{"data":{"id":18923,"title":"Star Citizen Monthly Report: September 2022","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/18923-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18923","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18923","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":26651,"name":"STARCITIZEN_WHITE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y1f0boj8fak5rr\/source\/STARCITIZEN_WHITE.png","alt":"","size":73278,"mime_type":"image\/png","last_modified":"2021-02-03T06:54:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651\/similar"}],"images_count":11,"translations":{"en_EN":"PU Monthly Report\nSeptember 2022\nWelcome to the spookiest month of the year! If the terrors in the \u2018verse are getting a bit much, you can bury your head in this month\u2019s report, forget about Neville Lott, and learn about everything accomplished throughout September. Read on for the latest news on AI behaviors, upcoming ships, locations, and more.\n\nAI (Features)\nLast month, the AI Feature team continued to develop the \u2018traits\u2019 that allow the specialization of NPC behaviors in specific levels and scenarios. This included implementing the Sentry trait, which forces characters to use defensive tactics and to never leave cover unless compromised. This will be particularly useful for NPCs equipped with sniper rifles and rocket launchers. The Reckless trait is the opposite, forcing a character to only adopt aggressive tactics and never use cover options. This will be utilized by close-combat \u201cberserker\u201d enemy types. There are also Aggressive and Cautious traits that adopt varying weights of cover use.\n\nThey also implemented usables that allow context-specific search animations to be played around certain level features. For example, vents, over railings, and around crates. This adds life to NPC investigation and gives them more opportunity to use the environment to search along with increasing the tension for hunted players.\n\nPerception work continued too, with the team supporting the stealth gameplay loop by allowing the player to wear specific clothing to disguise themselves in different environments. The designers can configure which clothing works for each faction and location so that a successful disguise combines both player actions and the configuration of the NPCs in the environment. The perception meter for detecting the player as a foe is then influenced by this parameter, giving the player more time to sneak into areas, especially when at distance from the enemies.\n\nTo support the scaling of perception ranges and times, new wildlines were integrated to signal this new gameplay. For example, a suspicious enemy will challenge the player if their disguise or behavior isn\u2019t convincing.\n\nOn the animation side, AI features progressed with Human female combat animations.\n\nAI (Tech)\nLast month, AI Tech extended the functionality of navigation links, which involved finishing their work on ladder extenders. Now, NPCs are able to use and traverse ladders in a similar way to players.\n\nThey also extended navigation links for doors to allow NPCs to use the entire width of doors (useful for wider doors or gaps in general) and enabled collision avoidance while traversing.\n\nThey extended the way NPCs interact with closed doors, too. The aim was to have the AI correctly understand which door panels should be interacted with during traversal. To achieve this, the routing functionality inside the usable system was improved to use entity links.\n\nFor locomotion, they worked on reducing foot sliding and leg-phase blending. This involved reducing foot sliding during stop animations by matching the leg phase, adding support for selecting the best animation option based on the leg phase, and extending the system to implement the use of sharp turns for walking.\n\nOn the internal Subsumption editor, the team addressed usability feedback from the designers, and bug fixing continued. They also began extending the tool to manage the editing of mastergraphs, which has never been possible in the external tool.\n\nWork was also done to extend two different areas of AI perception functionality: The first not only allows NPCs inside ship cockpits to target on-foot enemies not visible to radar, but also allows NPCs on the ground to visually track large objects, such as vehicles, and engage in ground-to-flight combat.\n\nThe second is audio perception. Previously, NPCs could hear any sound if they were at the right distance from it. Now, the hearing component and audio map use the volume of the sound at its source and then calculate the strength of the audio received by the listener. This is used inside the perception component to influence the perception meter based on how strongly the sound is perceived. The new extension allows the designers to create multiple curves to describe the influence of the different audio semantics. For example, explosions have a different influence than footsteps. Each audio stimulus also has a different maximum value it can push the perception meter to.\n\nFinally for AI Tech, the idle system was extended to allow the designers to set up different weights in the idle sets available to different usables. This allows them to better customize which idle set should be prevalent during the selection based on the environment they\u2019re creating.\n\nAI (Vehicles)\nVehicle AI and Vehicle Features worked together on AI targeting things other than vehicles, such as turrets, components, and stations. This, combined with special behaviors for strafing runs, allows the AI to perform attack runs on stations.\n\nAnimation\nThe Facial Animation team dedicated most of the month to multiple PU character sets, including lines for rescue-transport gameplay. They also provided mo-cap and on-set facial services for the Marketing team. They\u2019re currently working on cleanup and facial animations for various Q4 events.\n\nArt (Characters)\nThe Character Art and Tech Art teams prepared various new armors, worked on the Subscriber program, and progressed with Stanton\u2019s \u2018Earth-fashion\u2019 outfits.\n\nOn the concept art side, further development was done on frontier outfits, undersuits and helmets, medical armor, and creatures.\n\nArt (Ships)\nIn the US, the Vehicle team took the Drake Corsair through final art and are currently putting the finishing touches on the wear and tint systems. They created new geometry for the exterior of the docking collar and took it through final art with animations and lighting. Most of the team then moved on to LODs and the damage mesh.\n\n\u201cWe are experimenting with a new setup system to trigger lights on the exterior of the ship for specific states, such as landing, and when using the lift to allow for a more dynamic lighting experience.\u201d Vehicle Team\n\nAdditional support was also given to get the Drake Vulture ready for release.\n\nIn the UK, Ship Art continued work on the Argo SRV, which is progressing through greybox, with only habitation remaining.\n\nThe final art pass on an unannounced ship was completed in preparation for review this month.\n\n\u201cWe\u2019re very pleased with how this ship turned out. It was a great opportunity for us to push the workflow and visuals forward. For example, exterior lighting states, better-looking glass and glows on exterior lights, new damage trims, and new artwork for countermeasures.\u201d Ship Team\n\nAn unannounced ground vehicle passed its final review gate, with some small alterations to the dashboard being made to improve the visibility of the speedometer alongside polish tasks.\n\nThe Hull-C polish pass was concluded, with all major bugs and improvements completed.\n\nThe resource-management pass on the Aegis Hammerhead continued, with a new gravity generator room being added. The team also began implementing the new component bays.\n\nWork was also completed on an upcoming variant.\n\nCommunity\nThe team started the month with a follow-up comm-link on Battle Of The Bricks, detailing how players can link their own charity stream to the campaign. They then acknowledged ten outstanding submissions to Ship Showdown's Phase 1.\n\nCommunity invited players to join in with Ship Showdown by launching the Top Eight Free Fly along with a referral bonus and the opportunity to fly the top eight ships from the finals.\n\nShip Showdown\u2019s final four (RSI Scorpius, Anvil Pisces, Crusader Star Runner, Anvil Carrack) each qualified for a free limited-edition paint and an in-game challenge coin from their manufacturer. The Anvil Carrack was ultimately crowned Ship Showdown 2952 Champion and will receive an in-game model at a later date.\n\nThe team then headed into Pirate Week, which included a Nine Tails-themed photo contest.