{"data":{"id":17987,"title":"Squadron 42 Monthly Report: January 2021","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17987-Squadron-42-Monthly-Report-January-2021","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17987","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17987","channel":"Undefined","category":"Undefined","series":"Monthly Reports","images":[{"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":46,"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\nThanks to the work of dedicated field agents and operatives, we\u2019ve uncovered information on the Volt Parallax electron rifle and UltiFlex Novia crossbow, the Xi\u2019an language, and work continues on all ground-based FPS environments.\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 AI (General)\nJanuary\u2019s general AI work included improving debug draw for the special action component that allows for a better understanding of which actions are available at any given time. Time was also dedicated to the support of Alpha 3.12 and 3.12.1. Most notably, the new year saw a reorganization of the AI teams into a more efficient structure to encourage knowledge sharing and a more holistic approach to prioritizing tasks and goals.\n\nThe department is now split by content, features, and tech: AI Content create behaviors, usables, and other related content\n\nAI Features implement project features. For example, new combat behaviors and ship maneuvers\n\nAI Tech handles all core functionalities that require a more structural design\n\n\n\nAI (Content)\nThe Content Team spent January working on early versions of the engineer, hygiene, hawker, and tourist behaviors. The first pass on the engineer handles maintenance operations for wall panels inside ships and hangars, including inspecting internal fuses and replacing them if damaged. The initial implementation of the hygiene behavior gives NPCs the ability to use toilets, sinks, and showers, while the Hawker is a generic activity that handles various street vendors and speakers. For example, NPCs manning hotdog or taco stands. The first pass on the tourist behavior deals with characters going to and traveling around areas to look at points of interest.\n\nThe team are also looking to introduce new behaviors into the \u2018leisure\u2019 and \u2018eat and drink\u2019 activities, such as vending and arcade machine use.\n\n\n\nAI (Features)\nAI Features started the year by introducing the first traits affecting AI pilot tactic selection, which allows them to craft more realistic and personal encounters. For example, some pilots will choose safer approaches during combat while others will show-off and use specialist maneuvers. Support for different operator modes began too, which will enable NPCs to correctly use the same new functionalities exposed to players. This includes setting QT mode when they want to quantum jump and returning to the default mode before piloting or fighting.\n\nOn the enemy-combat side, dodge actions now utilize blend space. This allows NPCs to align correctly when dodging for a more fluid and immersive combat experience. More controls were introduced to define attack-action limits and to allow the interruption of combo attacks. AI Features also added the \u2019WeaponConfidence\u2019 stat that\u2019s used to control the firing pace for characters based on their weapon proficiency.\n\n\n\nAI (Tech)\nAI Tech implemented new functionality to validate Subsumption code events. This allows them to verify bad setups, missing files, and ensure that variables carried by events are configured correctly. They also began supporting feature tests for Subsumption behavior and logic. To achieve this, they exposed a way to request that NPCs execute a custom logic assignment. This gives them a flexible way to request the execution of specific logic to NPCs that stacks on top of the systemic behaviors at the appropriate time. AI Tech also optimized the Subsumption \u2018DebugTaskTree\u2019 and Subsumption update. The DebugTaskTree optimization reduces runtime allocation, bringing the performance of the internal build closer to the release build. The Subsumption update reduces locks in the memory allocator. Local tests have shown that this saves around 5ms when updating 500 active NPCs at a given time.\n\n\n\nAnimation\nThe Animation Team worked on player features throughout January. This included blocking out of hurt locomotion, final animations for mounted guns, Volt Parallax animations, short-distance staggers, mag-stripping state machine blockouts, zero-g traversal, and player fall-to-move-forward assets. On the AI side, the team implemented final motion capture for a number of sets. Alongside this they progressed with state machine graphs for mess hall sitting and eating, character wildlines, formal rail-leaning, vending machine blocking, wall panel maintenance, the weapon vendor, and guard animation sets to combine them with patrolling.\n\nFor Combat AI, focus was on final motion capture implementation and blockouts for the Vanduul pinning the player character down.\n\n\n\nArt (Characters)\nLast month, Character Art worked on Chapter 4a. Their main focus was on Rebecca Trejo, with the team polishing her head, creating hair, and developing a new outfit. Old Man received polish as well, which predominately involved adding the new eye assembly. Revisions to the Xi\u2019an were also made and passed onto Tech Animation for rigging. A few minor characters also received new assets and polish passes.\n\nArt (Weapons)\nThe Weapon Art Team continued to work on the Volt Parallax electron rifle, taking the art to \u2018greybox complete.