{"data":{"id":17641,"title":"Squadron 42 Monthly Report: May 2020","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17641-Squadron-42-Monthly-Report-May-2020","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17641","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17641","channel":"Undefined","category":"Undefined","series":"Monthly Reports","images":[{"id":24537,"name":"CloudImperiumGames_SQ42_Frost.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/3cupo6xaes3h2r\/source\/CloudImperiumGames_SQ42_Frost.jpg","alt":"","size":2057050,"mime_type":"image\/jpeg","last_modified":"2020-06-09T12:44:18+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24537","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24537\/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).\n\nAfter heavy analysis, we\u2019ve extracted information on interrupt and abandon work, a large scale opening battle, and a particularly chilling new prop material.\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 (Combat)\nWe kick off as usual with AI Combat, whose main focus was realistic firing and Vanduul combat behaviors. For AI firing, the ultimate aim is for NPC characters to appear real, with players understanding how they manage their ammunition.\n\nTo this end, they began using the \u201citem provider approach\u201d to create usables around ammo boxes. This will enable NPCs to find elements in the world that can provide them with magazines or other types of ammunition. They will also be able to run tactics that involve moving closer to sources of ammunition as they need to. The team also want to properly trigger reloads at the correct time in different conditions. For example, while advancing, NPCs will be allowed to shoot and automatically reload. However, the internal components will also notify the necessary behaviors when magazines are expended so that proper subactivities can be executed to handle the situation properly.\n\nRegarding the Vanduul, their behavior is progressing, including iterations on unique actions and navigation traversal, such as special jumps that allow them to climb over large objects. The team are also refactoring the navigation link system to support some of the new flows in the usable code. This means they can rely on the same internal caching to understand animation offsets and the available options for different links.\n\nAI (Social)\nThe Social AI Team wrapped up the first iteration of the bartender. Alongside cleaning up animations and behaviors, they tweaked different portions of the overall system. For example, they fixed issues with moving between multiple usables using the shortest path between enter\/exit locations.\n\nThey\u2019re currently enabling patrons to order and consume various drinks and use the booths and different seats around the bar. Work on the bartender and wider vendor behaviors have helped the team bring more stability to slotting and routing functionalities, as these scenarios heavily stress the usable system on every functionality it offers.\n\nFor patrol tech, the team introduced an improved debug draw functionality to allow designers to investigate behaviors in-launcher or in-editor when paths are placed inside object containers. They also fixed several animation issues, including one causing \u2018idle\u2019 and \u2018idle2move\u2019 animations to be pushed between exit animations and locomotion states due to the wrong evaluation of the actor speed.\n\nThe refactored Tactical Point System (TPS) and new Tactical Target System (TTS) are now in the common development branch and on track for release in Alpha 3.10. During the upcoming sprints, the team will start replacing the legacy nodes for target selection with the new TTS system to give them finer control over NPC target choices, whether they\u2019re on-foot or airborne.\n\nAnimation\nLast month, the Animation Team assisted in the development of body dragging, throwing, and knockdowns. They also animated weapon reloads and malfunctions for spec-ops NPCs, completed Vanduul look-dev and locomotion, and animated actions to enable AI to undertake generic inspections, move crates, and complete hangar actions. Work continued on capital ship operator seats, bar patrons, bartender animations, and holo-globe actions too.\n\nFoundational improvements were made to the mo-cap process, such as development of the motion-builder skeleton and the new Take Selection tool.\n\nThe Gameplay Story Team continued to develop narrative scenes and abandons.\n\nAudio\nThe Audio Team continued supporting campaign locations with ambiance setup and music creation, as well as supporting various features for both SQ42 and the PU.\n\nCinematics\nThe Cinematics Team routinely work on various scenes from across the whole campaign, though May\u2019s focus was on chapter 1. They started the month completing blockouts for the game\u2019s opening, including gameplay, camera work, and animation for a large-scale turret battle and the introduction of a key character on the Javelin.\n\nThey also made updates to several scenes from chapter 2, experimented with single-camera shots for chapter 4, blocked out chapter 5, and set up the cameras for chapter 13.