\n\nPreparations for digital CitizenCon 2952 on October 8 continued, including the release of the event schedule.\n\nFinally for Community, the team continued the Bar Citizen World Tour, visiting Orlando in the USA, Cheongju in South Korea, Paris in France, and Singapore.\n\n\u201cThank you for the hospitality and the hearty evenings with many new friends!\u201d Community Team\n\nEngine\nIn September, the Physics team refactored the ray world intersection (RWI) verification. Requests are now verified when queued. The RWI API now also supports the named parameter idiom to prevent further mishaps in its use. An option was also added to RWI that allows sphere tracing against distance fields. Moreover, changes were done in the level export code to enable the reliable attachment of roped to other entities on the client.\n\nOn the renderer, more progress was made on the Gen12 transition. Cube map back drops, light beams, geom caches, silhouette rendering, water volumes, water reflections, and water caustics were ported. Various editor tools now run with Gen12 as well, such as the character editor and Mannequin.\n\nLast month\u2019s support for transient graphics passes saw further adoption uptake, with lots more passes now using it. Furthermore, support for transient compute and copy\/clear passes was added and work to support transient scene render passes is currently underway. Additionally, memory tracking for graphics passes was added. Gen12 now also supports texture anisotropy overrides as well as a global MIP bias. Material resource binding was refactored, and alpha blending support was added to the hologram shader. Lastly, various optimizations were done to avoid redundant clears on render targets and updates on pass resources.\n\nThe Gen12 port of volumetric cloud rendering was completed.\n\nOn the core engine, the team added support for sys calls in CigProfile and frame time is now included in peak detection cigTrace events. More work is being done to enable p4k files to be memory mappable, which will allow for faster engine startup. As an optimization, the team was able to remove entity-based network wakeups.\n\nThe remainder of the time was spent supporting Alpha 3.18 and the live PU.\n\nFeatures (Characters & Weapons)\nThroughout September, work continued on the underlying system for FPS devices. This involved adding features, such as timer and proximity triggers, and support for behaviors, such as explosions and actor-status effects when devices are triggered. This will, for example, allow the team to replace the out-of-date flashbang logic.\n\nThe Feature team also began prototyping the flow for restraining NPCs and other players, which will be used when an enemy is incapacitated or surrenders. The player can apply wrist and ankle restraints to ensure the enemy is not able to recover and resume hostilities.\n\n\u201cOf course, another player or NPC may come along and remove the restraint, but it is a small risk for those who want to avoid using lethal action.\u201d Features Team\n\nFeatures (Gameplay)\nGameplay Features continued to support the release of Salvage T0. Additionally, they made several quality-of-life plans for mining and loot generation that will be worked on after the release of Alpha 3.18. Both features will receive a general balance pass, while the team is looking to improve multi-crew mining. For example, by adding benefits to using an Argo MOLE over several MISC Prospectors.\n\nWork continued on the resource network, which involved Gameplay Features working alongside Vehicles to unify the way temperatures are controlled throughout ships, including the coolers that some ships carry.\n\nThe EU-based PU team began supporting their US counterparts on the cargo refactor as it approaches release.\n\nFeatures (Mission)\nThe Mission Feature team began the month preparing for the go\/no-gos for Alpha 3.18\u2019s Security Post Kareah rework, infiltrate missions on Orison platforms, and the prison updates.\n\nA simple change to help prevent combat logging was also tested, with time being allocated for further work following feedback.\n\nTesting progressed well on the lessening of CrimeStat 1 and 2 severity. Improvements were also made to help differentiate between a trespass zone and an area controlled by unlawful hostiles. Significant progress was made on time trials too, including improvements to allow the designers to create an infinite number of checkpoints of any shape with the area tools.\n\nSeptember also saw progress on the investigation mission mentioned in last month\u2019s report.\n\n\u201cWe feel we are ready to let Narrative go wild with creating mysteries aboard a variety of ships and surrounding environments.\u201d Mission Features\n\nWork with UI on the redesign of the Contract Manager began in earnest, with specific features and problems being worked through each week. Finally for Mission Features, plans for the team\u2019s work up to Q2 2023 were proposed, including many new and long-anticipated mission types.\n\nFeatures (Vehicles)\nLast month, Vehicle Features focused on supporting the release of Persistent Entity Streaming. This included work on the transit system, which received a significant refactor to cope with how things now stream.\n\nThe team also spent time improving other older systems, including Tiles, the underlying tech system that connects objects to power and other resources. They also reworked the aiming and gunnery system, which received upgrades for future releases to simplify and improve things. For example, making weapons significantly more accurate and reliable in vehicles.\n\nFor new systems, the team worked on the EUPU team\u2019s resource network, converting vehicle systems to utilize the new implementation and updating all item behaviors.\n\nThey also progressed with features driven by the needs of Squadron 42. Most notably, the ship MFD system, which has been fully planned out and designed and is currently being implemented in-game.\n\nGraphics & VFX Programming & Planet Tech\nIn October, the Graphics team completed work on edge-highlight rendering code in support of the FPS scanning of occluded objects. This involved creating a new render-to-texture layer used exclusively for augmented reality rendering, which will be used for all AR\/in-world UI rendering going forward. The shader used for AR rendering was also upgraded to support tesselation\/smoothing, tri-planar texture mapping, and dynamic multiscale texturing.\n\nAt the request of the UI team, the Graphics team investigated the possibility of using D3D\/Vulkan's anti-aliased line rendering for rendering wireframes on UI meshes. However, they decided to go with a shader-based approach using tessellation hardware instead due to performance issues in the drivers.\n\nThe team also began looking into improving and unifying all resource streaming systems, with the goal of simplifying the code while allowing more intelligent use of the available memory so that they can adapt to the different scenarios across the game. Work on the ultra-high resolution screenshot output was completed for the Marketing team too.\n\nVFX Programming continued work on the damage map feature for salvage. This included supporting the vehicle artists to get the most out of the damage shader, adding support for vehicle debris, and fixing bugs.\n\nThe Planet Tech team are in the process of delivering Rastar V1, the internal tool used to build modules and populate planetary environments with outposts, derelicts, and cities. October\u2019s tasks included bug fixes and usability improvements to better support production requirements. Planet Tech also improved the river tech for Alpha 3.18, with several bug fixes and a new spline system to better match complex topology curvatures. Finally, they made fixes to the Gen12 rendering of planets ready for Alpha 3.18.\n\nLighting\nLighting continued work on Pyro\u2019s Ruin Station throughout September.\n\nThey also completed the necessary lighting passes on the updated Security Post Kareah, working alongside the core development teams to push it to final.\n\nLighting also fulfilled requests for footage that will be used in an upcoming event.\n\nLocations (EU)\nThe EU-based Locations team focused on Pyro last month, progressing with the art and design of Ruin Station.\n\nThey also developed several other areas, including Security Post Kareah, an upcoming event space, and older landing zones; adding new animations to bring them further to life.\n\nNarrative\nAfter putting the finishing touches on their work for IAE 2952, the Narrative team progressed with many of the initiatives started last month, including mission work for the Alpha 3.18 patch and beyond. In addition to the text players see in the Contract Manager and on the screen as objectives, they also worked closely with Design on the terminals and kiosks that players interact with.