\u2019 The majority of the mesh was modeled and the team are currently rigging and animating the weapon before heading further into the final art phase. The UltiFlex Novia crossbow progressed through final art and was handed over to Tech Art to finalize the rig due to the unique challenges of the weapon. Early in the month, an investigation was made into the mag stripping feature to assess what will be needed once feature work starts. The team took this opportunity to make a pass on the grip-nodes setup too. Finally for FPS weapons, the team added a new healing Multi-Tool attachment. They also updated the battery and resource canister to be detachable to futureproof the weapon for additional functionality. Work also began on a new standalone Greycat Industrial cutter tool. On the ship weapons side, work continued on the FireStorm Kinetics Colossus MOAB, which moved to final art. At the end of the month, development began on an all-new weapon too.\n\nCinematics\nFollowing on from a successful chapter milestone in December, the Cinematics Team kicked off the first of 2021, polishing further chapters to production quality. When the team created the pipeline for this and further milestones, they divided the production phases into separate passes: Pre-vis: Performance capture and other elements like cameras and FX are added in a very crude form. No editing is done other than basic mo-cap edits from the video editor.\n\nKick-off: A basic pass where all scene members are loosely aligned, though heavy misalignment is corrected. The state machine is also looked at, so a basic break-up of animation fragments is undertaken.\n\nImplementation: Full alignment is done, all animation fragments are created (mostly to correct length) and basic pose-matching is completed. LookIK is enabled.\n\nProduction: All animation elements are polished to a high standard, all pose matching is complete, and a LookIK polish pass is done based on what the actor was going for and where they were looking.\n\nFinalization: The final pass before shipping, includes ensuring fingers are animated correctly and a minor detail polish.\n\nThe new milestone contains both scenes in space and scenes inside space stations, with both of them differing in needs and requirements. For example, a scene in space typically begins as a timeline sequence of comms calls between NPCs (some were planned to just be comms calls but were upgraded to full cinematic cutaways over time). In these scenes, the player will be able to experience the action in first-person using the \u2018break-free\u2019 feature should they want to.\n\nOnce the calls are complete, they team lay down the action elements. This allows them to space out the comms as needed and begin crucial nav-spline work. Control points, ship speed, spline tangents, roll, pitch, and yaw all need to be dialed in carefully.\n\nFor example, the splines could start with the player approaching several mercs to scan them. While laying this out, the team pay significant attention to the direction, color, and intensity of the sun (or where it will be in the final mission layout), as the wrong angle could mean the whole scene is \u2018flat-lit\u2019 and less interesting.\n\nAnother consideration is how costumes, ship loadouts, and cockpits could change, as some aren\u2019t finished or feature meshwork being worked on later in the milestone. A balance needs to be struck in terms of what the designers want to do and what they can do on a first pass, as the spline skeleton needs to be dialed in first. Realistic pathing is vital here, particularly as the scene will be viewable from either first or third person and from a variety of angles.\n\nThe current milestone features a scene around a table at a noodle bar, which has challenges very different from animating kilometer-long nav-splines. For example, a character eating noodles with chopsticks means the team have to animate fingers, sticks, a box, and noodles (and possibly film themselves eating on their lunch break for reference). The scene\u2019s state machine must be considered too, with animation idles and fragments in mind. They must also cater for players arriving at varying times due to potential side activities on the way to the scene.\n\n\n\nFeatures (Gameplay)\nThe SQ42 Feature Team implemented new TrackView weapon functionality to allow the cinematic designers to control characters firing missiles. Technical investigation was completed too, which involved looking at performance and how TrackView could be updated across multiple cores. Currently, it\u2019s single-threaded and automatically pre-caches animations to stop glitches when it\u2019s waiting for an animation to load. SQ42 Features worked with the designers to fix problems with moving the missions to work with object container streaming and went through the requirements of mission-fail conditions. They also continued to help develop the firing range and get it fully working in-game.\n\n\n\nGameplay Story\nThe Gameplay Story Team completed a mo-cap session before the end of 2020, so they kicked off the year by moving the captures through the pipeline. They also finished a handful of polish tasks remaining for the Morrow Tour. Alongside this, they began updating and maintaining their scenes from chapter 4a, which is a wider development focus of Q1 2021. However, progress was also made on other game sections, including the first chapter. This involved preliminary work on the Correl walk-and-talk and adding placeholder audio to additional vignettes.