{"data":{"id":20107,"title":"Squadron 42 Monthly Report: July 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20107-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20107","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20107","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":4,"translations":{"en_EN":"Squadron 42 Monthly Report\nJuly 2024\nThis 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.\n\nTO: SQUADRON 42 RECRUITS\n\nSUBJ: DEVELOPMENT UPDATE 08:07:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO Squadron 42 Recruits.\n\nWelcome to July\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI group combat, EVA updates, and additional narrative detail.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI (Features)\nLast month, the AI Features team worked on a combination of fixes and new functionality, including an issue requiring a usable to have an interactable component. A problem was also solved with stance not being updated, causing issues with AI exiting cover.\n\nThe team solved problems with tactical-query system conditions silently failing without setting results, which led to uninitialized memory bugs. For example, when running the \u2018reachable,\u2019 condition, it occasionally returned a \u2018true\u2019 result when the point was not reachable because the result variable had not been initialized as false. This was blocking the testing of the cover hit-reactions test level.\n\nAn issue with vison raycasting allowing NPCs to see through buildings was rectified alongside bugs with NPCs using the Multi-Tool, including one giving them infinite ammunition in Repair mode. The team also added dynamic object handling to the vision component to fix vision raycasts and entities from being blocked when doors change states. The handling of situation changes during \u2018aimed at\u2019 events were improved too.\n\nNew functionality was developed to support and restrict movement within assigned schedule combat areas, including being able to set up schedule areas and tags through the editor rather than just through the schedule. This allows the designers to more carefully control fights by giving the AI areas of interest, in a similar way to the existing tech for defend and attack areas, but on a broader scale.\n\nThe AI team also added a significant piece of new functionality - AI groups. This enables perception data to be shared between AI within the same group, giving the designers more control over how NPCs are brought into fights and how they work together. For this, the team added a variety of entity changes, including:\n\nAIGroupEntity - allows the designers to assign NPCs groups\n\nAIGroupEntityComponent - a runtime component to define NPC groups that can share knowledge, such as perception data\n\nAIGroupEntity - exports group members as part of object container data\n\nAIGroupEntity - a Dataforge record\n\nOnFriendlyCallToArmsHeard - an event to bring the rest of a group into combat\n\nElsewhere, the team reviewed and made improvements to how AI use wildlines, including adding new combat-communication wildlines, such as surrendering, grenade reactions and throwing, investigation, hit reactions, reloading, and perception reactions.\n\nA script was created to check duplicate and unused communication names in pursuit of the gold-standard wildline setup.\n\nAI Tech\nFor AI Tech, support was given to the Design teams, with the devs implementing and exposing small functionalities alongside performance improvements. For example, they implemented a new behavior assignment for AI pilots exiting to EVA and fixed issues with NPCs using EVA. Bug fixing and behavior improvements were made for NPCs using elevators and using trolleys to move boxes.\n\nAI (Social Strike Team)\nJuly saw the AI Social strike team introduce new welding helmet animations for engineers in ship corridors, enhancing visual detail, and updating post-welding animations. They also added an inspection phase where engineers now examine their work, providing more realistic and dynamic visuals compared to the previous static animation.\n\nA new scooch animation for smoother transitions between bathroom lockers and shower cubicles was created too.\n\nThe team then refactored the day\/night cycle on the Stanton to ensure AI populate the most popular areas of the ship as soon as the player lands, improving immersion and experience. Idle animations after crate inspections were updated to show characters using their datapads to simulate stocktaking and entering details.