\n\n\u201cIt\u2019s important that the screens not only clearly convey their function but provide verisimilitude for how they are supposed to be used in-lore, which can be tricky to balance.\u201d Narrative team\n\nThe Narrative team also assisted with planning future improvements to the Contract Manager mobiGlas app itself to make it a more robust and player-friendly experience. They also began discussing upcoming work to continue improving the new player experience and help players better understand the nuances of playing Star Citizen when they first enter the 'verse.\n\nSeptember also brought with it new content to the website, including a StarWatch highlighting how Hollywood\u2019s dealing with regen tech, a new BOotyCall about pirate superstitions, a Portfolio for Cousin Crow\u2019s Custom Crafts, and a brand-new set of Galactapedia posts. Members of the Narrative team also made a special appearance on Star Citizen Live to answer lore questions.\n\nInteractables\nThe Interactables team spent time closing out some of their consumables work for Ruin Station and worked on various marketing assets that will be in players\u2019 hands soon.\n\nQA\nQA\u2019s recent focus was on Persistent Entity Streaming related testing. In addition, the PU content teams tested all Alpha 3.18 deliverables, providing continuous assessments for each feature and one final assessment before the official feature review meetings.\n\nTech Animation\nSeptember saw tech Animation progress with the face-scanning initiative mentioned in last month\u2019s report, which aims to add more heads to the game\u2019s gene pool. The initial scan session saw an extra 20 female heads scanned, which are currently being processed by the Art teams. Tech Animation will then rig and implement the assets into the engine.\n\nAlongside this, the team explored and refined their methods for implementing geometry caches into the engine and Maya\u2019s deformation technology.\n\n\u201cWe have some exciting developments with some of our elements in-game that will take them to the next level of visual fidelity.\u201d Tech Animation\n\nTech Animation also assisted in the creation and implementation of new enemy types that are being worked on by other feature teams.\n\nOnline Services (Montreal)\nIn September, the Online Services team gathered in Montreal, with members flying in from Portugal, New Jersey, and Toronto, for a week of planning.\n\nThey also prepared for Alpha 3.18\u2019s Evocati release, which included bug fixing, service deployment testing, and debugging the new login-flow process.\n\nThey also progressed with several features needed for Persistent Entity Streaming and Alpha 3.18, including how shards handle crashed states, transactions, anti-cheat, and account resets.\n\nFinally for Online Services, they tracked down and fixed a long-standing bug that prevented players from being able to refuel or restock munitions at landing pads.\n\nLive Tools (Montreal)\nThe Live Tools team finished integrating the new module dedicated to seeing infractions committed by players. They also worked on design improvements for Hex.\n\nUI\nThe UI team continued their ongoing work on the Starmap, last month adding new tech to allow them to create interactive holo-volumes using the UI system. This provides them extra flexibility without having to rely on the content teams if they want to add a 3D holo-volume to the game. As well as being used on the standard ship radars, this will make it possible to have large real-time holo-spheres on capital ships in the future.\n\nIn preparation for Alpha 3.18, they also closed out the remaining persistence-related UI code that uses loadouts.\n\nVFX\nLast month saw the continued prototyping of the quantum travel VFX rework, with a focus on refractive elements to emphasize the forming of the hull-hugging \u2018bubble\u2019 while a ship\u2019s drive spools up.\n\nSalvage effects also continued, with visual balancing to allow the best possible read to help players understand what\u2019s happening throughout the hull-stripping gameplay loop.\n\nA new vehicle had its VFX pass completed, and two other vehicles entered VFX production after the completion of their pre-production phase.\n\nFinally, various bugs and tweaks were made to the new derelict locations, as well as some miscellaneous fixes for other areas of the game.","de_DE":"PU-Monatsbericht\nSeptember 2022\nWillkommen im gruseligsten Monat des Jahres! Wenn dir die Schrecken im Verse zu viel werden, kannst du deinen Kopf in diesem Monatsbericht vergraben, Neville Lott vergessen und dich \u00fcber alles informieren, was im September erreicht wurde. Lies weiter und erfahre das Neueste \u00fcber KI-Verhalten, kommende Schiffe, Standorte und mehr.\n\nKI (Features)\nIm letzten Monat hat das KI-Feature-Team die Entwicklung der \"Eigenschaften\" fortgesetzt, mit denen sich das Verhalten der NSCs in bestimmten Levels und Szenarien spezialisieren l\u00e4sst. Dazu geh\u00f6rte die Implementierung der Eigenschaft \"Wache\", die die Charaktere dazu zwingt, eine defensive Taktik anzuwenden und die Deckung nur zu verlassen, wenn sie gef\u00e4hrdet ist. Das ist besonders n\u00fctzlich f\u00fcr NSCs, die mit Scharfsch\u00fctzengewehren und Raketenwerfern ausger\u00fcstet sind. Die Eigenschaft \"R\u00fccksichtslos\" ist das Gegenteil: Sie zwingt einen Charakter dazu, nur aggressive Taktiken anzuwenden und niemals Deckungsm\u00f6glichkeiten zu nutzen. Diese Eigenschaft wird von \"Berserker\"-Feindtypen im Nahkampf genutzt. Es gibt auch die Eigenschaften Aggressiv und Vorsichtig, bei denen die Nutzung von Deckung unterschiedlich stark ausgepr\u00e4gt ist.\n\nEs wurden auch Usables implementiert, die es erm\u00f6glichen, kontextspezifische Suchanimationen rund um bestimmte Levelmerkmale zu spielen. Zum Beispiel an L\u00fcftungssch\u00e4chten, \u00fcber Gel\u00e4ndern und um Kisten herum. Dadurch wird die Erkundung der NSC lebendiger und sie haben mehr M\u00f6glichkeiten, die Umgebung f\u00fcr ihre Suche zu nutzen, was die Spannung f\u00fcr gejagte Spieler\/innen erh\u00f6ht.\n\nAuch an der Wahrnehmung wurde weiter gearbeitet. Das Team unterst\u00fctzt den Stealth-Gameplay-Loop, indem es den Spieler\/innen erlaubt, bestimmte Kleidung zu tragen, um sich in verschiedenen Umgebungen zu tarnen. Die Designer k\u00f6nnen konfigurieren, welche Kleidung f\u00fcr jede Fraktion und jeden Ort geeignet ist, so dass eine erfolgreiche Tarnung sowohl die Aktionen des Spielers als auch die Konfiguration der NSCs in der Umgebung kombiniert. Die Wahrnehmungsanzeige f\u00fcr die Erkennung des Spielers als Feind wird dann von diesem Parameter beeinflusst, so dass der Spieler mehr Zeit hat, sich in Gebiete zu schleichen, vor allem, wenn er sich von den Feinden entfernt.\n\nUm die Skalierung der Wahrnehmungsbereiche und -zeiten zu unterst\u00fctzen, wurden neue Wildlinien integriert, die dieses neue Gameplay signalisieren. Zum Beispiel wird ein verd\u00e4chtiger Feind den Spieler herausfordern, wenn seine Verkleidung oder sein Verhalten nicht \u00fcberzeugend ist.\n\nAuf der Animationsseite wurden die KI-Funktionen mit menschlichen weiblichen Kampfanimationen weiterentwickelt.\n\nKI (Tech)\nIm letzten Monat hat die KI-Abteilung die Funktionalit\u00e4t der Navigationslinks erweitert und damit die Arbeit an den Leiterverl\u00e4ngerungen abgeschlossen. Jetzt k\u00f6nnen NSCs Leitern auf \u00e4hnliche Weise wie Spieler\/innen benutzen und \u00fcberqueren.\n\nAu\u00dferdem wurden die Navigationslinks f\u00fcr T\u00fcren erweitert, so dass NSCs die gesamte Breite der T\u00fcren nutzen k\u00f6nnen (n\u00fctzlich f\u00fcr breitere T\u00fcren oder L\u00fccken im Allgemeinen) und die Kollisionsvermeidung beim Durchqueren aktiviert.\n\nAuch die Art und Weise, wie NSCs mit geschlossenen T\u00fcren interagieren, wurde erweitert. Das Ziel war es, dass die KI richtig versteht, mit welchen T\u00fcrelementen beim Durchqueren interagiert werden sollte. Um dies zu erreichen, wurde die Routing-Funktionalit\u00e4t innerhalb des nutzbaren Systems verbessert, um Entity-Links zu verwenden.\n\nBei der Fortbewegung wurde daran gearbeitet, das Rutschen der F\u00fc\u00dfe und die \u00dcberblendung der Beinphasen zu reduzieren. Dazu wurde das Rutschen der F\u00fc\u00dfe bei Stopp-Animationen reduziert, indem die Beinphase angepasst wurde, die Auswahl der besten Animationsoption anhand der Beinphase unterst\u00fctzt und das System erweitert, um scharfe Kurven beim Gehen zu implementieren.\n\nBeim internen Subsumption-Editor ging das Team auf das Usability-Feedback der Designer ein und setzte die Fehlerbehebung fort. Au\u00dferdem wurde damit begonnen, das Tool zu erweitern, um die Bearbeitung von Mastergrafiken zu erm\u00f6glichen, was mit dem externen Tool bisher nicht m\u00f6glich war.