\n\nCinematic Design finished the initial interrupt setup for all chapter 4\u2019s scenes and are currently awaiting Level Design\u2019s implementation. Once complete, the animators can begin pose matching. Support was also provided for wider level design work.\n\nEngineering\nEngineering worked on several tasks that affect both Squadron 42 and the Persistent Universe, including fixing issues with deep hierarchies, zone changes, and area-defining objects. For the entity component update scheduler, they submitted the first change that will add support for optional view ratios to the component aggregate streaming bounds update policy.\n\nPhysics-wise, optimizations to the inverse trigonometric function in C++ and HLSL were made and the physics profiler was modified to use thread IDs instead of \u2018MAX_PHYS_THREADS\u2019 to fight contention from external threads.\n\nThe team fixed performance regression in game-dev and continued to make improvements to body-dragging. They started looking into deformation and how to decouple the renderer and sim-mesh for physical damage and iterated on the damage TDD. They added a new physics runtime profiler in game-dev, enabled tri-mesh splitting, and optimized \u2018remove isolated vertices\u2019 in RC, and removed timestep adjustment in physics.\n\nEngineering submitted the first version of Gen12 brush rendering, continued work on the render graph to schedule passes and bound resources, and unified handling and control over texture anisotropy. Shader items were moved to the resource container too. Shader parsing bug fixes were made and the vertex format reflection and setup were simplified.\n\nThey also fixed a jitter offset computation error with unified raymarching so that it works in harmony with the guided filter denoiser, and added transmittance-weighted depth-computation, which controls the width of the denoise kernel tin guided filtering and raymarching up-sampling results.\n\nSpecifically for SQ42, the UK Engineering Team started work on a new UI display item designed to consolidate the functionality required for displays into a single entity. When complete, it\u2019ll manage multiple outputs and whether the display has power, is damaged, and emits light.\n\nSupport for cinematic requirements continued, with the team working on the weapon-firing track to give the designers fine control over when and how weapons fire. This includes everything from small arms to capital-ship turrets.\n\nThe Actor Team continued to develop body dragging, improving the visual sync between the player and the dragged body. They also continued work on force reactions, getting on-the-spot knockdowns implemented. Motion matching R&D is currently underway, which involves dynamic blendspaces and improvements to the stride adjustment via motion matching.\n\nGameplay Story\nMay saw the Gameplay Story Team begin work on previously untouched scenes from chapters 5 and 13.\n\n\u201cThis means we have now implemented over 200 scenes, which is quite a milestone. Many of these scenes will still require additional work and support, but the majority of the animation work is now done, which is great!\u201d \u2013 The Gameplay Story Team\n\nThey also continued to support the design teams with polish work on chapter 4 scenes and new abandons for chapter 8, including a complicated box-carrying scene.\n\nGraphics\nThe Graphics Team focused on performance in May, with several major issues resolved and several more in the process of being completed. Most performance fixes related to excess CPU use on specific frames that resulted in a \u201cspikey\u201d and inconsistent framerate. One important performance change was to adjust the texture resolutions on machines without enough video memory to run the game at full quality, especially at higher resolutions. Previously, more memory than would fit on the GPU would be allocated, which would produce serious performance issues due to memory paging.\n\nThe work on the Gen12 renderer continues, as do improvements to the automated testing framework and organic shader mentioned last month. The render-to-texture system was also integrated into the texture streaming system.\n\n\u201cThis allows us to treat dynamically-created textures like any other texture in the game, such that we can calculate the required resolution for the current camera position, stream\/create their content on demand, and cache previously created textures when we have spare memory to avoid redundant rendering. This feature is fundamental to the Canvas Manager, which is a feature that will be used by the art and game teams to create dynamic texture content such as signs, name badges, ship names, serial numbers, etc.\u201d \u2013 The Graphics Team\n\nLevel Design\nThe Social Design Team further developed usables and NPC behaviors alongside ongoing scene work. These systems were previously assigned to separate feature teams while the pipelines and technology were being developed.\n\nLevel Design continued to work alongside FPS AI to integrate more of the new behaviors that recently came online. They\u2019re currently working closely with Art to build out some of the optional routes through levels.\n\nThe Space\/Dogfight Team worked on the non-combat investigative behaviors prevalent across many of the early chapters. The \u201cspace scaping\u201d of various patrol locations and points of interest continued too.