\n\nAnimations for entering and exiting the firing range console were improved to address various issues, such as popping and other visual inconsistencies, while holograms on the firing range T-posing when shot was rectified. And, for more realistic character behavior, look-at animations were disabled during inappropriate moments, such as when characters touch their faces or use utensils.\n\nThe team then conducted a comprehensive visual pass on dynamic conversations, fixing numerous missing transitions for smoother dialogue flow. They also adjusted animations to ensure characters appear to be talking, even without active dialogue.\n\nAI Social began refining player interactions in the Stanton, preventing unintended entity interactions and highlighting important ones to streamline and enhance player engagement.\n\nFeatures (Gameplay)\nGameplay Features continued improving control surfaces, addressing various tuning issues. For EVA, zero-g traversal markers were implemented. Without a thruster pack, they show green\/red to denote when players can\/can\u2019t attach. However, with a thruster pack, they only show when close.\n\nFor the multi-function display rework, comms list, hail target, and comm-call functionality were added.\n\nGameplay Story\nAt the start of July, the Gameplay Story team maintained and improved several scenes in the campaign\u2019s early chapters. This involved extending a barracks scene to make it 10 times longer, fixing a bad blend in a mess hall start idle, and creating a bespoke \u2018crate place\u2019 animation for use in a med-bay. New mo-cap was also used to extend the approach animation of a hangar scene and to create an end transition for a scene in a lounge area. A pass was also done on a scene in a corridor.\n\nGameplay Story also progressed with scenes later in the game. For example, they updated a scene in chapter 11 to work with the correct console. They also brought a complicated scene in chapter 12 up to date with everything functioning correctly, while new mo-cap overhauled and improved a scene involving an escape pod.\n\nNarrative\nFollowing on from last month\u2019s report, Narrative tested their work on the in-game Galactapedia and began addressing user-experience improvements, including considerations for UI elements to make finding and organizing information easier.\n\nThe team then began tackling another polish task - naming all the NPCs placed by Design in the game. While featured story NPCs are well established, additional members of the general population and outlaws have been added to help make the game feel more alive and combat encounters more engaging. All of these characters and their ships need names.\n\nWeekly playthroughs of the game continued too, including finetuning when narrative content triggers and plays. For example, Narrative worked with Design to adjust the placement of a particular piece of dialogue so that the characters have more natural reaction times. All of these adjustments, while individually small, go a long way to making the world feel more immersive.\n\nUI\nLast month, the UI team continued polishing in-world screens, optimizing a few existing levels to improve frame rate and creating medical screens for various scenarios. They then made updates to the player\u2019s visor, including taking the first steps toward a more cinematic boot-up sequence.\n\nThe team also improved alien UI, ensuring it tells a story and feels noticeably different to the more traditional Human sci-fi screens players will be used to.\n\nFor UI Tech, the programmers worked on performance improvements to speed up the frame rate of various parts of the UI.\n\nVFX\nFinally for July\u2019s report, the VFX team continued to support the Cinematics, Design, and Art teams in various polishing tasks.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION","de_DE":"Geschwader 42 Monatsbericht\nJuli 2024\nDies ist ein Querverweis auf den Bericht, 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.\n\nTO: REKRUTEN DES GESCHWADERS 42\n\nSUBJ: ENTWICKLUNG UPDATE 08:07:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO-Geschwader 42 Rekruten.\n\nWillkommen zum Entwicklungsbericht f\u00fcr Squadron 42 im Juli. Anbei findest du Details zu den neuesten Fortschritten in der Kampagne, darunter KI-Gruppenk\u00e4mpfe, EVA-Updates und zus\u00e4tzliche erz\u00e4hlerische Details.\n\nVielen Dank f\u00fcr eure anhaltende Unterst\u00fctzung von Squadron 42.