\n\nAu\u00dferdem wurde daran gearbeitet, zwei verschiedene Bereiche der KI-Wahrnehmungsfunktionalit\u00e4t zu erweitern: Der erste Bereich erm\u00f6glicht es NSCs in Schiffscockpits, Feinde zu Fu\u00df anzuvisieren, die f\u00fcr das Radar nicht sichtbar sind, und erm\u00f6glicht es NSCs am Boden, gro\u00dfe Objekte wie Fahrzeuge visuell zu verfolgen und Boden-Luft-K\u00e4mpfe zu f\u00fchren.\n\nDer zweite Punkt ist die Audiowahrnehmung. Bisher konnten NSCs jedes Ger\u00e4usch h\u00f6ren, wenn sie sich in der richtigen Entfernung dazu befanden. Jetzt verwenden die H\u00f6rkomponente und die Audiokarte die Lautst\u00e4rke des Ger\u00e4uschs an der Quelle und berechnen dann die St\u00e4rke des Ger\u00e4uschs, das der H\u00f6rer empf\u00e4ngt. Dies wird in der Wahrnehmungskomponente verwendet, um die Wahrnehmungsanzeige zu beeinflussen, je nachdem, wie stark der Schall wahrgenommen wird. Die neue Erweiterung erm\u00f6glicht es den Designern, mehrere Kurven zu erstellen, um den Einfluss der verschiedenen Audiosemantiken zu beschreiben. So haben zum Beispiel Explosionen einen anderen Einfluss als Fu\u00dfschritte. Jeder Audio-Stimulus hat auch einen anderen Maximalwert, auf den er die Wahrnehmungsanzeige dr\u00fccken kann.\n\nSchlie\u00dflich wurde f\u00fcr AI Tech das Leerlaufsystem erweitert, um den Designern die M\u00f6glichkeit zu geben, unterschiedliche Gewichtungen in den Leerlaufs\u00e4tzen f\u00fcr die verschiedenen Nutzgegenst\u00e4nde festzulegen. So k\u00f6nnen sie besser festlegen, welches Idle-Set bei der Auswahl der Umgebung vorherrschen soll, die sie gestalten.\n\nKI (Fahrzeuge)\nFahrzeug-KI und Fahrzeug-Features haben gemeinsam an der KI gearbeitet, die auf andere Dinge als Fahrzeuge zielt, z. B. auf Gesch\u00fctzt\u00fcrme, Komponenten und Stationen. In Kombination mit speziellen Verhaltensweisen f\u00fcr Streifz\u00fcge kann die KI nun auch Angriffsfahrten auf Stationen durchf\u00fchren.\n\nAnimation\nDas Team f\u00fcr Gesichtsanimation hat den gr\u00f6\u00dften Teil des Monats damit verbracht, mehrere PU-Charaktersets zu erstellen, darunter auch Zeilen f\u00fcr das Spiel mit dem Rettungstransport. Au\u00dferdem hat das Team f\u00fcr das Marketingteam Mo-Cap und Gesichtsanimation am Set gemacht. Zurzeit arbeiten sie an Aufr\u00e4umarbeiten und Gesichtsanimationen f\u00fcr verschiedene Q4-Events.\n\nKunst (Charaktere)\nDie Teams f\u00fcr Character Art und Tech Art bereiteten verschiedene neue R\u00fcstungen vor, arbeiteten am Abonnentenprogramm und machten Fortschritte bei Stantons \"Earth-Fashion\"-Outfits.\n\nIm Bereich der Konzeptkunst wurden Grenzoutfits, Unteranz\u00fcge und Helme, medizinische R\u00fcstungen und Kreaturen weiterentwickelt.\n\nKunst (Schiffe)\nIn den USA hat das Fahrzeugteam den Drake Corsair fertiggestellt und gibt derzeit den letzten Schliff an das Versechlei\u00df- und T\u00f6nungssystemen. Sie erstellten neue Geometrien f\u00fcr das \u00c4u\u00dfere der Andockmanschette und brachten sie mit Animationen und Beleuchtung in die Endbearbeitung. Der Gro\u00dfteil des Teams hat sich dann mit den LODs und dem Schadensmesh besch\u00e4ftigt.\n\n\"Wir experimentieren mit einem neuen Einstellungssystem, mit dem wir Lichter an der Au\u00dfenseite des Schiffes f\u00fcr bestimmte Zust\u00e4nde ausl\u00f6sen k\u00f6nnen, z. B. bei der Landung und bei der Benutzung des Lifts, um ein dynamischeres Beleuchtungserlebnis zu erm\u00f6glichen.\" Fahrzeug-Team\n\nZus\u00e4tzliche Unterst\u00fctzung wurde auch gew\u00e4hrt, um den Drake Vulture f\u00fcr die Ver\u00f6ffentlichung vorzubereiten.\n\nIn Gro\u00dfbritannien hat Ship Art die Arbeit an der Argo SRV fortgesetzt, die sich in der Greybox befindet und nur noch bewohnt werden muss.\n\nDer letzte Entwurfsdurchlauf f\u00fcr ein unangek\u00fcndigtes Schiff wurde abgeschlossen, um es diesen Monat zu pr\u00fcfen.\n\n\"Wir sind sehr zufrieden damit, wie das Schiff geworden ist. Es war eine gro\u00dfartige Gelegenheit f\u00fcr uns, den Workflow und die Grafik voranzutreiben. So haben wir zum Beispiel die Au\u00dfenbeleuchtungszust\u00e4nde, das Glas und das Gl\u00fchen der Au\u00dfenlichter verbessert, neue Schadensleisten und neue Grafiken f\u00fcr die Gegenma\u00dfnahmen entworfen.\" Schiffsteam\n\nEin unangek\u00fcndigtes Bodenfahrzeug passierte das letzte Review-Gate. Neben Polierarbeiten wurden einige kleine \u00c4nderungen am Armaturenbrett vorgenommen, um die Sichtbarkeit des Tachometers zu verbessern.\n\nDer Polishing-Pass f\u00fcr die Hull-C wurde abgeschlossen, wobei alle wichtigen Bugs und Verbesserungen beseitigt wurden.\n\nDer Ressourcenmanagement-Pass auf der Aegis Hammerhead wurde fortgesetzt und ein neuer Raum f\u00fcr den Schwerkraftgenerator wurde hinzugef\u00fcgt. Au\u00dferdem begann das Team mit der Implementierung der neuen Komponentensch\u00e4chte.\n\nAuch die Arbeit an einer neuen Variante wurde abgeschlossen.\n\nCommunity\nDas Team begann den Monat mit einem weiteren Comm-Link zu Battle Of The Bricks, in dem es erkl\u00e4rte, wie Spieler\/innen ihren eigenen Charity-Stream mit der Kampagne verbinden k\u00f6nnen. Dann wurden zehn herausragende Beitr\u00e4ge zur Phase 1 von Ship Showdown gew\u00fcrdigt.\n\nDie Community lud die Spieler\/innen dazu ein, bei Ship Showdown mitzumachen, indem sie das Top Eight Free Fly einf\u00fchrte, zusammen mit einem Empfehlungsbonus und der M\u00f6glichkeit, die acht besten Schiffe des Finales zu fliegen.\n\nDie vier Finalisten von Ship Showdown (RSI Scorpius, Anvil Pisces, Crusader Star Runner, Anvil Carrack) qualifizierten sich jeweils f\u00fcr eine kostenlose, limitierte Lackierung und eine In-Game-Herausforderungsm\u00fcnze von ihrem Hersteller. Die Anvil Carrack wurde schlie\u00dflich zum Ship Showdown 2952 Champion gekr\u00f6nt und wird zu einem sp\u00e4teren Zeitpunkt ein In-Game-Modell erhalten.\n\nAnschlie\u00dfend startete das Team in die Piratenwoche, in der es einen Fotowettbewerb zum Thema \"Nine Tails\" gab.\n\nDie Vorbereitungen f\u00fcr die digitale CitizenCon 2952 am 8. Oktober wurden fortgesetzt, einschlie\u00dflich der Ver\u00f6ffentlichung des Veranstaltungsplans.\n\nF\u00fcr die Community setzte das Team schlie\u00dflich die Bar Citizen World Tour fort und besuchte Orlando in den USA, Cheongju in S\u00fcdkorea, Paris in Frankreich und Singapur.\n\n\"Danke f\u00fcr die Gastfreundschaft und die gem\u00fctlichen Abende mit vielen neuen Freunden!\" Community Team\n\nEngine\nIm September hat das Physikteam die Verifizierung der Strahlenwelt\u00fcberschneidung (RWI) \u00fcberarbeitet. Anfragen werden jetzt in der Warteschlange \u00fcberpr\u00fcft. Die RWI-API unterst\u00fctzt jetzt auch das Idiom der benannten Parameter, um weitere Pannen bei der Verwendung zu vermeiden. Au\u00dferdem wurde dem RWI eine Option hinzugef\u00fcgt, die die Verfolgung von Kugeln anhand von Abstandsfeldern erm\u00f6glicht. Au\u00dferdem wurden \u00c4nderungen am Code f\u00fcr den Ebenen-Export vorgenommen, um das zuverl\u00e4ssige Anh\u00e4ngen von Seilen an andere Entit\u00e4ten auf dem Client zu erm\u00f6glichen.\n\nBeim Renderer wurden weitere Fortschritte bei der Gen12-Umstellung gemacht. Cube-Map-Backdrops, Lichtstrahlen, Geom-Caches, Silhouetten-Rendering, Wasservolumen, Wasserreflexionen und Wasser-Caustics wurden portiert. Verschiedene Editor-Tools wie der Charakter-Editor und Mannequin laufen jetzt auch mit Gen12.\n\nDie im letzten Monat eingef\u00fchrte Unterst\u00fctzung f\u00fcr transiente Grafikp\u00e4sse wurde weiter ausgebaut, so dass jetzt viel mehr P\u00e4sse damit arbeiten. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr transiente Berechnungs- und Kopier\/L\u00f6sch-P\u00e4sse hinzugef\u00fcgt und an der Unterst\u00fctzung transienter Szenen-Render-P\u00e4sse wird derzeit gearbeitet. Au\u00dferdem wurde die Speicherverfolgung f\u00fcr Grafikpasses hinzugef\u00fcgt. Gen12 unterst\u00fctzt jetzt auch Texturanisotropie-Overrides und einen globalen MIP-Bias. Die Bindung von Materialressourcen wurde \u00fcberarbeitet, und der Hologramm-Shader unterst\u00fctzt nun auch Alpha-Blending. Schlie\u00dflich wurden verschiedene Optimierungen vorgenommen, um \u00fcberfl\u00fcssige L\u00f6schungen von Renderzielen und Aktualisierungen von Pass-Ressourcen zu vermeiden.\n\nDie Gen12-Portierung des volumetrischen Wolkenrenderings wurde abgeschlossen.\n\nIn der Core-Engine f\u00fcgte das Team Unterst\u00fctzung f\u00fcr Systemaufrufe in CigProfile hinzu und die Frame-Zeit wird nun in die CigTrace-Ereignisse zur Spitzenerkennung einbezogen. Es wird weiter daran gearbeitet, dass p4k-Dateien in den Speicher gemappt werden k\u00f6nnen, was einen schnelleren Start der Engine erm\u00f6glicht. Als eine Optimierung konnte das Team entit\u00e4tsbasierte Netzwerk-Wakeups entfernen.\n\nDie restliche Zeit wurde mit der Unterst\u00fctzung von Alpha 3.18 und der Live-PU verbracht.