\n\nNarrative\nLast month, Narrative continued to support Design by providing notes and feedback during playthrough sessions. They also undertook dedicated playthroughs to identify where new dialogue lines could provide clearer guidance and explanation. This month, scripts will be created and the lines will be recorded using placeholder actors to get them in-game as soon as possible. By minimizing the turnaround time, future pickup sessions with actors will be much more efficient. Narrative provided set-dressing documents for a handful of updated locations to provide environmental storytelling and backstory for players to discover too.\n\nProps\nThe Props Team created an asset set for a scene with a frozen ship, which includes a new frost material and bespoke storytelling props.\n\n\n\nQA\nQA were tasked with creating recorded client scene captures of individual chapters, as well as investigating issues hindering the Cinematic Team\u2019s workflow. They also expanded their understanding of tools, such as the Subsumption Visualizer, to better debug the issues encountered. Alongside work on cinematics, focus was on the upkeep of testmaps to better help the development teams access features quickly and troubleshoot issues faster.\n\nTech Animation\nTech Animation revisited existing assets to support recent code changes, retouching thousands of assets to ensure their quality and suitability. Specifically for SQ42, Tech Animation worked on the Vanduul warrior, as recent animation work highlighted the need to refine character deformation to enable more extreme posing.\n\nUser Interface (UI)\nThe UI Tech Team spent the month working on a new system to allow them to easily add 3D objects to screens, such as icons for the player visor and inventory. The concept artists finalized the look of the lens and scanning UI and are close to having final concepts for the style of the Gladius HUD \u2013 one of the key UIs in SQ42.\n\nVFX\nThe team dedicated much of last month\u2019s SQ42 work to finalizing concept art for a particularly complex scene early on in the game that involves a large amount of VFX work.\n\n\u201cAs well as providing good visibility to all other departments on what we hope to achieve, having the concepts well laid out and detailed makes it a lot easier for the artists to actualize the effects\u201d \u2013 The VFX Team\n\nThe Comms Array interior effects were completed, and a few older levels were reworked to bring them in line with the current design documents. Prototyping of the Vanduul kingship weapons made great progress too. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Dies ist ein Cross-Post des Berichts, der k\u00fcrzlich \u00fcber den monatlichen Squadron 42 Newsletter verschickt wurde. Wir ver\u00f6ffentlichen ihn ein zweites Mal als Comm-Link, um es f\u00fcr die Community einfacher zu machen, darauf zur\u00fcckzugreifen.\nAchtung Rekruten,\n\nWas ihr gleich lesen werdet, sind die neuesten Informationen \u00fcber die Weiterentwicklung von Squadron 42 (SCI des: SQ42).\n\nNach eingehender Analyse haben wir Informationen \u00fcber Unterbrechungen und Abbruch der Arbeiten, eine gro\u00df angelegte Er\u00f6ffnungsschlacht und ein besonders chilliges neues Requisitenmaterial extrahiert.\n\nDie in dieser Mitteilung enthaltenen Informationen sind \u00e4u\u00dferst sensibel und es ist von gr\u00f6\u00dfter Wichtigkeit, dass sie nicht in die falschen H\u00e4nde geraten. S\u00e4ubere alle Aufzeichnungen nach dem Lesen.\n\nUEE Marine-Oberkommando\n\nKI (Kampf)\nWir beginnen wie immer mit KI Combat, dessen Hauptaugenmerk auf realistischem Schie\u00dfen und Vanduul-Kampfverhalten lag. Beim KI-Feuern ist das ultimative Ziel, dass die NSC-Charaktere realistisch erscheinen und die Spieler verstehen, wie sie mit ihrer Munition umgehen.\nZu diesem Zweck begannen sie damit, den \"Item-Provider-Ansatz\" zu verwenden, um Gebrauchsgegenst\u00e4nde um Munitionskisten herum zu erstellen. Dies wird es den NSCs erm\u00f6glichen, Elemente in der Welt zu finden, die sie mit Magazinen oder anderen Arten von Munition versorgen k\u00f6nnen. Sie werden auch in der Lage sein, Taktiken auszuf\u00fchren, die es ihnen erm\u00f6glichen, n\u00e4her an die Munitionsquellen heranzukommen, wenn es n\u00f6tig ist. Das Team m\u00f6chte auch Nachladungen zur richtigen Zeit und unter verschiedenen Bedingungen korrekt ausl\u00f6sen. Zum Beispiel wird es den NSCs erlaubt sein, beim Vorr\u00fccken zu schie\u00dfen und automatisch nachzuladen. Die internen Komponenten werden jedoch auch die notwendigen Verhaltensweisen melden, wenn Magazine verbraucht werden, so dass korrekte Unteraktivit\u00e4ten ausgef\u00fchrt werden k\u00f6nnen, um die Situation richtig zu handhaben.\nWas die Vanduul betrifft, so schreitet ihr Verhalten voran, einschlie\u00dflich Iterationen bei einzigartigen Aktionen und Navigationstraversen, wie zum Beispiel spezielle Spr\u00fcnge, die es ihnen erlauben, \u00fcber gro\u00dfe Objekte zu klettern. Das Team \u00fcberarbeitet auch das Navigationslink-System, um einige der neuen Abl\u00e4ufe im benutzbaren Code zu unterst\u00fctzen. Das bedeutet, dass sie sich auf das gleiche interne Caching verlassen k\u00f6nnen, um Animations-Offsets und die verf\u00fcgbaren Optionen f\u00fcr verschiedene Links zu verstehen.