\n\nMit freundlichen Gr\u00fc\u00dfen,\n\nCIG COMMUNICATIONS\n\nKI (Funktionen)\nIm letzten Monat hat das Team der KI-Features an einer Kombination aus Fehlerbehebungen und neuen Funktionen gearbeitet, darunter auch ein Problem, bei dem eine nutzbare Komponente eine interaktive Komponente haben musste. Au\u00dferdem wurde ein Problem gel\u00f6st, bei dem die Haltung nicht aktualisiert wurde, was zu Problemen mit der KI beim Verlassen der Deckung f\u00fchrte.\n\nDas Team l\u00f6ste Probleme mit taktischen Abfragebedingungen, die ohne Ergebnis fehlschlugen, was zu nicht initialisierten Speicherfehlern f\u00fchrte. Wenn zum Beispiel die Bedingung \"Erreichbar\" ausgef\u00fchrt wurde, gab sie gelegentlich ein \"wahres\" Ergebnis zur\u00fcck, obwohl der Punkt nicht erreichbar war, weil die Ergebnisvariable nicht als \"falsch\" initialisiert worden war. Dies blockierte die Pr\u00fcfung der Deckungstreffer-Reaktionspr\u00fcfung.\n\nEin Problem mit dem Vison Raycasting, das es NSCs erm\u00f6glichte, durch Geb\u00e4ude hindurchzusehen, wurde ebenso behoben wie Fehler bei NSCs, die das Multi-Tool benutzten, darunter einer, der ihnen im Reparaturmodus unendlich Munition gab. Das Team f\u00fcgte au\u00dferdem eine dynamische Objektbehandlung zur Sichtkomponente hinzu, um zu verhindern, dass Sichtstrahlen und Objekte blockiert werden, wenn T\u00fcren ihren Zustand \u00e4ndern. Auch die Handhabung von Situations\u00e4nderungen w\u00e4hrend \"Anvisiert\"-Ereignissen wurde verbessert.\n\nEs wurden neue Funktionen entwickelt, um die Bewegung innerhalb der zugewiesenen Kampfbereiche zu unterst\u00fctzen und einzuschr\u00e4nken, z. B. die M\u00f6glichkeit, Kampfbereiche und Tags \u00fcber den Editor und nicht nur \u00fcber den Plan einzurichten. Dies erm\u00f6glicht es den Designern, K\u00e4mpfe sorgf\u00e4ltiger zu kontrollieren, indem sie der KI Bereiche von Interesse zuweisen, \u00e4hnlich wie bei der bestehenden Technologie f\u00fcr Verteidigungs- und Angriffsbereiche, aber in einem gr\u00f6\u00dferen Rahmen.\n\nDas KI-Team hat auch eine wichtige neue Funktion hinzugef\u00fcgt: KI-Gruppen. Damit k\u00f6nnen Wahrnehmungsdaten zwischen KI innerhalb einer Gruppe ausgetauscht werden, was den Designern mehr Kontrolle dar\u00fcber gibt, wie NSCs in K\u00e4mpfe einbezogen werden und wie sie zusammenarbeiten. Dazu hat das Team eine Reihe von \u00c4nderungen an den Entit\u00e4ten vorgenommen, darunter:\n\nAIGroupEntity - erm\u00f6glicht es den Designern, NSCs Gruppen zuzuweisen\n\nAIGroupEntityComponent - eine Laufzeitkomponente, um NSC-Gruppen zu definieren, die Wissen, wie z. B. Wahrnehmungsdaten, teilen k\u00f6nnen\n\nAIGroupEntity - exportiert Gruppenmitglieder als Teil der Objektcontainerdaten\n\nAIGroupEntity - ein Dataforge-Datensatz\n\nOnFriendlyCallToArmsHeard - ein Ereignis, um den Rest einer Gruppe ins Gefecht zu bringen\n\nAn anderer Stelle hat das Team die Verwendung von Wildlines durch die KI \u00fcberpr\u00fcft und verbessert. Dazu geh\u00f6ren neue Wildlines f\u00fcr die Kampfkommunikation, wie z.B. Kapitulation, Granatenreaktionen und -w\u00fcrfe, Erkundung, Trefferreaktionen, Nachladen und Wahrnehmungsreaktionen.\n\nEs wurde ein Skript erstellt, das doppelte und unbenutzte Kommunikationsnamen \u00fcberpr\u00fcft, um den Gold-Standard f\u00fcr Wildlines zu erreichen.\n\nKI-Technik\nBei der KI-Technik wurden die Design-Teams unterst\u00fctzt, indem die Entwickler neben Leistungsverbesserungen auch kleine Funktionalit\u00e4ten implementierten und freigaben. So wurde zum Beispiel eine neue Verhaltenszuweisung f\u00fcr KI-Piloten implementiert, die zu EVA wechseln, und Probleme mit NSCs behoben, die EVA benutzen. Fehler wurden behoben und das Verhalten von NSCs verbessert, die Aufz\u00fcge benutzen und Kisten mit Trolleys transportieren.\n\nKI (Soziales Strike Team)\nIm Juli hat das AI Social Strike Team neue Schwei\u00dfhelm-Animationen f\u00fcr Ingenieure in den Schiffskorridoren eingef\u00fchrt, die die visuellen Details verbessern und die Animationen nach dem Schwei\u00dfen aktualisieren. Au\u00dferdem wurde eine Inspektionsphase hinzugef\u00fcgt, in der die Ingenieure ihre Arbeit begutachten, was eine realistischere und dynamischere Darstellung als die vorherige statische Animation erm\u00f6glicht.\n\nAu\u00dferdem wurde eine neue Scooch-Animation f\u00fcr sanftere \u00dcberg\u00e4nge zwischen Toilettenspinden und Duschkabinen erstellt.