\n\nFeatures (Charaktere & Waffen)\nIm September wurde die Arbeit am zugrunde liegenden System f\u00fcr FPS-Ger\u00e4te fortgesetzt. Dazu geh\u00f6rte das Hinzuf\u00fcgen von Funktionen wie Timer- und Ann\u00e4herungsausl\u00f6ser sowie die Unterst\u00fctzung von Verhaltensweisen wie Explosionen und Akteur-Status-Effekten, wenn Ger\u00e4te ausgel\u00f6st werden. So kann das Team zum Beispiel die veraltete Flashbang-Logik ersetzen.\n\nDas Feature-Team hat au\u00dferdem mit dem Prototyping des Ablaufs f\u00fcr die Fesselung von NSCs und anderen Spielern begonnen, der zum Einsatz kommt, wenn ein Gegner kampfunf\u00e4hig ist oder sich ergibt. Der Spieler kann Hand- und Fu\u00dffesseln anlegen, um sicherzustellen, dass der Feind sich nicht erholen und die Feindseligkeiten wieder aufnehmen kann.\n\n\"Nat\u00fcrlich kann ein anderer Spieler oder NSC vorbeikommen und die Fessel entfernen, aber das ist ein kleines Risiko f\u00fcr diejenigen, die t\u00f6dliche Aktionen vermeiden wollen. Eigenschaften Team\n\nFeatures (Gameplay)\nDie Gameplay Features haben die Ver\u00f6ffentlichung von Salvage T0 weiter unterst\u00fctzt. Au\u00dferdem wurden verschiedene Pl\u00e4ne zur Verbesserung der Lebensqualit\u00e4t beim Bergbau und der Beuteerzeugung gemacht, an denen nach der Ver\u00f6ffentlichung von Alpha 3.18 gearbeitet wird. Beide Features werden einen allgemeinen Balance-Pass erhalten, w\u00e4hrend das Team den Multi-Crew-Bergbau verbessern will. So soll es zum Beispiel vorteilhafter sein, einen Argo MOLE gegen\u00fcber mehreren MISC Prospectors zu verwenden.\n\nDie Arbeit am Ressourcennetzwerk wurde fortgesetzt, wobei Gameplay-Features und Fahrzeuge zusammenarbeiten, um die Temperaturkontrolle in den Schiffen zu vereinheitlichen, einschlie\u00dflich der K\u00fchler, die einige Schiffe mit sich f\u00fchren.\n\nDas in der EU ans\u00e4ssige PU-Team hat damit begonnen, seine Kollegen in den USA bei der \u00dcberarbeitung der Fracht zu unterst\u00fctzen, die kurz vor der Ver\u00f6ffentlichung steht.\n\nFunktionen (Mission)\nDas Missions-Feature-Team begann den Monat mit den Vorbereitungen f\u00fcr die \u00dcberarbeitung des Sicherheitspostens Kareah in Alpha 3.18, f\u00fcr Infiltrationsmissionen auf Orison-Plattformen und f\u00fcr die Gef\u00e4ngnis-Updates.\n\nAu\u00dferdem wurde eine einfache \u00c4nderung zur Vermeidung von Kampfprotokollen getestet und nach dem Feedback Zeit f\u00fcr weitere Arbeiten eingeplant.\n\nDie Tests zur Verringerung des Schweregrads von CrimeStat 1 und 2 kamen gut voran. Au\u00dferdem wurde die Unterscheidung zwischen einer Zone mit unerlaubtem Betreten und einem Gebiet, das von illegalen Gegnern kontrolliert wird, verbessert. Auch bei den Zeittests wurden erhebliche Fortschritte erzielt, einschlie\u00dflich Verbesserungen, die es den Designern erm\u00f6glichen, mit den Gebietswerkzeugen eine unendliche Anzahl von Kontrollpunkten in beliebiger Form zu erstellen.\n\nIm September gab es auch Fortschritte bei der im letzten Bericht erw\u00e4hnten Untersuchungsmission.\n\n\"Wir glauben, dass wir jetzt bereit sind, den Narren bei der Erschaffung von Geheimnissen an Bord verschiedener Schiffe und Umgebungen freien Lauf zu lassen.\" Missionsmerkmale\n\nDie Arbeit mit der UI an der Neugestaltung des Vertragsmanagers hat ernsthaft begonnen, wobei jede Woche an bestimmten Funktionen und Problemen gearbeitet wird. F\u00fcr die Missionsfunktionen schlie\u00dflich wurden Pl\u00e4ne f\u00fcr die Arbeit des Teams bis zum zweiten Quartal 2023 vorgestellt, darunter viele neue und lang erwartete Missionstypen.\n\nFunktionen (Fahrzeuge)\nIm letzten Monat lag der Schwerpunkt bei den Fahrzeugfunktionen auf der Unterst\u00fctzung der Ver\u00f6ffentlichung von Persistent Entity Streaming. Dazu geh\u00f6rte auch die Arbeit am Transitsystem, das erheblich \u00fcberarbeitet wurde, um dem neuen Streaming-Verfahren gerecht zu werden.\n\nDas Team verbrachte auch Zeit damit, andere \u00e4ltere Systeme zu verbessern, darunter Tiles, das zugrunde liegende technische System, das Objekte mit Strom und anderen Ressourcen verbindet. Auch das Ziel- und Waffensystem wurde \u00fcberarbeitet und f\u00fcr k\u00fcnftige Versionen aktualisiert, um die Dinge zu vereinfachen und zu verbessern. So wurden zum Beispiel die Waffen in Fahrzeugen deutlich genauer und zuverl\u00e4ssiger.\n\nBei den neuen Systemen arbeitete das Team am Ressourcennetzwerk des EUPU-Teams, stellte die Fahrzeugsysteme auf die neue Implementierung um und aktualisierte das Verhalten aller Gegenst\u00e4nde.\n\nAu\u00dferdem wurden Funktionen weiterentwickelt, die von den Bed\u00fcrfnissen des Geschwaders 42 abh\u00e4ngen. Dazu geh\u00f6rt vor allem das MFD-System f\u00fcr Schiffe, das vollst\u00e4ndig geplant und entworfen wurde und derzeit im Spiel implementiert wird.\n\nGrafik & VFX Programmierung & Planet Tech\nIm Oktober schloss das Grafikteam die Arbeit am Rendering-Code f\u00fcr die Kantenbeleuchtung ab, um das FPS-Scannen von verdeckten Objekten zu unterst\u00fctzen. Dazu wurde ein neuer Render-to-Texture-Layer erstellt, der ausschlie\u00dflich f\u00fcr das Augmented-Reality-Rendering verwendet wird und k\u00fcnftig f\u00fcr das gesamte AR\/In-World-UI-Rendering eingesetzt wird. Der f\u00fcr das AR-Rendering verwendete Shader wurde ebenfalls aktualisiert, um Tesselation\/Gl\u00e4ttung, triplanares Texture Mapping und dynamisches Multiskalentexturing zu unterst\u00fctzen.\n\nAuf Wunsch des UI-Teams untersuchte das Grafikteam die M\u00f6glichkeit, das Anti-Aliasing-Line-Rendering von D3D\/Vulkan f\u00fcr das Rendern von Wireframes auf UI-Meshes zu nutzen. Aufgrund von Leistungsproblemen in den Treibern entschied man sich jedoch f\u00fcr einen Shader-basierten Ansatz mit Tessellation-Hardware.\n\nDas Team begann auch damit, alle Ressourcen-Streaming-Systeme zu verbessern und zu vereinheitlichen, um den Code zu vereinfachen und gleichzeitig eine intelligentere Nutzung des verf\u00fcgbaren Speichers zu erm\u00f6glichen, damit sie sich an die verschiedenen Szenarien im Spiel anpassen k\u00f6nnen. Auch die Arbeit an der ultrahochaufl\u00f6senden Screenshot-Ausgabe wurde f\u00fcr das Marketing-Team abgeschlossen.\n\nDie VFX-Programmierung setzte die Arbeit an der Schadenskarte f\u00fcr die Bergungsarbeiten fort. Dazu geh\u00f6rte die Unterst\u00fctzung der Fahrzeugzeichner, um das Beste aus dem Schadens-Shader herauszuholen, die Unterst\u00fctzung f\u00fcr Fahrzeugtr\u00fcmmer hinzuzuf\u00fcgen und Bugs zu beheben.\n\nDas Planet Tech Team ist dabei, Rastar V1 auszuliefern, das interne Tool, mit dem Module gebaut und planetare Umgebungen mit Au\u00dfenposten, verlassenen Geb\u00e4uden und St\u00e4dten bev\u00f6lkert werden k\u00f6nnen. Im Oktober wurden unter anderem Fehler behoben und die Benutzerfreundlichkeit verbessert, um die Produktionsanforderungen besser zu erf\u00fcllen. Planet Tech hat auch die Fluss-Technologie f\u00fcr Alpha 3.18 verbessert, mit mehreren Fehlerkorrekturen und einem neuen Spline-System, das komplexe Topologie-Kr\u00fcmmungen besser anpasst. Schlie\u00dflich wurde auch das Gen12-Rendering der Planeten f\u00fcr Alpha 3.18 \u00fcberarbeitet.\n\nBeleuchtung\nDie Beleuchtungsabteilung arbeitete im September weiter an der Pyro's Ruin Station.\n\nAu\u00dferdem wurden die notwendigen Beleuchtungsdurchl\u00e4ufe f\u00fcr den aktualisierten Sicherheitsposten Kareah fertiggestellt, um ihn gemeinsam mit den Kernentwicklungsteams in die Endphase zu bringen.\n\nDie Beleuchter haben auch Anfragen f\u00fcr Material erf\u00fcllt, das in einem kommenden Event verwendet werden soll.\n\nSchaupl\u00e4tze (EU)\nDas Locations-Team in der EU konzentrierte sich im letzten Monat auf Pyro und machte Fortschritte bei der Gestaltung der Ruinenstation.\n\nAu\u00dferdem wurden verschiedene andere Bereiche entwickelt, darunter der Sicherheitsposten Kareah, ein zuk\u00fcnftiger Veranstaltungsort und \u00e4ltere Landezonen, die durch neue Animationen noch lebendiger werden.\n\nErz\u00e4hlung\nNachdem das Narrative-Team seine Arbeit f\u00fcr IAE 2952 abgeschlossen hatte, setzte es viele der im letzten Monat begonnenen Initiativen fort, darunter die Arbeit an den Missionen f\u00fcr den Alpha 3.18 Patch und dar\u00fcber hinaus. Zus\u00e4tzlich zu den Texten, die die Spieler\/innen im Vertragsmanager und auf dem Bildschirm als Ziele sehen, arbeiteten sie auch eng mit dem Designteam an den Terminals und Kiosken, mit denen die Spieler\/innen interagieren.\n\n\"Es ist wichtig, dass die Bildschirme nicht nur ihre Funktion klar vermitteln, sondern auch realistisch darstellen, wie sie in der Spielwelt genutzt werden sollen, was nicht immer einfach zu balancieren ist. Narrative Team\n\nDas Narrative-Team half auch bei der Planung zuk\u00fcnftiger Verbesserungen der Contract Manager mobiGlas-App selbst, um sie robuster und spielerfreundlicher zu machen. Au\u00dferdem diskutierten sie \u00fcber die anstehenden Arbeiten, um das Spielerlebnis f\u00fcr neue Spieler weiter zu verbessern und den Spielern zu helfen, die Feinheiten von Star Citizen besser zu verstehen, wenn sie das Verse zum ersten Mal betreten.