\nKI (sozial)\nDas Social AI Team hat die erste Iteration des Barkeepers abgeschlossen. Neben der Bereinigung der Animationen und Verhaltensweisen haben sie an verschiedenen Teilen des Gesamtsystems gefeilt. So wurden zum Beispiel Probleme behoben, bei denen sich der Barkeeper auf dem k\u00fcrzesten Weg zwischen den Ein- und Ausg\u00e4ngen zwischen mehreren Benutzern bewegte.\nZurzeit erm\u00f6glichen sie es den G\u00e4sten, verschiedene Getr\u00e4nke zu bestellen und zu konsumieren sowie die Kabinen und die verschiedenen Sitzpl\u00e4tze rund um die Bar zu nutzen. Die Arbeit an den Barkeepern und das Verhalten der Verk\u00e4ufer haben dem Team geholfen, mehr Stabilit\u00e4t in die Slot- und Routing-Funktionen zu bringen, da diese Szenarien das benutzbare System bei jeder Funktionalit\u00e4t, die es bietet, stark beanspruchen.\nF\u00fcr Patrouillentechniker hat das Team eine verbesserte Debug-Draw-Funktionalit\u00e4t eingef\u00fchrt, die es den Designern erm\u00f6glicht, das Verhalten im Launcher oder im Editor zu untersuchen, wenn Pfade in Objektcontainern platziert werden. Au\u00dferdem wurden mehrere Animationsprobleme behoben, darunter eines, das dazu f\u00fchrte, dass 'Idle'- und 'idle2move'-Animationen aufgrund der falschen Bewertung der Darstellergeschwindigkeit zwischen Exit-Animationen und Fortbewegungszust\u00e4nden hin- und hergeschoben wurden.\nDas \u00fcberarbeitete Tactical Point System (TPS) und das neue Tactical Target System (TTS) befinden sich nun im gemeinsamen Entwicklungszweig und sind auf dem Weg zur Ver\u00f6ffentlichung in Alpha 3.10. W\u00e4hrend der kommenden Sprints wird das Team damit beginnen, die alten Knoten f\u00fcr die Zielauswahl durch das neue TTS-System zu ersetzen, um ihnen eine feinere Kontrolle \u00fcber die Zielauswahl der NSCs zu geben, egal ob sie zu Fu\u00df oder in der Luft unterwegs sind.\nAnimation\nLetzten Monat hat das Animationsteam bei der Entwicklung von Body Dragging, Wurf und Knockdowns geholfen. Au\u00dferdem animierten sie Waffennachladungen und Fehlfunktionen f\u00fcr Spec-Ops-NSCs, vervollst\u00e4ndigten Vanduul-Look-Dev und Fortbewegung und animierten Aktionen, damit KI generische Inspektionen durchf\u00fchren, Kisten bewegen und Hangar-Aktionen vervollst\u00e4ndigen konnte. Die Arbeit an den Sitzen der Betreiber von Gro\u00dfkampfschiffen, Barbesuchern, Barkeeper-Animationen und Holo-Globe-Aktionen wurde ebenfalls fortgesetzt.\nGrundlegende Verbesserungen wurden am mo-cap Prozess vorgenommen, wie z.B. die Entwicklung des Motion-Builder Skeletts und das neue Take Selection Tool.\nDas Gameplay Story Team hat weiterhin narrative Szenen und Abandons entwickelt.\nAudio\nDas Audio-Team unterst\u00fctzte weiterhin die Standorte der Kampagne mit der Einrichtung des Ambientes und der Musikkreation und unterst\u00fctzte verschiedene Features sowohl f\u00fcr SQ42 als auch f\u00fcr die PU.\nKinematographie\nDas Cinematics Team arbeitet routinem\u00e4\u00dfig an verschiedenen Szenen aus der gesamten Kampagne, wobei Mays Schwerpunkt auf Kapitel 1 lag. Sie begannen den Monat mit der Fertigstellung von Blockouts f\u00fcr die Er\u00f6ffnung des Spiels, einschlie\u00dflich Gameplay, Kameraf\u00fchrung und Animation f\u00fcr eine gro\u00df angelegte Turmschlacht und die Einf\u00fchrung einer Schl\u00fcsselfigur auf dem Speer.\nAu\u00dferdem machten sie Updates zu verschiedenen Szenen aus Kapitel 2, experimentierten mit Einzelkameraaufnahmen f\u00fcr Kapitel 4, blockten Kapitel 5 aus und richteten die Kameras f\u00fcr Kapitel 13 ein.\nCinematic Design hat das anf\u00e4ngliche Interrupt-Setup f\u00fcr alle Szenen von Kapitel 4 fertig gestellt und wartet derzeit auf die Implementierung des Leveldesigns. Sobald dies abgeschlossen ist, k\u00f6nnen die Animatoren mit dem Posen-Matching beginnen. Es wurde auch Unterst\u00fctzung f\u00fcr die weitere Arbeit am Leveldesign geleistet.\nTechnik\nDie Ingenieure arbeiteten an verschiedenen Aufgaben, die sowohl Squadron 42 als auch das Persistent Universe betreffen, einschlie\u00dflich der Behebung von Problemen mit tiefen Hierarchien, Zonen\u00e4nderungen und gebietsdefinierenden Objekten. F\u00fcr den Aktualisierungsplaner der Entit\u00e4tskomponenten haben sie die erste \u00c4nderung eingereicht, die Unterst\u00fctzung f\u00fcr optionale Ansichtsverh\u00e4ltnisse in die Aktualisierungsrichtlinie der Komponentenaggregat-Streaminggrenzen einf\u00fchrt.\nWas die Physik betrifft, wurden Optimierungen an der inversen trigonometrischen Funktion in C++ und HLSL vorgenommen und der Physik-Profiler wurde dahingehend modifiziert, dass er Thread-IDs anstelle von 'MAX_PHYS_THREADS' verwendet, um die Konkurrenz von externen Threads zu bek\u00e4mpfen.\nDas Team korrigierte den Leistungsr\u00fcckgang in der Spielentwicklung und verbesserte weiterhin das Body-Dragging. Sie fingen an, sich mit der Deformation und der Entkopplung von Renderer und Sim-Mesh f\u00fcr physischen Schaden zu besch\u00e4ftigen und iterierten mit der Schaden-TDD. Sie f\u00fcgten einen neuen Physik-Laufzeit-Profiler im Game-Dev hinzu, aktivierten das Splitten von Tri-Meshes und optimierten 'isolierte Vertices entfernen' im RC und entfernten die Zeitschrittanpassung in der Physik.