\n\nAu\u00dferdem hat das Team den Tag-Nacht-Zyklus auf der Stanton \u00fcberarbeitet, um sicherzustellen, dass die KI die beliebtesten Bereiche des Schiffes bev\u00f6lkert, sobald der Spieler landet, was die Immersion und das Spielerlebnis verbessert. Die Leerlaufanimationen nach der Kisteninspektion wurden aktualisiert, um zu zeigen, dass die Charaktere ihre Datenpads benutzen, um die Bestandsaufnahme und die Eingabe von Details zu simulieren.\n\nDie Animationen f\u00fcr das Betreten und Verlassen der Schie\u00dfstandkonsole wurden verbessert, um verschiedene Probleme zu beheben, wie z. B. das Ploppen und andere visuelle Ungereimtheiten, w\u00e4hrend die Hologramme auf dem Schie\u00dfstand, die sich beim Schie\u00dfen in T-Position befinden, korrigiert wurden. Um das Verhalten der Charaktere realistischer zu gestalten, wurden die Blickanimationen in unpassenden Momenten deaktiviert, z. B. wenn die Charaktere ihr Gesicht ber\u00fchren oder Utensilien benutzen.\n\nAnschlie\u00dfend f\u00fchrte das Team einen umfassenden visuellen Durchlauf der dynamischen Gespr\u00e4che durch und korrigierte zahlreiche fehlende \u00dcberg\u00e4nge f\u00fcr einen fl\u00fcssigeren Dialogfluss. Au\u00dferdem wurden die Animationen angepasst, um sicherzustellen, dass die Figuren auch ohne aktiven Dialog zu sprechen scheinen.\n\nAI Social begann mit der Verfeinerung der Spielerinteraktionen in Stanton, um unbeabsichtigte Interaktionen mit Entit\u00e4ten zu verhindern und wichtige Interaktionen hervorzuheben, um die Spielerinteraktion zu optimieren und zu verbessern.\n\nFeatures (Gameplay)\nBei den Gameplay-Features wurden die Steuerungsoberfl\u00e4chen weiter verbessert und verschiedene Tuning-Probleme angegangen. F\u00fcr EVA wurden Zero-G-Traversal-Marker implementiert. Ohne ein Triebwerkspaket zeigen sie gr\u00fcn\/rot an, wann die Spieler\/innen sich anh\u00e4ngen k\u00f6nnen und wann nicht. Mit einem Schubd\u00fcsenpaket werden sie jedoch nur angezeigt, wenn sie sich in der N\u00e4he befinden.\n\nBei der \u00dcberarbeitung des Multifunktionsdisplays wurden die Funktionen \"Kommunikationsliste\", \"Ziel rufen\" und \"Komm-Ruf\" hinzugef\u00fcgt.\n\nGameplay Geschichte\nAnfang Juli hat das Gameplay-Story-Team mehrere Szenen in den ersten Kapiteln der Kampagne \u00fcberarbeitet und verbessert. Dazu geh\u00f6rte die Verl\u00e4ngerung einer Kasernenszene um das Zehnfache, die Korrektur einer schlechten \u00dcberblendung in der Startphase der Kantine und die Erstellung einer ma\u00dfgeschneiderten \"Kistenplatz\"-Animation f\u00fcr eine Krankenstation. Au\u00dferdem wurde neues Mo-Cap verwendet, um die Anfluganimation einer Hangarszene zu verl\u00e4ngern und einen End\u00fcbergang f\u00fcr eine Szene in einem Aufenthaltsraum zu erstellen. Auch eine Szene in einem Korridor wurde \u00fcberarbeitet.\n\nDie Gameplay-Story wurde auch bei sp\u00e4teren Szenen im Spiel weiterentwickelt. Zum Beispiel wurde eine Szene in Kapitel 11 aktualisiert, damit sie mit der richtigen Konsole funktioniert. Au\u00dferdem wurde eine komplizierte Szene in Kapitel 12 auf den neuesten Stand gebracht, so dass alles richtig funktioniert, und eine Szene mit einer Rettungskapsel wurde mit neuem Mo-Cap \u00fcberarbeitet und verbessert.\n\nErz\u00e4hlung\nIm Anschluss an den Bericht vom letzten Monat testeten die Narrative ihre Arbeit an der Galactapedia im Spiel und begannen mit der Verbesserung der Benutzerfreundlichkeit, einschlie\u00dflich \u00dcberlegungen zu UI-Elementen, um das Auffinden und Organisieren von Informationen zu erleichtern.\n\nDann nahm das Team eine weitere Aufgabe in Angriff: die Benennung aller NSCs, die von Design im Spiel platziert wurden. W\u00e4hrend die NPCs f\u00fcr die Story bereits bekannt sind, wurden weitere Mitglieder der allgemeinen Bev\u00f6lkerung und Ge\u00e4chtete hinzugef\u00fcgt, um das Spiel lebendiger und die K\u00e4mpfe spannender zu gestalten. All diese Charaktere und ihre Schiffe brauchen Namen.\n\nW\u00f6chentliche Durchl\u00e4ufe des Spiels wurden ebenfalls fortgesetzt, einschlie\u00dflich der Feinabstimmung, wann erz\u00e4hlerische Inhalte ausgel\u00f6st und gespielt werden. Zum Beispiel arbeitete die Erz\u00e4hlung mit dem Design zusammen, um die Platzierung eines bestimmten Dialogs so anzupassen, dass die Charaktere nat\u00fcrlichere Reaktionszeiten haben. All diese kleinen Anpassungen tragen wesentlich dazu bei, dass sich die Welt immersiver anf\u00fchlt.\n\nUI\nIm letzten Monat hat das UI-Team weiter an den Bildschirmen in der Welt gefeilt, einige bestehende Level optimiert, um die Bildrate zu verbessern, und medizinische Bildschirme f\u00fcr verschiedene Szenarien erstellt. Au\u00dferdem wurden Aktualisierungen am Visier des Spielers vorgenommen und erste Schritte f\u00fcr eine filmischere Startsequenz unternommen.