\n\nDer September brachte auch neue Inhalte f\u00fcr die Website mit sich, darunter einen StarWatch, der aufzeigt, wie Hollywood mit der Regenerationstechnologie umgeht, einen neuen BOotyCall \u00fcber den Aberglauben der Piraten, ein Portfolio f\u00fcr Cousin Crows Custom Crafts und eine brandneue Reihe von Galactapedia-Beitr\u00e4gen. Mitglieder des Narrative-Teams hatten auch einen besonderen Auftritt bei Star Citizen Live, um Fragen zur Geschichte zu beantworten.\n\nInteractables\nDas Interactables-Team verbrachte einige Zeit damit, die Arbeit an den Verbrauchsg\u00fctern f\u00fcr Ruin Station abzuschlie\u00dfen und arbeitete an verschiedenen Marketing-Assets, die die Spieler bald in den H\u00e4nden halten werden.\n\nQA\nDas QA-Team konzentrierte sich in letzter Zeit auf Tests zum Persistent Entity Streaming. Au\u00dferdem testeten die PU-Inhaltsteams alle Ergebnisse der Alpha 3.18, indem sie jedes Feature kontinuierlich bewerteten und eine abschlie\u00dfende Bewertung vor den offiziellen Feature-Review-Meetings vornahmen.\n\nTechnische Animation\nIm September machte die Tech Animation Fortschritte bei der im letzten Bericht erw\u00e4hnten Initiative zum Scannen von Gesichtern, mit der der Genpool des Spiels um weitere K\u00f6pfe erweitert werden soll. Bei der ersten Scan-Session wurden 20 zus\u00e4tzliche weibliche K\u00f6pfe gescannt, die derzeit von den Art-Teams bearbeitet werden. Tech Animation wird die K\u00f6pfe dann riggen und in die Engine einbauen.\n\nParallel dazu hat das Team die Methoden zur Implementierung von Geometrie-Caches in die Engine und die Deformationstechnologie von Maya erforscht und verfeinert.\n\n\"Wir haben einige aufregende Entwicklungen mit einigen unserer Elemente im Spiel, die sie auf die n\u00e4chste Stufe der visuellen Wiedergabetreue bringen werden. Technische Animation\n\nTech Animation war auch an der Entwicklung und Implementierung neuer Gegnertypen beteiligt, die von anderen Teams bearbeitet werden.\n\nOnline-Dienste (Montreal)\nIm September versammelte sich das Team der Online-Dienste in Montreal, wobei Mitglieder aus Portugal, New Jersey und Toronto einflogen, um eine Woche lang zu planen.\n\nAu\u00dferdem bereiteten sie sich auf die Ver\u00f6ffentlichung von Evocati in Alpha 3.18 vor. Dazu geh\u00f6rten die Behebung von Fehlern, das Testen der Servicebereitstellung und das Debuggen des neuen Login-Prozesses.\n\nSie arbeiteten auch an verschiedenen Funktionen, die f\u00fcr Persistent Entity Streaming und Alpha 3.18 ben\u00f6tigt werden, z. B. wie Shards mit abgest\u00fcrzten Zust\u00e4nden, Transaktionen, Anti-Cheat und Account-Resets umgehen.\n\nBei den Online-Diensten schlie\u00dflich wurde ein langj\u00e4hriger Fehler behoben, der verhinderte, dass Spieler\/innen an Landepl\u00e4tzen auftanken oder Munition nachladen konnten.\n\nLive Tools (Montreal)\nDas Team der Live Tools schloss die Integration des neuen Moduls ab, mit dem Verst\u00f6\u00dfe von Spielern angezeigt werden. Au\u00dferdem arbeiteten sie an Designverbesserungen f\u00fcr Hex.\n\nUI\nDas UI-Team setzte seine Arbeit an der Starmap fort und f\u00fcgte letzten Monat eine neue Technologie hinzu, die es erm\u00f6glicht, interaktive Holo-Volumen mit dem UI-System zu erstellen. Das gibt ihnen zus\u00e4tzliche Flexibilit\u00e4t, ohne dass sie auf die Content-Teams angewiesen sind, wenn sie dem Spiel ein 3D-Holo-Volumen hinzuf\u00fcgen wollen. Diese Technologie kann nicht nur auf dem Standard-Schiffsradar verwendet werden, sondern wird es auch erm\u00f6glichen, gro\u00dfe Echtzeit-Holo-Sph\u00e4ren auf Gro\u00dfkampfschiffen zu erstellen.\n\nIn Vorbereitung auf die Alpha 3.18 wurde auch der verbleibende persistenzbezogene UI-Code, der Loadouts verwendet, abgeschlossen.\n\nVFX\nIm letzten Monat wurde das Prototyping f\u00fcr die \u00dcberarbeitung der Quantenreise-VFX fortgesetzt, wobei der Schwerpunkt auf lichtbrechenden Elementen lag, um die Bildung der den Rumpf umschlie\u00dfenden \"Blase\" zu betonen, w\u00e4hrend der Antrieb eines Schiffes hochgefahren wird.\n\nAuch an den Bergungseffekten wurde weiter gearbeitet und das visuelle Balancing so angepasst, dass die Spieler\/innen bestm\u00f6glich verstehen k\u00f6nnen, was w\u00e4hrend des Rumpfabbaus passiert.\n\nF\u00fcr ein neues Fahrzeug wurde der VFX-Pass fertiggestellt, und zwei weitere Fahrzeuge gingen nach Abschluss der Vorproduktionsphase in die VFX-Produktion.\n\nAu\u00dferdem wurden verschiedene Bugs und Optimierungen an den neuen verlassenen Orten vorgenommen und einige andere Bereiche des Spiels korrigiert.","zh_CN":"PU Monthly Report\nSeptember 2022\nWelcome to the spookiest month of the year! If the terrors in the \u2018verse are getting a bit much, you can bury your head in this month\u2019s report, forget about Neville Lott, and learn about everything accomplished throughout September. Read on for the latest news on AI behaviors, upcoming ships, locations, and more.\n\nAI (Features)\nLast month, the AI Feature team continued to develop the \u2018traits\u2019 that allow the specialization of NPC behaviors in specific levels and scenarios. This included implementing the Sentry trait, which forces characters to use defensive tactics and to never leave cover unless compromised. This will be particularly useful for NPCs equipped with sniper rifles and rocket launchers. The Reckless trait is the opposite, forcing a character to only adopt aggressive tactics and never use cover options. This will be utilized by close-combat \u201cberserker\u201d enemy types. There are also Aggressive and Cautious traits that adopt varying weights of cover use.\n\nThey also implemented usables that allow context-specific search animations to be played around certain level features. For example, vents, over railings, and around crates. This adds life to NPC investigation and gives them more opportunity to use the environment to search along with increasing the tension for hunted players.\n\nPerception work continued too, with the team supporting the stealth gameplay loop by allowing the player to wear specific clothing to disguise themselves in different environments. The designers can configure which clothing works for each faction and location so that a successful disguise combines both player actions and the configuration of the NPCs in the environment. The perception meter for detecting the player as a foe is then influenced by this parameter, giving the player more time to sneak into areas, especially when at distance from the enemies.\n\nTo support the scaling of perception ranges and times, new wildlines were integrated to signal this new gameplay. For example, a suspicious enemy will challenge the player if their disguise or behavior isn\u2019t convincing.\n\nOn the animation side, AI features progressed with Human female combat animations.\n\nAI (Tech)\nLast month, AI Tech extended the functionality of navigation links, which involved finishing their work on ladder extenders. Now, NPCs are able to use and traverse ladders in a similar way to players.\n\nThey also extended navigation links for doors to allow NPCs to use the entire width of doors (useful for wider doors or gaps in general) and enabled collision avoidance while traversing.\n\nThey extended the way NPCs interact with closed doors, too. The aim was to have the AI correctly understand which door panels should be interacted with during traversal. To achieve this, the routing functionality inside the usable system was improved to use entity links.\n\nFor locomotion, they worked on reducing foot sliding and leg-phase blending. This involved reducing foot sliding during stop animations by matching the leg phase, adding support for selecting the best animation option based on the leg phase, and extending the system to implement the use of sharp turns for walking.\n\nOn the internal Subsumption editor, the team addressed usability feedback from the designers, and bug fixing continued. They also began extending the tool to manage the editing of mastergraphs, which has never been possible in the external tool.\n\nWork was also done to extend two different areas of AI perception functionality: The first not only allows NPCs inside ship cockpits to target on-foot enemies not visible to radar, but also allows NPCs on the ground to visually track large objects, such as vehicles, and engage in ground-to-flight combat.