\nDie Ingenieure haben die erste Version des Gen12-Pinsel-Renderings eingereicht, die Arbeit am Rendergraph fortgesetzt, um Passes zu planen und Ressourcen zu binden, und die Handhabung und Kontrolle der Texturanisotropie vereinheitlicht. Shader-Gegenst\u00e4nde wurden ebenfalls in den Ressourcen-Container verschoben. Fehler beim Parsen von Shadern wurden behoben und die Spiegelung und Einrichtung des Vertexformats wurde vereinfacht.\nAu\u00dferdem wurde ein Jitter-Offset-Berechnungsfehler mit vereinheitlichtem Raymarching behoben, so dass es in Harmonie mit dem gef\u00fchrten Filter-Denoiser funktioniert, und es wurde eine durchl\u00e4ssigkeitsgewichtete Tiefenberechnung hinzugef\u00fcgt, die die Breite des Denoise Kernels kontrolliert, sowie gef\u00fchrte Filter- und Raymarching Up-Sampling-Ergebnisse.\nSpeziell f\u00fcr SQ42 hat das UK Engineering Team mit der Arbeit an einem neuen UI Display Item begonnen, das die f\u00fcr Displays ben\u00f6tigten Funktionen in einer einzigen Einheit zusammenfassen soll. Wenn es fertig ist, wird es mehrere Ausgaben verwalten und feststellen, ob das Display Strom hat, besch\u00e4digt ist und Licht ausstrahlt.\nDie Unterst\u00fctzung f\u00fcr die filmischen Anforderungen wurde fortgesetzt, wobei das Team an der Waffenschie\u00dfbahn arbeitete, um den Designern eine feine Kontrolle dar\u00fcber zu geben, wann und wie die Waffen feuern. Dies beinhaltet alles von Kleinwaffen bis hin zu Gro\u00dfkampfschifft\u00fcrmen.\nDas Schauspieler-Team entwickelte das Body-Dragging weiter und verbesserte die visuelle Synchronisierung zwischen dem Spieler und dem gezogenen K\u00f6rper. Sie arbeiteten auch weiter an den Reaktionen der Truppen und setzten Sofort-Knockdowns ein. Die Forschung und Entwicklung im Bereich Motion Matching ist derzeit im Gange, was dynamische Mischr\u00e4ume und Verbesserungen der Schrittanpassung durch Motion Matching beinhaltet.\nGameplay-Geschichte\nIm Mai begann das Gameplay-Story-Team mit der Arbeit an bisher unber\u00fchrten Szenen aus den Kapiteln 5 und 13.\n\"Das bedeutet, dass wir jetzt \u00fcber 200 Szenen implementiert haben, was ein ziemlicher Meilenstein ist. Viele dieser Szenen werden noch zus\u00e4tzliche Arbeit und Unterst\u00fctzung ben\u00f6tigen, aber der Gro\u00dfteil der Animationsarbeit ist jetzt fertig, was gro\u00dfartig ist! - Das Gameplay-Story-Team\nAu\u00dferdem unterst\u00fctzten sie die Design-Teams weiterhin mit polnischer Arbeit an den Szenen f\u00fcr Kapitel 4 und neuen Abandons f\u00fcr Kapitel 8, einschlie\u00dflich einer komplizierten Kisten tragenden Szene.\nGrafiken\nDas Grafikteam konzentrierte sich im Mai auf die Performance, wobei einige wichtige Probleme gel\u00f6st wurden und einige weitere im Begriff waren, abgeschlossen zu werden. Die meisten Performance-Fixes bezogen sich auf \u00fcberm\u00e4\u00dfige CPU-Nutzung bei bestimmten Frames, was zu einem \"Spikey\" und inkonsistenter Framerate f\u00fchrte. Eine wichtige Leistungs\u00e4nderung war die Anpassung der Texturaufl\u00f6sungen auf Maschinen ohne gen\u00fcgend Videospeicher, um das Spiel in voller Qualit\u00e4t laufen zu lassen, insbesondere bei h\u00f6heren Aufl\u00f6sungen. Zuvor wurde mehr Speicher zugewiesen, als auf die GPU passte, was zu ernsthaften Leistungsproblemen aufgrund von Memory Paging f\u00fchrte.\nDie Arbeit am Gen12-Renderer geht weiter, ebenso wie die Verbesserungen des automatisierten Testframeworks und des organischen Shaders, die letzten Monat erw\u00e4hnt wurden. Das Render-to-Texture-System wurde ebenfalls in das Textur-Streaming-System integriert.\n\"Dies erlaubt es uns, dynamisch erstellte Texturen wie jede andere Textur im Spiel zu behandeln, so dass wir die erforderliche Aufl\u00f6sung f\u00fcr die aktuelle Kameraposition berechnen, ihren Inhalt bei Bedarf streamen\/erstellen und zuvor erstellte Texturen zwischenspeichern k\u00f6nnen, wenn wir freien Speicherplatz haben, um \u00fcberfl\u00fcssiges Rendern zu vermeiden. Dieses Feature ist grundlegend f\u00fcr den Canvas Manager, ein Feature, das von den Kunst- und Spielteams benutzt wird, um dynamische Texturinhalte wie Schilder, Namensschilder, Schiffsnamen, Seriennummern, etc. zu erstellen\". - Das Grafik-Team\nLevel-Design\nDas Social Design Team entwickelte neben der laufenden Szenenarbeit die Usables und das Verhalten der NPCs weiter. Diese Systeme wurden zuvor separaten Feature-Teams zugewiesen, w\u00e4hrend die Pipelines und die Technologie entwickelt wurden.\nDas Leveldesign arbeitete weiterhin an der Seite von FPS AI, um mehr von den neuen Verhaltensweisen zu integrieren, die k\u00fcrzlich online kamen. Derzeit arbeiten sie eng mit Art zusammen, um einige der optionalen Routen durch die Level zu entwickeln.\nDas Weltraum-\/Hundekampf-Team arbeitete an den nicht-kampfartigen Ermittlungsverhaltensweisen, die in vielen der fr\u00fchen Kapitel vorherrschen. Das \"Space Scaping\" verschiedener Patrouillenstandorte und Sehensw\u00fcrdigkeiten ging ebenfalls weiter.