\n\nDas Team hat auch die Benutzeroberfl\u00e4che der Au\u00dferirdischen verbessert und daf\u00fcr gesorgt, dass sie eine Geschichte erz\u00e4hlt und sich deutlich von den traditionellen Sci-Fi-Bildschirmen der Menschen unterscheidet, an die die Spieler gew\u00f6hnt sind.\n\nF\u00fcr UI Tech arbeiteten die Programmierer an Leistungsverbesserungen, um die Bildrate verschiedener Teile der Benutzeroberfl\u00e4che zu beschleunigen.\n\nVFX\nIm Juli hat das VFX-Team die Cinematics-, Design- und Art-Teams bei verschiedenen Aufgaben unterst\u00fctzt.\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT WIEDER...\n\/\/ ENDE DER \u00dcBERTRAGUNG","zh_CN":"Squadron 42 Monthly Report\nJuly 2024\nThis 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.\n\nTO: SQUADRON 42 RECRUITS\n\nSUBJ: DEVELOPMENT UPDATE 08:07:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO Squadron 42 Recruits.\n\nWelcome to July\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI group combat, EVA updates, and additional narrative detail.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI (Features)\nLast month, the AI Features team worked on a combination of fixes and new functionality, including an issue requiring a usable to have an interactable component. A problem was also solved with stance not being updated, causing issues with AI exiting cover.\n\nThe team solved problems with tactical-query system conditions silently failing without setting results, which led to uninitialized memory bugs. For example, when running the \u2018reachable,\u2019 condition, it occasionally returned a \u2018true\u2019 result when the point was not reachable because the result variable had not been initialized as false. This was blocking the testing of the cover hit-reactions test level.\n\nAn issue with vison raycasting allowing NPCs to see through buildings was rectified alongside bugs with NPCs using the Multi-Tool, including one giving them infinite ammunition in Repair mode. The team also added dynamic object handling to the vision component to fix vision raycasts and entities from being blocked when doors change states. The handling of situation changes during \u2018aimed at\u2019 events were improved too.\n\nNew functionality was developed to support and restrict movement within assigned schedule combat areas, including being able to set up schedule areas and tags through the editor rather than just through the schedule. This allows the designers to more carefully control fights by giving the AI areas of interest, in a similar way to the existing tech for defend and attack areas, but on a broader scale.\n\nThe AI team also added a significant piece of new functionality - AI groups. This enables perception data to be shared between AI within the same group, giving the designers more control over how NPCs are brought into fights and how they work together. For this, the team added a variety of entity changes, including:\n\nAIGroupEntity - allows the designers to assign NPCs groups\n\nAIGroupEntityComponent - a runtime component to define NPC groups that can share knowledge, such as perception data\n\nAIGroupEntity - exports group members as part of object container data\n\nAIGroupEntity - a Dataforge record\n\nOnFriendlyCallToArmsHeard - an event to bring the rest of a group into combat\n\nElsewhere, the team reviewed and made improvements to how AI use wildlines, including adding new combat-communication wildlines, such as surrendering, grenade reactions and throwing, investigation, hit reactions, reloading, and perception reactions.\n\nA script was created to check duplicate and unused communication names in pursuit of the gold-standard wildline setup.\n\nAI Tech\nFor AI Tech, support was given to the Design teams, with the devs implementing and exposing small functionalities alongside performance improvements. For example, they implemented a new behavior assignment for AI pilots exiting to EVA and fixed issues with NPCs using EVA. Bug fixing and behavior improvements were made for NPCs using elevators and using trolleys to move boxes.\n\nAI (Social Strike Team)\nJuly saw the AI Social strike team introduce new welding helmet animations for engineers in ship corridors, enhancing visual detail, and updating post-welding animations. They also added an inspection phase where engineers now examine their work, providing more realistic and dynamic visuals compared to the previous static animation.