\n\n\n\nGraphics\nThe Graphics Team started the year finalizing several outstanding bugs and features that didn\u2019t quite make the Q4 deadline. Once complete, focus moved to the Gen12 renderer, which received various improvements to features like depth-of-field. A major rewrite of the tessellation shaders was done to streamline the code and fix a number of bugs. The shadow pass conversion was also completed, with the team now looking to see if they can enable this codepath by default.\n\n\n\nLevel Design\nThe Social Design Team benefitted from their focus towards the end of 2020, using the tech and tools they upgraded to make great progress on scenes and narrative sections. The Level Design Team are currently working through all ground-based FPS environments, adding additional setup for the various player paths. The Space\/Dogfight Team worked alongside AI to bring an enemy faction\u2019s combat behaviors to the \u2018gold standard.\u2019\n\n\n\nNarrative\nThe Narrative Team continued to work closely with the Design Team to review progress on various levels. This included calling out potential moments that might require additional dialogue or scenes to either explain gameplay intent or to make areas feel appropriately populated. They then worked with Audio to create placeholder assets utilizing text-to-speech and temporary recordings so they can be reviewed in situ. They also drafted initial ideas for the target range aboard the Idris, which covered everything from general training to game modes. Elsewhere, they supported other departments with environment documents, mission text, and script revisions.\n\n\n\nQA\nCinematics continued to rely on QA for recordings of each level so they could ensure scenes worked correctly and are of the expected quality. They also supported the development teams with issues and tested various changes and updates across the project.\n\nTech Animation\nThe Technical Animation Team kicked off the year with Xi\u2019an character body and facial rigs and are currently exploring the alien species\u2019 language, body movement, and joint placements. Skinning tests are also underway to ensure the best foundation possible for the animation rigs. Time was also devoted to Vanduul combat behaviors, animation implementation, and head rigging for upcoming cinematics. This tied into rigging work currently underway for creatures found in the PU.\n\n\n\nUI\nThe UI Team worked alongside Vehicles to implement the new Aegis UI HUD style in the Gladius. In parallel, the artists created an updated UI for RSI that will feature in several campaign ships. The UI programmers began the groundwork for an improved Starmap, interior map, and radar. This is a significant project and will take several months to complete but will greatly help with navigation around the game world.\n\n\n\nVFX\nVFX worked closely with Art and Design to flesh out the interior \u2018cells\u2019 of the Coil, with VFX Tech Art taking an active role in moving the location forwards. Progress was also made on chapter 4\u2019s VFX requirements. 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, damit die Community leichter darauf zur\u00fcckgreifen kann.\nAchtung Rekruten,\n\nWas ihr gleich lesen werdet, sind die neuesten Informationen \u00fcber die weitere Entwicklung von Squadron 42 (SCI des: SQ42).\n\nDank der Arbeit von engagierten Feldagenten und Agenten haben wir Informationen \u00fcber das Volt Parallax Elektronengewehr und die UltiFlex Novia Armbrust, die Xi'an Sprache und die Arbeit an allen bodenbasierten FPS Umgebungen aufgedeckt.\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. L\u00f6sche alle Aufzeichnungen nach dem Lesen.\n\nUEE Marine Oberkommando\n\nAI (General)\n\nDie allgemeine KI-Arbeit im Januar beinhaltete die Verbesserung der Debug-Zeichnung f\u00fcr die spezielle Aktionskomponente, die ein besseres Verst\u00e4ndnis daf\u00fcr erm\u00f6glicht, welche Aktionen zu einem bestimmten Zeitpunkt verf\u00fcgbar sind. Auch dem Support von Alpha 3.12 und 3.12.1 wurde Zeit gewidmet. Das neue Jahr sah vor allem eine Reorganisation der KI-Teams in eine effizientere Struktur, um den Wissensaustausch und einen ganzheitlicheren Ansatz zur Priorisierung von Aufgaben und Zielen zu f\u00f6rdern.\n\nDie Abteilung ist nun nach Inhalt, Features und Technik aufgeteilt:\n\n\nAI Content erstellt Behaviors, Usables und andere verwandte Inhalte AI Features implementieren Projektfeatures. Zum Beispiel neue Kampfverhalten und Schiffsman\u00f6ver AI Tech k\u00fcmmert sich um alle Kernfunktionalit\u00e4ten, die ein eher strukturelles Design erfordern\n\nKI (Inhalt)\n\nDas Content Team hat den Januar damit verbracht, an fr\u00fchen Versionen der Verhaltensweisen des Ingenieurs, der Hygiene, des H\u00e4ndlers und des Touristen zu arbeiten. Der erste Durchgang des Ingenieurs k\u00fcmmert sich um die Wartung der Wandpaneele in Schiffen und Hangars, einschlie\u00dflich der Inspektion der internen Sicherungen und deren Austausch, wenn sie besch\u00e4digt sind. Die erste Implementierung des Hygiene-Verhaltens gibt NSCs die M\u00f6glichkeit, Toiletten, Waschbecken und Duschen zu benutzen, w\u00e4hrend der Hawker eine generische Aktivit\u00e4t ist, die verschiedene Stra\u00dfenverk\u00e4ufer und Lautsprecher bedient. Zum Beispiel NPCs, die Hotdog- oder Taco-St\u00e4nde besetzen. Der erste Durchgang des Touristenverhaltens befasst sich mit Charakteren, die in Gebiete gehen und reisen, um sich Sehensw\u00fcrdigkeiten anzuschauen.\n\nDas Team m\u00f6chte auch neue Verhaltensweisen in den Bereichen \"Freizeit\" und \"Essen und Trinken\" einf\u00fchren, wie z.B. die Nutzung von Verkaufsautomaten und Arcade-Automaten.