\nErz\u00e4hlung\nLetzten Monat hat Narrative weiterhin Design unterst\u00fctzt, indem es w\u00e4hrend der Playthrough-Sitzungen Notizen und Feedback zur Verf\u00fcgung stellte. Sie nahmen auch engagierte Durchspiele vor, um herauszufinden, wo neue Dialogzeilen eine klarere Anleitung und Erkl\u00e4rung bieten k\u00f6nnten. Diesen Monat werden Skripte erstellt und die Zeilen werden mit Platzhalter-Darstellern aufgenommen, damit sie so schnell wie m\u00f6glich ins Spiel kommen. Durch die Minimierung der Bearbeitungszeit werden zuk\u00fcnftige Aufnahmesitzungen mit Schauspielern viel effizienter sein. Narrative hat f\u00fcr eine Handvoll aktualisierter Schaupl\u00e4tze Setdressing-Dokumente zur Verf\u00fcgung gestellt, um den Spielern die M\u00f6glichkeit zu geben, auch die Umgebung und die Hintergrundgeschichte zu entdecken.\nRequisiten\nDas Requisiten-Team hat ein Set f\u00fcr eine Szene mit einem gefrorenen Schiff erstellt, das ein neues Frostmaterial und ma\u00dfgeschneiderte Storytelling-Requisiten enth\u00e4lt.\nQUALIT\u00c4TSSICHERUNG\nDie QA wurde damit beauftragt, aufgenommene Szenenaufnahmen der einzelnen Kapitel zu erstellen, sowie Probleme zu untersuchen, die den Arbeitsablauf des Cinematic Teams behindern. Au\u00dferdem erweiterten sie ihr Verst\u00e4ndnis von Tools, wie dem Subsumption Visualizer, um die aufgetretenen Probleme besser zu beheben. Neben der Arbeit an den Cinematics lag der Schwerpunkt auf der Pflege von Testmaps, um den Entwicklungsteams einen schnelleren Zugriff auf die Features und eine schnellere Fehlerbehebung zu erm\u00f6glichen.\nTechnische Animation\nTech Animation \u00fcberpr\u00fcfte die bestehenden Assets, um die j\u00fcngsten Code\u00e4nderungen zu unterst\u00fctzen, und retuschierte Tausende von Assets, um ihre Qualit\u00e4t und Eignung zu gew\u00e4hrleisten. Speziell f\u00fcr SQ42 hat Tech Animation am Vanduul-Krieger gearbeitet, da die j\u00fcngsten Animationsarbeiten die Notwendigkeit unterstrichen, die Verformung der Charaktere zu verfeinern, um extremere Posen zu erm\u00f6glichen.\nBenutzeroberfl\u00e4che (UI)\nDas UI Tech Team hat den Monat damit verbracht, an einem neuen System zu arbeiten, mit dem sie ganz einfach 3D-Objekte auf den Bildschirm bringen k\u00f6nnen, wie zum Beispiel Icons f\u00fcr das Spielervisier und das Inventar. Die Konzeptk\u00fcnstler haben den Look der Linse und der Scan-UI fertiggestellt und stehen kurz davor, endg\u00fcltige Konzepte f\u00fcr den Stil des Gladius HUDs - eine der wichtigsten UIs in SQ42 - zu haben.\nVFX\nDas Team widmete einen Gro\u00dfteil der SQ42-Arbeiten des letzten Monats der Fertigstellung der Konzeptzeichnungen f\u00fcr eine besonders komplexe Szene, die zu Beginn des Spiels eine gro\u00dfe Menge an VFX-Arbeit beinhaltet.\n\"Das VFX-Team bietet nicht nur allen anderen Abteilungen einen guten Einblick in das, was wir zu erreichen hoffen, sondern macht es den K\u00fcnstlern auch viel leichter, die Effekte zu realisieren, da die Konzepte gut durchdacht und detailliert sind\" - Das VFX-Team\nDie Inneneffekte des Comms Array wurden fertiggestellt und einige \u00e4ltere Level wurden \u00fcberarbeitet, um sie an die aktuellen Design-Dokumente anzupassen. Der Prototyp der Waffen des Vanduul-K\u00f6nigsschiffs machte ebenfalls gro\u00dfe Fortschritte. WIR SEHEN EUCH N\u00c4CHSTEN MONAT...","zh_CN":"This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We\u2019re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.\nAttention Recruits,\n\nWhat you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).\n\nAfter heavy analysis, we\u2019ve extracted information on interrupt and abandon work, a large scale opening battle, and a particularly chilling new prop material.\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 (Combat)\nWe kick off as usual with AI Combat, whose main focus was realistic firing and Vanduul combat behaviors. For AI firing, the ultimate aim is for NPC characters to appear real, with players understanding how they manage their ammunition.\n\nTo this end, they began using the \u201citem provider approach\u201d to create usables around ammo boxes. This will enable NPCs to find elements in the world that can provide them with magazines or other types of ammunition. They will also be able to run tactics that involve moving closer to sources of ammunition as they need to. The team also want to properly trigger reloads at the correct time in different conditions. For example, while advancing, NPCs will be allowed to shoot and automatically reload. However, the internal components will also notify the necessary behaviors when magazines are expended so that proper subactivities can be executed to handle the situation properly.\n\nRegarding the Vanduul, their behavior is progressing, including iterations on unique actions and navigation traversal, such as special jumps that allow them to climb over large objects. The team are also refactoring the navigation link system to support some of the new flows in the usable code. This means they can rely on the same internal caching to understand animation offsets and the available options for different links.\n\nAI (Social)\nThe Social AI Team wrapped up the first iteration of the bartender. Alongside cleaning up animations and behaviors, they tweaked different portions of the overall system. For example, they fixed issues with moving between multiple usables using the shortest path between enter\/exit locations.