\n\nThe second is audio perception. Previously, NPCs could hear any sound if they were at the right distance from it. Now, the hearing component and audio map use the volume of the sound at its source and then calculate the strength of the audio received by the listener. This is used inside the perception component to influence the perception meter based on how strongly the sound is perceived. The new extension allows the designers to create multiple curves to describe the influence of the different audio semantics. For example, explosions have a different influence than footsteps. Each audio stimulus also has a different maximum value it can push the perception meter to.\n\nFinally for AI Tech, the idle system was extended to allow the designers to set up different weights in the idle sets available to different usables. This allows them to better customize which idle set should be prevalent during the selection based on the environment they\u2019re creating.\n\nAI (Vehicles)\nVehicle AI and Vehicle Features worked together on AI targeting things other than vehicles, such as turrets, components, and stations. This, combined with special behaviors for strafing runs, allows the AI to perform attack runs on stations.\n\nAnimation\nThe Facial Animation team dedicated most of the month to multiple PU character sets, including lines for rescue-transport gameplay. They also provided mo-cap and on-set facial services for the Marketing team. They\u2019re currently working on cleanup and facial animations for various Q4 events.\n\nArt (Characters)\nThe Character Art and Tech Art teams prepared various new armors, worked on the Subscriber program, and progressed with Stanton\u2019s \u2018Earth-fashion\u2019 outfits.\n\nOn the concept art side, further development was done on frontier outfits, undersuits and helmets, medical armor, and creatures.\n\nArt (Ships)\nIn the US, the Vehicle team took the Drake Corsair through final art and are currently putting the finishing touches on the wear and tint systems. They created new geometry for the exterior of the docking collar and took it through final art with animations and lighting. Most of the team then moved on to LODs and the damage mesh.\n\n\u201cWe are experimenting with a new setup system to trigger lights on the exterior of the ship for specific states, such as landing, and when using the lift to allow for a more dynamic lighting experience.\u201d Vehicle Team\n\nAdditional support was also given to get the Drake Vulture ready for release.\n\nIn the UK, Ship Art continued work on the Argo SRV, which is progressing through greybox, with only habitation remaining.\n\nThe final art pass on an unannounced ship was completed in preparation for review this month.\n\n\u201cWe\u2019re very pleased with how this ship turned out. It was a great opportunity for us to push the workflow and visuals forward. For example, exterior lighting states, better-looking glass and glows on exterior lights, new damage trims, and new artwork for countermeasures.\u201d Ship Team\n\nAn unannounced ground vehicle passed its final review gate, with some small alterations to the dashboard being made to improve the visibility of the speedometer alongside polish tasks.\n\nThe Hull-C polish pass was concluded, with all major bugs and improvements completed.\n\nThe resource-management pass on the Aegis Hammerhead continued, with a new gravity generator room being added. The team also began implementing the new component bays.\n\nWork was also completed on an upcoming variant.\n\nCommunity\nThe team started the month with a follow-up comm-link on Battle Of The Bricks, detailing how players can link their own charity stream to the campaign. They then acknowledged ten outstanding submissions to Ship Showdown's Phase 1.\n\nCommunity invited players to join in with Ship Showdown by launching the Top Eight Free Fly along with a referral bonus and the opportunity to fly the top eight ships from the finals.\n\nShip Showdown\u2019s final four (RSI Scorpius, Anvil Pisces, Crusader Star Runner, Anvil Carrack) each qualified for a free limited-edition paint and an in-game challenge coin from their manufacturer. The Anvil Carrack was ultimately crowned Ship Showdown 2952 Champion and will receive an in-game model at a later date.\n\nThe team then headed into Pirate Week, which included a Nine Tails-themed photo contest.\n\nPreparations for digital CitizenCon 2952 on October 8 continued, including the release of the event schedule.\n\nFinally for Community, the team continued the Bar Citizen World Tour, visiting Orlando in the USA, Cheongju in South Korea, Paris in France, and Singapore.\n\n\u201cThank you for the hospitality and the hearty evenings with many new friends!\u201d Community Team\n\nEngine\nIn September, the Physics team refactored the ray world intersection (RWI) verification. Requests are now verified when queued. The RWI API now also supports the named parameter idiom to prevent further mishaps in its use. An option was also added to RWI that allows sphere tracing against distance fields. Moreover, changes were done in the level export code to enable the reliable attachment of roped to other entities on the client.\n\nOn the renderer, more progress was made on the Gen12 transition. Cube map back drops, light beams, geom caches, silhouette rendering, water volumes, water reflections, and water caustics were ported. Various editor tools now run with Gen12 as well, such as the character editor and Mannequin.\n\nLast month\u2019s support for transient graphics passes saw further adoption uptake, with lots more passes now using it. Furthermore, support for transient compute and copy\/clear passes was added and work to support transient scene render passes is currently underway. Additionally, memory tracking for graphics passes was added. Gen12 now also supports texture anisotropy overrides as well as a global MIP bias. Material resource binding was refactored, and alpha blending support was added to the hologram shader. Lastly, various optimizations were done to avoid redundant clears on render targets and updates on pass resources.\n\nThe Gen12 port of volumetric cloud rendering was completed.\n\nOn the core engine, the team added support for sys calls in CigProfile and frame time is now included in peak detection cigTrace events. More work is being done to enable p4k files to be memory mappable, which will allow for faster engine startup. As an optimization, the team was able to remove entity-based network wakeups.\n\nThe remainder of the time was spent supporting Alpha 3.18 and the live PU.\n\nFeatures (Characters & Weapons)\nThroughout September, work continued on the underlying system for FPS devices. This involved adding features, such as timer and proximity triggers, and support for behaviors, such as explosions and actor-status effects when devices are triggered. This will, for example, allow the team to replace the out-of-date flashbang logic.\n\nThe Feature team also began prototyping the flow for restraining NPCs and other players, which will be used when an enemy is incapacitated or surrenders. The player can apply wrist and ankle restraints to ensure the enemy is not able to recover and resume hostilities.\n\n\u201cOf course, another player or NPC may come along and remove the restraint, but it is a small risk for those who want to avoid using lethal action.\u201d Features Team\n\nFeatures (Gameplay)\nGameplay Features continued to support the release of Salvage T0. Additionally, they made several quality-of-life plans for mining and loot generation that will be worked on after the release of Alpha 3.18. Both features will receive a general balance pass, while the team is looking to improve multi-crew mining. For example, by adding benefits to using an Argo MOLE over several MISC Prospectors.\n\nWork continued on the resource network, which involved Gameplay Features working alongside Vehicles to unify the way temperatures are controlled throughout ships, including the coolers that some ships carry.\n\nThe EU-based PU team began supporting their US counterparts on the cargo refactor as it approaches release.\n\nFeatures (Mission)\nThe Mission Feature team began the month preparing for the go\/no-gos for Alpha 3.18\u2019s Security Post Kareah rework, infiltrate missions on Orison platforms, and the prison updates.\n\nA simple change to help prevent combat logging was also tested, with time being allocated for further work following feedback.\n\nTesting progressed well on the lessening of CrimeStat 1 and 2 severity. Improvements were also made to help differentiate between a trespass zone and an area controlled by unlawful hostiles. Significant progress was made on time trials too, including improvements to allow the designers to create an infinite number of checkpoints of any shape with the area tools.\n\nSeptember also saw progress on the investigation mission mentioned in last month\u2019s report.