\n\n\nKI (Eigenschaften)\n\nDie KI-Features begannen das Jahr mit der Einf\u00fchrung der ersten Eigenschaften, die die Taktikauswahl der KI-Piloten beeinflussen, was es ihnen erm\u00f6glicht, realistischere und pers\u00f6nlichere Begegnungen zu gestalten. Zum Beispiel werden einige Piloten w\u00e4hrend des Kampfes sicherere Herangehensweisen w\u00e4hlen, w\u00e4hrend andere auftrumpfen und spezielle Man\u00f6ver verwenden werden. Auch die Unterst\u00fctzung f\u00fcr verschiedene Operator-Modi hat begonnen, was es den NPCs erm\u00f6glichen wird, die gleichen neuen Funktionalit\u00e4ten, die den Spielern zur Verf\u00fcgung stehen, korrekt zu nutzen. Dazu geh\u00f6rt die Einstellung des QT-Modus, wenn sie einen Quantensprung machen wollen, und die R\u00fcckkehr in den Standardmodus vor dem Piloten oder Kampf.\n\nAuf der Seite der Gegnerk\u00e4mpfe nutzen Ausweichaktionen nun den Blend Space. Dies erm\u00f6glicht es den NSCs, sich beim Ausweichen korrekt auszurichten, was zu einem fl\u00fcssigeren und immersiveren Kampferlebnis f\u00fchrt. Es wurden weitere Steuerelemente eingef\u00fchrt, um Angriffsaktionsgrenzen zu definieren und die Unterbrechung von Kombo-Angriffen zu erm\u00f6glichen. KI-Features f\u00fcgten auch den 'WeaponConfidence'-Status hinzu, der verwendet wird, um das Feuertempo f\u00fcr Charaktere basierend auf ihrer Waffenfertigkeit zu steuern.\n\n\nKI (Tech)\n\nAI Tech hat eine neue Funktionalit\u00e4t implementiert, um Subsumption Code Events zu validieren. Dies erm\u00f6glicht es ihnen, fehlerhafte Setups und fehlende Dateien zu \u00fcberpr\u00fcfen und sicherzustellen, dass die von den Ereignissen \u00fcbertragenen Variablen korrekt konfiguriert sind. Sie haben auch begonnen, Funktionstests f\u00fcr Subsumption Verhalten und Logik zu unterst\u00fctzen. Um dies zu erreichen, haben sie eine M\u00f6glichkeit geschaffen, NPCs aufzufordern, eine benutzerdefinierte Logikzuweisung auszuf\u00fchren. Dies gibt ihnen eine flexible M\u00f6glichkeit, die Ausf\u00fchrung spezifischer Logik an NSCs anzufordern, die sich zum richtigen Zeitpunkt auf das systemische Verhalten stapelt. AI Tech hat auch die Subsumption 'DebugTaskTree' und Subsumption Update optimiert. Die DebugTaskTree-Optimierung reduziert die Laufzeitzuweisung und bringt die Leistung des internen Builds n\u00e4her an den Release-Build. Das Subsumption Update reduziert die Sperren im Memory Allocator. Lokale Tests haben gezeigt, dass dies etwa 5ms einspart, wenn 500 aktive NPCs zu einer bestimmten Zeit aktualisiert werden.\n\n\nAnimation\n\nDas Animationsteam hat den ganzen Januar \u00fcber an Spieler-Features gearbeitet. Dazu geh\u00f6rten das Ausblocken der verletzten Fortbewegung, finale Animationen f\u00fcr montierte Waffen, Volt-Parallaxe-Animationen, Kurzdistanz-Stagger, Mag-Stripping-State-Machine-Blockouts, Zero-G-Traversal und Spieler-Fall-zu-Bewegung-Assets. Auf der KI-Seite implementierte das Team finales Motion Capture f\u00fcr eine Reihe von Sets. Daneben wurden Zustandsautomatengraphen f\u00fcr das Sitzen und Essen in der Kantine, Charakter-Wildlinien, formale Schienenneigung, Automaten-Blockierung, Wartung von Wandpaneelen, den Waffenverk\u00e4ufer und W\u00e4chter-Animationssets entwickelt, um sie mit Patrouillen zu kombinieren.\n\nF\u00fcr die Kampf-KI lag der Fokus auf der finalen Motion-Capture-Implementierung und den Blockouts f\u00fcr die Vanduul, die den Spielercharakter festhalten.\n\n\nKunst (Charaktere)\n\nIm letzten Monat hat Character Art an Kapitel 4a gearbeitet. Das Hauptaugenmerk lag dabei auf Rebecca Trejo. Das Team polierte ihren Kopf, erstellte Haare und entwickelte ein neues Outfit. Der alte Mann erhielt ebenfalls einen Feinschliff, der vor allem das Hinzuf\u00fcgen der neuen Augenanordnung beinhaltete. Auch der Xi'an wurde \u00fcberarbeitet und an Tech Animation zum Rigging weitergegeben. Ein paar Nebencharaktere erhielten ebenfalls neue Assets und Polishing-Passes.\nKunst (Waffen)\nDas Weapon Art Team hat weiter an der Volt Parallax Elektronenwaffe gearbeitet und die Grafik zur \"Greybox Complete\" gebracht. Der Gro\u00dfteil des Meshes wurde modelliert und das Team ist derzeit dabei, die Waffe zu riggen und zu animieren, bevor es in die finale Art-Phase geht. Die UltiFlex Novia Armbrust durchlief die Final Art Phase und wurde aufgrund der einzigartigen Herausforderungen der Waffe an Tech Art \u00fcbergeben, um das Rig zu finalisieren.\nAnfang des Monats wurde eine Untersuchung des Mag Stripping-Features durchgef\u00fchrt, um festzustellen, was ben\u00f6tigt wird, sobald die Feature-Arbeiten beginnen. Das Team nutzte diese Gelegenheit, um auch das Grip-Nodes-Setup zu \u00fcberarbeiten. Schlie\u00dflich f\u00fcgte das Team f\u00fcr FPS-Waffen ein neues heilendes Multi-Tool-Attachment hinzu. Au\u00dferdem wurden die Batterie und der Ressourcenkanister abnehmbar gemacht, um die Waffe zukunftssicher f\u00fcr zus\u00e4tzliche Funktionen zu machen. Au\u00dferdem wurde mit der Arbeit an einem neuen, eigenst\u00e4ndigen Greycat Industrial Cutter Tool begonnen.\n\n\n\nAuf der Schiffswaffenseite wurde die Arbeit an der FireStorm Kinetics Colossus MOAB fortgesetzt, die in die finale Phase ging. Am Ende des Monats begann auch die Entwicklung einer komplett neuen Waffe.