\n\nA new scooch animation for smoother transitions between bathroom lockers and shower cubicles was created too.\n\nThe team then refactored the day\/night cycle on the Stanton to ensure AI populate the most popular areas of the ship as soon as the player lands, improving immersion and experience. Idle animations after crate inspections were updated to show characters using their datapads to simulate stocktaking and entering details.\n\nAnimations for entering and exiting the firing range console were improved to address various issues, such as popping and other visual inconsistencies, while holograms on the firing range T-posing when shot was rectified. And, for more realistic character behavior, look-at animations were disabled during inappropriate moments, such as when characters touch their faces or use utensils.\n\nThe team then conducted a comprehensive visual pass on dynamic conversations, fixing numerous missing transitions for smoother dialogue flow. They also adjusted animations to ensure characters appear to be talking, even without active dialogue.\n\nAI Social began refining player interactions in the Stanton, preventing unintended entity interactions and highlighting important ones to streamline and enhance player engagement.\n\nFeatures (Gameplay)\nGameplay Features continued improving control surfaces, addressing various tuning issues. For EVA, zero-g traversal markers were implemented. Without a thruster pack, they show green\/red to denote when players can\/can\u2019t attach. However, with a thruster pack, they only show when close.\n\nFor the multi-function display rework, comms list, hail target, and comm-call functionality were added.\n\nGameplay Story\nAt the start of July, the Gameplay Story team maintained and improved several scenes in the campaign\u2019s early chapters. This involved extending a barracks scene to make it 10 times longer, fixing a bad blend in a mess hall start idle, and creating a bespoke \u2018crate place\u2019 animation for use in a med-bay. New mo-cap was also used to extend the approach animation of a hangar scene and to create an end transition for a scene in a lounge area. A pass was also done on a scene in a corridor.\n\nGameplay Story also progressed with scenes later in the game. For example, they updated a scene in chapter 11 to work with the correct console. They also brought a complicated scene in chapter 12 up to date with everything functioning correctly, while new mo-cap overhauled and improved a scene involving an escape pod.\n\nNarrative\nFollowing on from last month\u2019s report, Narrative tested their work on the in-game Galactapedia and began addressing user-experience improvements, including considerations for UI elements to make finding and organizing information easier.\n\nThe team then began tackling another polish task - naming all the NPCs placed by Design in the game. While featured story NPCs are well established, additional members of the general population and outlaws have been added to help make the game feel more alive and combat encounters more engaging. All of these characters and their ships need names.\n\nWeekly playthroughs of the game continued too, including finetuning when narrative content triggers and plays. For example, Narrative worked with Design to adjust the placement of a particular piece of dialogue so that the characters have more natural reaction times. All of these adjustments, while individually small, go a long way to making the world feel more immersive.\n\nUI\nLast month, the UI team continued polishing in-world screens, optimizing a few existing levels to improve frame rate and creating medical screens for various scenarios. They then made updates to the player\u2019s visor, including taking the first steps toward a more cinematic boot-up sequence.\n\nThe team also improved alien UI, ensuring it tells a story and feels noticeably different to the more traditional Human sci-fi screens players will be used to.\n\nFor UI Tech, the programmers worked on performance improvements to speed up the frame rate of various parts of the UI.\n\nVFX\nFinally for July\u2019s report, the VFX team continued to support the Cinematics, Design, and Art teams in various polishing tasks.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION"},"links_count":0,"comment_count":0,"created_at":"2024-08-14T20:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-14 17:34:42","valid_relations":["images","links"],"prev_id":20105,"next_id":20108}}