\n\nThey\u2019re currently enabling patrons to order and consume various drinks and use the booths and different seats around the bar. Work on the bartender and wider vendor behaviors have helped the team bring more stability to slotting and routing functionalities, as these scenarios heavily stress the usable system on every functionality it offers.\n\nFor patrol tech, the team introduced an improved debug draw functionality to allow designers to investigate behaviors in-launcher or in-editor when paths are placed inside object containers. They also fixed several animation issues, including one causing \u2018idle\u2019 and \u2018idle2move\u2019 animations to be pushed between exit animations and locomotion states due to the wrong evaluation of the actor speed.\n\nThe refactored Tactical Point System (TPS) and new Tactical Target System (TTS) are now in the common development branch and on track for release in Alpha 3.10. During the upcoming sprints, the team will start replacing the legacy nodes for target selection with the new TTS system to give them finer control over NPC target choices, whether they\u2019re on-foot or airborne.\n\nAnimation\nLast month, the Animation Team assisted in the development of body dragging, throwing, and knockdowns. They also animated weapon reloads and malfunctions for spec-ops NPCs, completed Vanduul look-dev and locomotion, and animated actions to enable AI to undertake generic inspections, move crates, and complete hangar actions. Work continued on capital ship operator seats, bar patrons, bartender animations, and holo-globe actions too.\n\nFoundational improvements were made to the mo-cap process, such as development of the motion-builder skeleton and the new Take Selection tool.\n\nThe Gameplay Story Team continued to develop narrative scenes and abandons.\n\nAudio\nThe Audio Team continued supporting campaign locations with ambiance setup and music creation, as well as supporting various features for both SQ42 and the PU.\n\nCinematics\nThe Cinematics Team routinely work on various scenes from across the whole campaign, though May\u2019s focus was on chapter 1. They started the month completing blockouts for the game\u2019s opening, including gameplay, camera work, and animation for a large-scale turret battle and the introduction of a key character on the Javelin.\n\nThey also made updates to several scenes from chapter 2, experimented with single-camera shots for chapter 4, blocked out chapter 5, and set up the cameras for chapter 13.\n\nCinematic Design finished the initial interrupt setup for all chapter 4\u2019s scenes and are currently awaiting Level Design\u2019s implementation. Once complete, the animators can begin pose matching. Support was also provided for wider level design work.\n\nEngineering\nEngineering worked on several tasks that affect both Squadron 42 and the Persistent Universe, including fixing issues with deep hierarchies, zone changes, and area-defining objects. For the entity component update scheduler, they submitted the first change that will add support for optional view ratios to the component aggregate streaming bounds update policy.\n\nPhysics-wise, optimizations to the inverse trigonometric function in C++ and HLSL were made and the physics profiler was modified to use thread IDs instead of \u2018MAX_PHYS_THREADS\u2019 to fight contention from external threads.\n\nThe team fixed performance regression in game-dev and continued to make improvements to body-dragging. They started looking into deformation and how to decouple the renderer and sim-mesh for physical damage and iterated on the damage TDD. They added a new physics runtime profiler in game-dev, enabled tri-mesh splitting, and optimized \u2018remove isolated vertices\u2019 in RC, and removed timestep adjustment in physics.\n\nEngineering submitted the first version of Gen12 brush rendering, continued work on the render graph to schedule passes and bound resources, and unified handling and control over texture anisotropy. Shader items were moved to the resource container too. Shader parsing bug fixes were made and the vertex format reflection and setup were simplified.\n\nThey also fixed a jitter offset computation error with unified raymarching so that it works in harmony with the guided filter denoiser, and added transmittance-weighted depth-computation, which controls the width of the denoise kernel tin guided filtering and raymarching up-sampling results.\n\nSpecifically for SQ42, the UK Engineering Team started work on a new UI display item designed to consolidate the functionality required for displays into a single entity. When complete, it\u2019ll manage multiple outputs and whether the display has power, is damaged, and emits light.\n\nSupport for cinematic requirements continued, with the team working on the weapon-firing track to give the designers fine control over when and how weapons fire. This includes everything from small arms to capital-ship turrets.\n\nThe Actor Team continued to develop body dragging, improving the visual sync between the player and the dragged body. They also continued work on force reactions, getting on-the-spot knockdowns implemented. Motion matching R&D is currently underway, which involves dynamic blendspaces and improvements to the stride adjustment via motion matching.\n\nGameplay Story\nMay saw the Gameplay Story Team begin work on previously untouched scenes from chapters 5 and 13.