\nCinematics\n\nNach einem erfolgreichen Kapitelmeilenstein im Dezember, startete das Cinematics Team das erste von 2021 und polierte weitere Kapitel auf Produktionsqualit\u00e4t. Als das Team die Pipeline f\u00fcr diesen und weitere Meilensteine erstellte, teilte es die Produktionsphasen in separate Durchg\u00e4nge auf:\n\n\nPre-vis: Performance Capture und andere Elemente wie Kameras und FX werden in einer sehr groben Form hinzugef\u00fcgt. Es wird kein Schnitt gemacht, abgesehen von grundlegenden Mo-Cap-Bearbeitungen im Video-Editor. Kick-off: Ein grundlegender Durchgang, bei dem alle Szenenmitglieder grob ausgerichtet werden, wobei starke Ausrichtungsfehler korrigiert werden. Die Zustandsmaschine wird ebenfalls betrachtet, so dass eine grundlegende Aufteilung der Animationsfragmente vorgenommen wird. Implementierung: Eine vollst\u00e4ndige Ausrichtung wird durchgef\u00fchrt, alle Animationsfragmente werden erstellt (meist auf die richtige L\u00e4nge) und ein grundlegendes Pose-Matching wird durchgef\u00fchrt. LookIK wird aktiviert. Produktion: Alle Animationselemente werden auf einen hohen Standard poliert, das Pose-Matching ist abgeschlossen und ein LookIK-Polish-Pass wird durchgef\u00fchrt, basierend darauf, was der Schauspieler wollte und wohin er schaute. Finalisierung: Der letzte Durchgang vor dem Versand, beinhaltet die Sicherstellung, dass die Finger korrekt animiert sind und eine kleine Detailpolitur.\nDer neue Meilenstein beinhaltet sowohl Szenen im Weltraum als auch Szenen in Raumstationen, wobei sich beide in ihren Bed\u00fcrfnissen und Anforderungen unterscheiden. Zum Beispiel beginnt eine Szene im Weltraum typischerweise als eine Timeline-Sequenz von Comms-Gespr\u00e4chen zwischen NPCs (einige waren nur als Comms-Gespr\u00e4che geplant, wurden aber im Laufe der Zeit zu vollen filmischen Cutaways aufgewertet). In diesen Szenen wird der Spieler in der Lage sein, die Action in der ersten Person zu erleben, indem er das 'Break-free'-Feature nutzt, wenn er das m\u00f6chte.\n\nSobald die Gespr\u00e4che abgeschlossen sind, legt das Team die Handlungselemente fest. Dies erlaubt es ihnen, die Comms nach Bedarf zu platzieren und mit der entscheidenden Nav-Spline-Arbeit zu beginnen. Kontrollpunkte, Schiffsgeschwindigkeit, Spline-Tangenten, Roll-, Nick- und Gierwinkel m\u00fcssen sorgf\u00e4ltig eingestellt werden.\n\nDie Splines k\u00f6nnten zum Beispiel damit beginnen, dass der Spieler sich mehreren S\u00f6ldnern n\u00e4hert, um sie zu scannen. W\u00e4hrend der Planung sollte das Team auf die Richtung, Farbe und Intensit\u00e4t der Sonne achten (oder darauf, wo sie sich im endg\u00fcltigen Missionslayout befinden wird), da ein falscher Winkel bedeuten k\u00f6nnte, dass die ganze Szene \"flach beleuchtet\" und weniger interessant ist.\n\nEine weitere \u00dcberlegung ist, wie sich Kost\u00fcme, Schiffsladungen und Cockpits ver\u00e4ndern k\u00f6nnten, da einige noch nicht fertig sind oder das Meshwork erst sp\u00e4ter im Meilenstein bearbeitet wird. Es muss ein Gleichgewicht gefunden werden zwischen dem, was die Designer machen wollen und dem, was sie in einem ersten Durchgang machen k\u00f6nnen, da das Spline-Skelett zuerst ausgew\u00e4hlt werden muss. Realistisches Pathing ist hier entscheidend, vor allem da die Szene entweder aus der ersten oder dritten Person und aus verschiedenen Winkeln betrachtet werden kann.\n\nDer aktuelle Meilenstein zeigt eine Szene rund um einen Tisch in einer Nudelbar, was ganz andere Herausforderungen mit sich bringt als das Animieren kilometerlanger Nav-Splines. Ein Charakter, der Nudeln mit St\u00e4bchen isst, bedeutet zum Beispiel, dass das Team Finger, St\u00e4bchen, eine Box und Nudeln animieren muss (und sich m\u00f6glicherweise selbst beim Essen in der Mittagspause als Referenz filmen muss). Die Zustandsmaschine der Szene muss ebenfalls ber\u00fccksichtigt werden, mit Animations-Idle und Fragmenten im Hinterkopf. Sie m\u00fcssen auch daf\u00fcr sorgen, dass die Spieler zu unterschiedlichen Zeiten ankommen, da es auf dem Weg zur Szene zu Nebenaktivit\u00e4ten kommen kann.\n\n\nEigenschaften (Gameplay)\n\nDas SQ42 Feature Team implementierte eine neue TrackView Waffenfunktionalit\u00e4t, die es den Cinematic Designern erm\u00f6glicht, Charaktere zu steuern, die Raketen abfeuern. Die technische Untersuchung wurde ebenfalls abgeschlossen, wobei die Leistung untersucht wurde und wie TrackView \u00fcber mehrere Kerne hinweg aktualisiert werden kann. Momentan ist es single-threaded und speichert Animationen automatisch im Pre-Cache, um Glitches zu verhindern, wenn es auf das Laden einer Animation wartet. SQ42 Features hat mit den Designern zusammengearbeitet, um Probleme mit dem Verschieben der Missionen zu beheben, damit sie mit dem Streaming von Objekt-Containern funktionieren, und ist die Anforderungen der Missions-Fail-Bedingungen durchgegangen. Sie halfen auch bei der Entwicklung des Schie\u00dfstandes und brachten ihn im Spiel zum Laufen.\n\n\nGameplay Geschichte\n\nDas Gameplay-Story-Team hat eine Mo-Cap-Session vor Ende 2020 abgeschlossen, so dass sie das Jahr damit begonnen haben, die Captures durch die Pipeline zu bewegen. Au\u00dferdem beendeten sie eine Handvoll Polishing-Aufgaben, die f\u00fcr die Morrow-Tour noch ausstanden. Parallel dazu begannen sie mit der Aktualisierung und Pflege der Szenen aus Kapitel 4a, was ein weiterer Entwicklungsschwerpunkt von Q1 2021 ist. Aber auch an anderen Spielabschnitten, einschlie\u00dflich des ersten Kapitels, wurden Fortschritte erzielt. Dazu geh\u00f6rten Vorarbeiten zum Correl-Walk-and-Talk und das Hinzuf\u00fcgen von Platzhalter-Audio zu weiteren Vignetten.\n\n\nGrafiken\n\nDas Grafikteam hat das Jahr damit begonnen, einige ausstehende Bugs und Features zu finalisieren, die es nicht ganz bis zur Deadline im 4. Sobald dies abgeschlossen war, wurde der Fokus auf den Gen12 Renderer gelegt, der verschiedene Verbesserungen f\u00fcr Features wie die Tiefensch\u00e4rfe erhielt. Die Tessellationsshader wurden grundlegend \u00fcberarbeitet, um den Code zu straffen und eine Reihe von Fehlern zu beheben. Die Schattenpass-Konvertierung wurde ebenfalls abgeschlossen und das Team pr\u00fcft nun, ob es diesen Codepfad standardm\u00e4\u00dfig aktivieren kann.