data-driven process for the designers to quickly implement the required content.\n\nAside from fixing bugs and making systems more robust and stable, optimization work was done to general character navigation, including a way for navigation links to connect multiple meshes. This allows the modular creation of spaceships and stations to correctly define navigation volumes that can be connected to each other. It also opens up a lot of possibilities to NPCs, who can now systemically path through different sections of spaceships.\n\n\n\nAnimation\nLast month, the team focused on creating useables for the environments. They finalized takedowns (both unarmed and with knives) and reactions to staggers and punches. They\u2019re currently exploring how to show effect types on the player\u2019s body. They also completed animations for two new human enemy types, worked on new weapons for an existing enemy type, and supported the Cinematics and Story teams.\n\nArt (Characters)\nThe team kicked art production into full gear, including kicking off a new polish process for characters. This included creating a new hairstyle, face, body, and outfit. An existing character was revamped as a template the team moved onto the next character on the list.\n\nAudio\nThe Audio Team completed several chapters, paying particular attention to improving the ambiance and spot SFX on the Idris, where much of chapter 4 takes place.\n\nCinematics\nThe Cinematics Team\u2019s September involved in-mission spaceflight cutaways and on-foot sequences with lots of characters. They also upgraded and adjusted a few sequences to accommodate slight changes to room layouts and locations. The on-going female player tests resulted in a couple of tech requests to the Feature Team \u2013 a quick way to switch between female and male characters in-editor, and a way to render sequences with both male and female characters. These additions will make it possible to review sequences without too much manual capture.\n\nThe request for a female-character-specific additive positional\/rotational adjustment track mentioned last month made progress. This will enable quick adjustments of the (virtual) camera to properly frame the female character model, as it is slightly smaller than the male equivalent.\n\nA complex sequence featuring a navigation ship spline from a space station to a Bengal carrier was completed too.\n\n\n\nEngineering\nAlongside supporting Track View and comms calls, the Feature Team helped with locker functionality. The feature dynamically populates a locker with an NPC\u2019s outfit and enables the team to swap it out as required. The Actor Feature Team stared adding temperature to the actor status system. This will affect a character\u2019s performance and health depending on how hot and cold they are and takes the environment, humidity, and windchill into account. They also continued developing the personal inventory system using a new personal inner-thought menu. Melee combat improved and now features combos and melee weapons, while staggers and knockdowns based on force were added. For example, a pistol will have less effect than a shotgun.\n\nPhysics work included finalizing and submitting the signed distance field (SDF) system, which is used to accelerate collision checks and intersection tests of rays against complex geometry, such as ships. Several optimizations were also made to soft bodies. These included enabled attached vertices to not create n^2 LRA constraints, allowing the sub-step mode to only perform collision detection once instead of multiple times per sub-step, and increasing collision shape counts to account for more complicated geometry.\n\n\n\nGameplay Story\nThe Gameplay Story Team had a productive September, getting nearly 50 scenes to a good standard during Q3. They\u2019re currently planning for Q4, where they\u2019re aiming to complete a further 50. They also began working with Design to prototype what happens if players interrupt scenes or approach from unexpected directions.\n\nGraphics\nLast month, Graphics focused on optimization and adding additional functionality to the art material shaders, including the glass and organic variants. Significant attention went to visual testing, which is the process used to find bugs in the engine as quickly as possible. The automated version was reworked to run on any programmer\u2019s machine before they submit code changes to check that they won\u2019t detrimentally affect the engine. This is important because the sheer size of the engine and its feature set make it extremely difficult to manually test all potential knock-ons from a change.\n\n\n\nLevel Design\nThe Social Team continued building social spaces and both high and low priority narrative scenes. Level Design detailed the FPS spaces with support from Art and AI. Workflow tweaks to the scripting tools are now starting to come in to make their lives easier. The team responsible for aerial combat continued to work on space encounters, with focus on layering the AI and pilot profiles to make the scenarios feel more realistic. The team also gained two new members, who are quickly getting up to speed with the more complex features and mechanics. Progress is currently being made on systemic behaviors, which require complex scripting to make use of the numerous intractables.\n\nNarrative\nSome of the Narrative Team visited the UK office to review the latest progress and continue to hone the narrative flow of the game, adjusting how certain moments are discovered by the player to ensure they have optimal impact. To this end, they also continued work on game text and collaborated with Design to focus on when they\u2019re triggered and completed. Additionally, they met with Character Art to discuss adjustments to add a deeper sense of backstory to some of the cast\u2019s looks.\n\nQA\nLast month, QA worked on the full Squadron 42 flow to better equip themselves to test the different NPC wild lines during the campaign. They also maintained the various cinematic test levels they use to investigate issues the Cinematics Team encounters during their workflow.\n\nTech Animation\nTech Animation in the UK kept busy building, maintaining, and implementing campaign scenes. Alongside scenes, they worked on the creative and technical processes behind combat AI, social AI, and weapons. They also created new characters and worked closely with Character Art on the alien species featured in SQ42. The team in Frankfurt worked with Cinematics and Character Art to finalize character loadouts, rigged props for cinematic animations, and implemented a large number of comms calls..\n\n\n\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. This new solution will ultimately help the team expand the character creator\u2019s \u2018DNA\u2019 gene pool and give both the designers and players more options to create unique and interesting faces.\n\nUser Interface (UI)\nThe UI Team created designs and concepts for a new military helmet visor and MobiGlas which will eventually make its way into SQ42. They\u2019re currently creating signage and posters to add a \u201cretro-futuristic\u201d feel to one of the new environments.\n\nVFX\nVFX continued to work closely with Art and Design on key space locations, moving onto the polish phase in some cases and exploratory R&D in others. This included significant improvements to the gas cloud setup. They continued to develop the VFX transparency shader based on artist feedback and made raindrop shader improvements. LOD workflow improvements were also made to improve the quality of life for the vehicle artists. In Frankfurt, the team are currently providing tool support and fixing current issues with the gas cloud entity. They recently fixed a noticeable seam between voxel grids, despite them lining up perfectly. They accomplished this by adding an extra layer of voxels around the volume to create an overlap. This not only allows them to blend between different voxel grids but also blend between grids with different resolutions\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":15,"created_at":"2019-10-09T00:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-05-07 21:53:13","valid_relations":["images","links"],"prev_id":17275,"next_id":17277}}