\n\n\u201cThis means we have now implemented over 200 scenes, which is quite a milestone. Many of these scenes will still require additional work and support, but the majority of the animation work is now done, which is great!\u201d \u2013 The Gameplay Story Team\n\nThey also continued to support the design teams with polish work on chapter 4 scenes and new abandons for chapter 8, including a complicated box-carrying scene.\n\nGraphics\nThe Graphics Team focused on performance in May, with several major issues resolved and several more in the process of being completed. Most performance fixes related to excess CPU use on specific frames that resulted in a \u201cspikey\u201d and inconsistent framerate. One important performance change was to adjust the texture resolutions on machines without enough video memory to run the game at full quality, especially at higher resolutions. Previously, more memory than would fit on the GPU would be allocated, which would produce serious performance issues due to memory paging.\n\nThe work on the Gen12 renderer continues, as do improvements to the automated testing framework and organic shader mentioned last month. The render-to-texture system was also integrated into the texture streaming system.\n\n\u201cThis allows us to treat dynamically-created textures like any other texture in the game, such that we can calculate the required resolution for the current camera position, stream\/create their content on demand, and cache previously created textures when we have spare memory to avoid redundant rendering. This feature is fundamental to the Canvas Manager, which is a feature that will be used by the art and game teams to create dynamic texture content such as signs, name badges, ship names, serial numbers, etc.\u201d \u2013 The Graphics Team\n\nLevel Design\nThe Social Design Team further developed usables and NPC behaviors alongside ongoing scene work. These systems were previously assigned to separate feature teams while the pipelines and technology were being developed.\n\nLevel Design continued to work alongside FPS AI to integrate more of the new behaviors that recently came online. They\u2019re currently working closely with Art to build out some of the optional routes through levels.\n\nThe Space\/Dogfight Team worked on the non-combat investigative behaviors prevalent across many of the early chapters. The \u201cspace scaping\u201d of various patrol locations and points of interest continued too.\n\nNarrative\nLast month, Narrative continued to support Design by providing notes and feedback during playthrough sessions. They also undertook dedicated playthroughs to identify where new dialogue lines could provide clearer guidance and explanation. This month, scripts will be created and the lines will be recorded using placeholder actors to get them in-game as soon as possible. By minimizing the turnaround time, future pickup sessions with actors will be much more efficient. Narrative provided set-dressing documents for a handful of updated locations to provide environmental storytelling and backstory for players to discover too.\n\nProps\nThe Props Team created an asset set for a scene with a frozen ship, which includes a new frost material and bespoke storytelling props.\n\n\n\nQA\nQA were tasked with creating recorded client scene captures of individual chapters, as well as investigating issues hindering the Cinematic Team\u2019s workflow. They also expanded their understanding of tools, such as the Subsumption Visualizer, to better debug the issues encountered. Alongside work on cinematics, focus was on the upkeep of testmaps to better help the development teams access features quickly and troubleshoot issues faster.\n\nTech Animation\nTech Animation revisited existing assets to support recent code changes, retouching thousands of assets to ensure their quality and suitability. Specifically for SQ42, Tech Animation worked on the Vanduul warrior, as recent animation work highlighted the need to refine character deformation to enable more extreme posing.\n\nUser Interface (UI)\nThe UI Tech Team spent the month working on a new system to allow them to easily add 3D objects to screens, such as icons for the player visor and inventory. The concept artists finalized the look of the lens and scanning UI and are close to having final concepts for the style of the Gladius HUD \u2013 one of the key UIs in SQ42.\n\nVFX\nThe team dedicated much of last month\u2019s SQ42 work to finalizing concept art for a particularly complex scene early on in the game that involves a large amount of VFX work.\n\n\u201cAs well as providing good visibility to all other departments on what we hope to achieve, having the concepts well laid out and detailed makes it a lot easier for the artists to actualize the effects\u201d \u2013 The VFX Team\n\nThe Comms Array interior effects were completed, and a few older levels were reworked to bring them in line with the current design documents. Prototyping of the Vanduul kingship weapons made great progress too. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":30,"created_at":"2020-06-10T00:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-07 21:06:15","valid_relations":["images","links"],"prev_id":17640,"next_id":17642}}