\n\n\nLevel Design\n\nDas Social Design Team profitierte von seiner Fokussierung gegen Ende 2020 und nutzte die aufger\u00fcstete Technik und Tools, um gro\u00dfe Fortschritte bei Szenen und narrativen Abschnitten zu machen. Das Level Design Team arbeitet sich derzeit durch alle bodenbasierten FPS-Umgebungen und f\u00fcgt zus\u00e4tzliches Setup f\u00fcr die verschiedenen Spielerpfade hinzu. Das Space\/Dogfight Team arbeitete zusammen mit der KI, um das Kampfverhalten einer gegnerischen Fraktion auf den 'Goldstandard' zu bringen.\n\n\nNarrative\n\nDas Narrative Team arbeitete weiterhin eng mit dem Design Team zusammen, um den Fortschritt auf verschiedenen Ebenen zu \u00fcberpr\u00fcfen. Dazu geh\u00f6rte auch das Aufzeigen von potentiellen Momenten, die zus\u00e4tzliche Dialoge oder Szenen ben\u00f6tigen, um entweder die Absicht des Spiels zu erkl\u00e4ren oder um die Gebiete angemessen zu bev\u00f6lkern. Sie arbeiteten dann mit dem Audio-Team zusammen, um Platzhalter-Assets zu erstellen, die Text-to-Speech und tempor\u00e4re Aufnahmen nutzen, damit sie vor Ort \u00fcberpr\u00fcft werden k\u00f6nnen. Sie entwarfen auch erste Ideen f\u00fcr den Zielbereich an Bord der Idris, die alles vom allgemeinen Training bis hin zu Spielmodi abdeckten. An anderer Stelle unterst\u00fctzten sie andere Abteilungen mit Umgebungsdokumenten, Missionstexten und Skript\u00fcberarbeitungen.\n\n\nQA\n\nCinematics verlie\u00df sich weiterhin auf die QA f\u00fcr Aufnahmen jedes Levels, damit sie sicherstellen konnten, dass die Szenen korrekt funktionieren und die erwartete Qualit\u00e4t haben. Sie unterst\u00fctzten auch die Entwicklungsteams bei Problemen und testeten verschiedene \u00c4nderungen und Updates im gesamten Projekt.\nTech Animation\n\nDas Technical Animation Team begann das Jahr mit den K\u00f6rper- und Gesichts-Rigs der Xi'an-Charaktere und erforscht derzeit die Sprache der Alien-Spezies, die K\u00f6rperbewegungen und die Platzierung der Gelenke. Auch Skinning-Tests sind im Gange, um die bestm\u00f6gliche Grundlage f\u00fcr die Animations-Rigs zu gew\u00e4hrleisten. Es wurde auch Zeit f\u00fcr das Kampfverhalten der Vanduul, die Implementierung der Animationen und das Kopf-Rigging f\u00fcr die kommenden Cinematics aufgewendet. Dies kn\u00fcpfte an die Rigging-Arbeiten an, die derzeit f\u00fcr die Kreaturen in der PU durchgef\u00fchrt werden.\n\n\nUI\n\nDas UI-Team arbeitete zusammen mit Vehicles an der Implementierung des neuen Aegis UI HUD-Stils im Gladius. Parallel dazu erstellten die K\u00fcnstler ein aktualisiertes UI f\u00fcr RSI, das in mehreren Kampagnenschiffen zum Einsatz kommen wird. Die UI-Programmierer begannen mit den Vorarbeiten f\u00fcr eine verbesserte Starmap, Innenkarte und Radar. Dies ist ein bedeutendes Projekt und wird mehrere Monate in Anspruch nehmen, aber es wird die Navigation in der Spielwelt erheblich erleichtern.\n\n\nVFX\n\nVFX arbeitete eng mit Art und Design zusammen, um die inneren \"Zellen\" der Spule zu gestalten, wobei VFX Tech Art eine aktive Rolle dabei spielte, den Ort voranzubringen. Auch bei den VFX-Anforderungen von Kapitel 4 wurden Fortschritte gemacht. WIR SEHEN UNS N\u00c4CHSTEN MONAT WIEDER...","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\nThanks to the work of dedicated field agents and operatives, we\u2019ve uncovered information on the Volt Parallax electron rifle and UltiFlex Novia crossbow, the Xi\u2019an language, and work continues on all ground-based FPS environments.\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 AI (General)\nJanuary\u2019s general AI work included improving debug draw for the special action component that allows for a better understanding of which actions are available at any given time. Time was also dedicated to the support of Alpha 3.12 and 3.12.1. Most notably, the new year saw a reorganization of the AI teams into a more efficient structure to encourage knowledge sharing and a more holistic approach to prioritizing tasks and goals.\n\nThe department is now split by content, features, and tech: AI Content create behaviors, usables, and other related content\n\nAI Features implement project features. For example, new combat behaviors and ship maneuvers\n\nAI Tech handles all core functionalities that require a more structural design\n\n\n\nAI (Content)\nThe Content Team spent January working on early versions of the engineer, hygiene, hawker, and tourist behaviors. The first pass on the engineer handles maintenance operations for wall panels inside ships and hangars, including inspecting internal fuses and replacing them if damaged. The initial implementation of the hygiene behavior gives NPCs the ability to use toilets, sinks, and showers, while the Hawker is a generic activity that handles various street vendors and speakers. For example, NPCs manning hotdog or taco stands. The first pass on the tourist behavior deals with characters going to and traveling around areas to look at points of interest.\n\nThe team are also looking to introduce new behaviors into the \u2018leisure\u2019 and \u2018eat and drink\u2019 activities, such as vending and arcade machine use.\n\n\n\nAI (Features)\nAI Features started the year by introducing the first traits affecting AI pilot tactic selection, which allows them to craft more realistic and personal encounters. For example, some pilots will choose safer approaches during combat while others will show-off and use specialist maneuvers. Support for different operator modes began too, which will enable NPCs to correctly use the same new functionalities exposed to players. This includes setting QT mode when they want to quantum jump and returning to the default mode before piloting or fighting.