\n\n\u201cWe feel we are ready to let Narrative go wild with creating mysteries aboard a variety of ships and surrounding environments.\u201d Mission Features\n\nWork with UI on the redesign of the Contract Manager began in earnest, with specific features and problems being worked through each week. Finally for Mission Features, plans for the team\u2019s work up to Q2 2023 were proposed, including many new and long-anticipated mission types.\n\nFeatures (Vehicles)\nLast month, Vehicle Features focused on supporting the release of Persistent Entity Streaming. This included work on the transit system, which received a significant refactor to cope with how things now stream.\n\nThe team also spent time improving other older systems, including Tiles, the underlying tech system that connects objects to power and other resources. They also reworked the aiming and gunnery system, which received upgrades for future releases to simplify and improve things. For example, making weapons significantly more accurate and reliable in vehicles.\n\nFor new systems, the team worked on the EUPU team\u2019s resource network, converting vehicle systems to utilize the new implementation and updating all item behaviors.\n\nThey also progressed with features driven by the needs of Squadron 42. Most notably, the ship MFD system, which has been fully planned out and designed and is currently being implemented in-game.\n\nGraphics & VFX Programming & Planet Tech\nIn October, the Graphics team completed work on edge-highlight rendering code in support of the FPS scanning of occluded objects. This involved creating a new render-to-texture layer used exclusively for augmented reality rendering, which will be used for all AR\/in-world UI rendering going forward. The shader used for AR rendering was also upgraded to support tesselation\/smoothing, tri-planar texture mapping, and dynamic multiscale texturing.\n\nAt the request of the UI team, the Graphics team investigated the possibility of using D3D\/Vulkan's anti-aliased line rendering for rendering wireframes on UI meshes. However, they decided to go with a shader-based approach using tessellation hardware instead due to performance issues in the drivers.\n\nThe team also began looking into improving and unifying all resource streaming systems, with the goal of simplifying the code while allowing more intelligent use of the available memory so that they can adapt to the different scenarios across the game. Work on the ultra-high resolution screenshot output was completed for the Marketing team too.\n\nVFX Programming continued work on the damage map feature for salvage. This included supporting the vehicle artists to get the most out of the damage shader, adding support for vehicle debris, and fixing bugs.\n\nThe Planet Tech team are in the process of delivering Rastar V1, the internal tool used to build modules and populate planetary environments with outposts, derelicts, and cities. October\u2019s tasks included bug fixes and usability improvements to better support production requirements. Planet Tech also improved the river tech for Alpha 3.18, with several bug fixes and a new spline system to better match complex topology curvatures. Finally, they made fixes to the Gen12 rendering of planets ready for Alpha 3.18.\n\nLighting\nLighting continued work on Pyro\u2019s Ruin Station throughout September.\n\nThey also completed the necessary lighting passes on the updated Security Post Kareah, working alongside the core development teams to push it to final.\n\nLighting also fulfilled requests for footage that will be used in an upcoming event.\n\nLocations (EU)\nThe EU-based Locations team focused on Pyro last month, progressing with the art and design of Ruin Station.\n\nThey also developed several other areas, including Security Post Kareah, an upcoming event space, and older landing zones; adding new animations to bring them further to life.\n\nNarrative\nAfter putting the finishing touches on their work for IAE 2952, the Narrative team progressed with many of the initiatives started last month, including mission work for the Alpha 3.18 patch and beyond. In addition to the text players see in the Contract Manager and on the screen as objectives, they also worked closely with Design on the terminals and kiosks that players interact with.\n\n\u201cIt\u2019s important that the screens not only clearly convey their function but provide verisimilitude for how they are supposed to be used in-lore, which can be tricky to balance.\u201d Narrative team\n\nThe Narrative team also assisted with planning future improvements to the Contract Manager mobiGlas app itself to make it a more robust and player-friendly experience. They also began discussing upcoming work to continue improving the new player experience and help players better understand the nuances of playing Star Citizen when they first enter the 'verse.\n\nSeptember also brought with it new content to the website, including a StarWatch highlighting how Hollywood\u2019s dealing with regen tech, a new BOotyCall about pirate superstitions, a Portfolio for Cousin Crow\u2019s Custom Crafts, and a brand-new set of Galactapedia posts. Members of the Narrative team also made a special appearance on Star Citizen Live to answer lore questions.\n\nInteractables\nThe Interactables team spent time closing out some of their consumables work for Ruin Station and worked on various marketing assets that will be in players\u2019 hands soon.\n\nQA\nQA\u2019s recent focus was on Persistent Entity Streaming related testing. In addition, the PU content teams tested all Alpha 3.18 deliverables, providing continuous assessments for each feature and one final assessment before the official feature review meetings.\n\nTech Animation\nSeptember saw tech Animation progress with the face-scanning initiative mentioned in last month\u2019s report, which aims to add more heads to the game\u2019s gene pool. The initial scan session saw an extra 20 female heads scanned, which are currently being processed by the Art teams. Tech Animation will then rig and implement the assets into the engine.\n\nAlongside this, the team explored and refined their methods for implementing geometry caches into the engine and Maya\u2019s deformation technology.\n\n\u201cWe have some exciting developments with some of our elements in-game that will take them to the next level of visual fidelity.\u201d Tech Animation\n\nTech Animation also assisted in the creation and implementation of new enemy types that are being worked on by other feature teams.\n\nOnline Services (Montreal)\nIn September, the Online Services team gathered in Montreal, with members flying in from Portugal, New Jersey, and Toronto, for a week of planning.\n\nThey also prepared for Alpha 3.18\u2019s Evocati release, which included bug fixing, service deployment testing, and debugging the new login-flow process.\n\nThey also progressed with several features needed for Persistent Entity Streaming and Alpha 3.18, including how shards handle crashed states, transactions, anti-cheat, and account resets.\n\nFinally for Online Services, they tracked down and fixed a long-standing bug that prevented players from being able to refuel or restock munitions at landing pads.\n\nLive Tools (Montreal)\nThe Live Tools team finished integrating the new module dedicated to seeing infractions committed by players. They also worked on design improvements for Hex.\n\nUI\nThe UI team continued their ongoing work on the Starmap, last month adding new tech to allow them to create interactive holo-volumes using the UI system. This provides them extra flexibility without having to rely on the content teams if they want to add a 3D holo-volume to the game. As well as being used on the standard ship radars, this will make it possible to have large real-time holo-spheres on capital ships in the future.\n\nIn preparation for Alpha 3.18, they also closed out the remaining persistence-related UI code that uses loadouts.\n\nVFX\nLast month saw the continued prototyping of the quantum travel VFX rework, with a focus on refractive elements to emphasize the forming of the hull-hugging \u2018bubble\u2019 while a ship\u2019s drive spools up.\n\nSalvage effects also continued, with visual balancing to allow the best possible read to help players understand what\u2019s happening throughout the hull-stripping gameplay loop.\n\nA new vehicle had its VFX pass completed, and two other vehicles entered VFX production after the completion of their pre-production phase.\n\nFinally, various bugs and tweaks were made to the new derelict locations, as well as some miscellaneous fixes for other areas of the game."},"links_count":0,"comment_count":0,"created_at":"2022-10-05T22:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-05-07 19:19:27","valid_relations":["images","links"],"prev_id":18922,"next_id":18925}}