\n\nOn the enemy-combat side, dodge actions now utilize blend space. This allows NPCs to align correctly when dodging for a more fluid and immersive combat experience. More controls were introduced to define attack-action limits and to allow the interruption of combo attacks. AI Features also added the \u2019WeaponConfidence\u2019 stat that\u2019s used to control the firing pace for characters based on their weapon proficiency.\n\n\n\nAI (Tech)\nAI Tech implemented new functionality to validate Subsumption code events. This allows them to verify bad setups, missing files, and ensure that variables carried by events are configured correctly. They also began supporting feature tests for Subsumption behavior and logic. To achieve this, they exposed a way to request that NPCs execute a custom logic assignment. This gives them a flexible way to request the execution of specific logic to NPCs that stacks on top of the systemic behaviors at the appropriate time. AI Tech also optimized the Subsumption \u2018DebugTaskTree\u2019 and Subsumption update. The DebugTaskTree optimization reduces runtime allocation, bringing the performance of the internal build closer to the release build. The Subsumption update reduces locks in the memory allocator. Local tests have shown that this saves around 5ms when updating 500 active NPCs at a given time.\n\n\n\nAnimation\nThe Animation Team worked on player features throughout January. This included blocking out of hurt locomotion, final animations for mounted guns, Volt Parallax animations, short-distance staggers, mag-stripping state machine blockouts, zero-g traversal, and player fall-to-move-forward assets. On the AI side, the team implemented final motion capture for a number of sets. Alongside this they progressed with state machine graphs for mess hall sitting and eating, character wildlines, formal rail-leaning, vending machine blocking, wall panel maintenance, the weapon vendor, and guard animation sets to combine them with patrolling.\n\nFor Combat AI, focus was on final motion capture implementation and blockouts for the Vanduul pinning the player character down.\n\n\n\nArt (Characters)\nLast month, Character Art worked on Chapter 4a. Their main focus was on Rebecca Trejo, with the team polishing her head, creating hair, and developing a new outfit. Old Man received polish as well, which predominately involved adding the new eye assembly. Revisions to the Xi\u2019an were also made and passed onto Tech Animation for rigging. A few minor characters also received new assets and polish passes.\n\nArt (Weapons)\nThe Weapon Art Team continued to work on the Volt Parallax electron rifle, taking the art to \u2018greybox complete.\u2019 The majority of the mesh was modeled and the team are currently rigging and animating the weapon before heading further into the final art phase. The UltiFlex Novia crossbow progressed through final art and was handed over to Tech Art to finalize the rig due to the unique challenges of the weapon. Early in the month, an investigation was made into the mag stripping feature to assess what will be needed once feature work starts. The team took this opportunity to make a pass on the grip-nodes setup too. Finally for FPS weapons, the team added a new healing Multi-Tool attachment. They also updated the battery and resource canister to be detachable to futureproof the weapon for additional functionality. Work also began on a new standalone Greycat Industrial cutter tool. On the ship weapons side, work continued on the FireStorm Kinetics Colossus MOAB, which moved to final art. At the end of the month, development began on an all-new weapon too.\n\nCinematics\nFollowing on from a successful chapter milestone in December, the Cinematics Team kicked off the first of 2021, polishing further chapters to production quality. When the team created the pipeline for this and further milestones, they divided the production phases into separate passes: Pre-vis: Performance capture and other elements like cameras and FX are added in a very crude form. No editing is done other than basic mo-cap edits from the video editor.\n\nKick-off: A basic pass where all scene members are loosely aligned, though heavy misalignment is corrected. The state machine is also looked at, so a basic break-up of animation fragments is undertaken.\n\nImplementation: Full alignment is done, all animation fragments are created (mostly to correct length) and basic pose-matching is completed. LookIK is enabled.\n\nProduction: All animation elements are polished to a high standard, all pose matching is complete, and a LookIK polish pass is done based on what the actor was going for and where they were looking.\n\nFinalization: The final pass before shipping, includes ensuring fingers are animated correctly and a minor detail polish.\n\nThe new milestone contains both scenes in space and scenes inside space stations, with both of them differing in needs and requirements. For example, a scene in space typically begins as a timeline sequence of comms calls between NPCs (some were planned to just be comms calls but were upgraded to full cinematic cutaways over time). In these scenes, the player will be able to experience the action in first-person using the \u2018break-free\u2019 feature should they want to.\n\nOnce the calls are complete, they team lay down the action elements. This allows them to space out the comms as needed and begin crucial nav-spline work. Control points, ship speed, spline tangents, roll, pitch, and yaw all need to be dialed in carefully.\n\nFor example, the splines could start with the player approaching several mercs to scan them. While laying this out, the team pay significant attention to the direction, color, and intensity of the sun (or where it will be in the final mission layout), as the wrong angle could mean the whole scene is \u2018flat-lit\u2019 and less interesting.\n\nAnother consideration is how costumes, ship loadouts, and cockpits could change, as some aren\u2019t finished or feature meshwork being worked on later in the milestone. A balance needs to be struck in terms of what the designers want to do and what they can do on a first pass, as the spline skeleton needs to be dialed in first. Realistic pathing is vital here, particularly as the scene will be viewable from either first or third person and from a variety of angles.\n\nThe current milestone features a scene around a table at a noodle bar, which has challenges very different from animating kilometer-long nav-splines. For example, a character eating noodles with chopsticks means the team have to animate fingers, sticks, a box, and noodles (and possibly film themselves eating on their lunch break for reference). The scene\u2019s state machine must be considered too, with animation idles and fragments in mind. They must also cater for players arriving at varying times due to potential side activities on the way to the scene.\n\n\n\nFeatures (Gameplay)\nThe SQ42 Feature Team implemented new TrackView weapon functionality to allow the cinematic designers to control characters firing missiles. Technical investigation was completed too, which involved looking at performance and how TrackView could be updated across multiple cores. Currently, it\u2019s single-threaded and automatically pre-caches animations to stop glitches when it\u2019s waiting for an animation to load. SQ42 Features worked with the designers to fix problems with moving the missions to work with object container streaming and went through the requirements of mission-fail conditions. They also continued to help develop the firing range and get it fully working in-game.\n\n\n\nGameplay Story\nThe Gameplay Story Team completed a mo-cap session before the end of 2020, so they kicked off the year by moving the captures through the pipeline. They also finished a handful of polish tasks remaining for the Morrow Tour. Alongside this, they began updating and maintaining their scenes from chapter 4a, which is a wider development focus of Q1 2021. However, progress was also made on other game sections, including the first chapter. This involved preliminary work on the Correl walk-and-talk and adding placeholder audio to additional vignettes.\n\n\n\nGraphics\nThe Graphics Team started the year finalizing several outstanding bugs and features that didn\u2019t quite make the Q4 deadline. Once complete, focus moved to the Gen12 renderer, which received various improvements to features like depth-of-field. A major rewrite of the tessellation shaders was done to streamline the code and fix a number of bugs. The shadow pass conversion was also completed, with the team now looking to see if they can enable this codepath by default.\n\n\n\nLevel Design\nThe Social Design Team benefitted from their focus towards the end of 2020, using the tech and tools they upgraded to make great progress on scenes and narrative sections. The Level Design Team are currently working through all ground-based FPS environments, adding additional setup for the various player paths. The Space\/Dogfight Team worked alongside AI to bring an enemy faction\u2019s combat behaviors to the \u2018gold standard.\u2019\n\n\n\nNarrative\nThe Narrative Team continued to work closely with the Design Team to review progress on various levels. This included calling out potential moments that might require additional dialogue or scenes to either explain gameplay intent or to make areas feel appropriately populated. They then worked with Audio to create placeholder assets utilizing text-to-speech and temporary recordings so they can be reviewed in situ. They also drafted initial ideas for the target range aboard the Idris, which covered everything from general training to game modes. Elsewhere, they supported other departments with environment documents, mission text, and script revisions.\n\n\n\nQA\nCinematics continued to rely on QA for recordings of each level so they could ensure scenes worked correctly and are of the expected quality. They also supported the development teams with issues and tested various changes and updates across the project.\n\nTech Animation\nThe Technical Animation Team kicked off the year with Xi\u2019an character body and facial rigs and are currently exploring the alien species\u2019 language, body movement, and joint placements. Skinning tests are also underway to ensure the best foundation possible for the animation rigs. Time was also devoted to Vanduul combat behaviors, animation implementation, and head rigging for upcoming cinematics. This tied into rigging work currently underway for creatures found in the PU.\n\n\n\nUI\nThe UI Team worked alongside Vehicles to implement the new Aegis UI HUD style in the Gladius. In parallel, the artists created an updated UI for RSI that will feature in several campaign ships. The UI programmers began the groundwork for an improved Starmap, interior map, and radar. This is a significant project and will take several months to complete but will greatly help with navigation around the game world.\n\n\n\nVFX\nVFX worked closely with Art and Design to flesh out the interior \u2018cells\u2019 of the Coil, with VFX Tech Art taking an active role in moving the location forwards. Progress was also made on chapter 4\u2019s VFX requirements. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":10,"created_at":"2021-02-10T21:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-18 19:06:16","valid_relations":["images","links"],"prev_id":17986,"next_id":17988}}