{"data":{"id":20235,"title":"Squadron 42 Monthly Report: September 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20235-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20235","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20235","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\nSeptember 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 10:02:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO Squadron 42 Recruits.\n\nWelcome to September\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including narrative scenes, zero-g traversal, and corpse details.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI Tech\nLast month, AI Tech enabled the designers to set default schedule areas and tags on instanced NPC entities and then export them in object containers. This makes it easier for levels with preplaced NPCs, as information is no longer required to pass through scripting. Navigation cost volume can now also be enabled and disabled through flowgraph nodes and modify its initial cost at runtime.\n\nOn the performance side, further improvements were made to the vision, observable, and perception components. For example, update frequency was adjusted based on AI character LOD, so that closer entities are more responsive. The team also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.\n\nAI (Social Strike Team)\nThe narrative designers spent September working on key social scenes. On the AI side, the team polished locations and added additional life via utility behaviors \u2013 locations worked on include a ship's hangar, gym, bridge, barracks, bathrooms, and mess hall.\n\nAnimation\nSeptember saw the Animation team improving on the zero-g flow. They also adjusted weapon reloading, first selects, and how players interact with the environment to improve overall combat AI, while code was updated to fix various cover bugs.\n\nThe Facial team progressed through the remaining animations for the game, which is nearing completion. They will then transition to improving all facial animations, starting with the key cast characters.\n\nThe Mo-Cap team assisted the Gameplay team with Body Type 2 animations and captured additional data for various gameplay story sections.\n\nArt (Environment)\nEnvironment Art focused on key chapters, pushing the boundaries of art and lighting for a high-fidelity cinematic experience. They also looked at dynamic environmental destruction and continued to flesh out planet-side content for chapter seven.\n\nGameplay Story\nGameplay Story\u2019s priority in September was supporting wider efforts to polish. Alongside this, they used new mo-cap to significantly improve two scenes in chapter four. The team also looked closely at chapter five, restructuring a complex scene featuring three characters meeting with variable timing.\n\n\u201cThis previously looked a little disjointed depending on the timing of the meeting. However, following reorganization and new mo-cap, the scene is looking much better and is far more robust.\u201d Gameplay Story Team\n\nA number of scenes in chapter 13 were blocked by a problem with the level, which the devs solved by submitting a setup fix. Following this, numerous updates were submitted and resolved.\n\nGameplay Story continued making steady progress on additional scenes in chapter 15, implementing a significant amount of performance-captured data.\n\nNarrative\nFollowing improvements to the scanning mechanic, the Narrative team spent time fleshing out information for corpses that players will encounter during the game. This also exposed some improvements to how scanning information is applied so that it can be properly localized into other languages.\n\nAdditionally, the team had several meetings to perform a moment-by-moment analysis of one of the more narratively intense levels to refine the dialogue, environmental storytelling, and enemy behaviors to ensure that they all work together. This resulted in various adjustments, including the timing of specific dialogue triggers and the location of certain props.\n\nThe team also wrote several dialogue lines for automated systems that play in one of the chapters to contribute to creating the proper narrative atmosphere.\n\nVFX\nThe VFX team continued working toward their current milestones, supporting the Cinematics, Gameplay, Locations, and Weapons teams with their content deliverables. The VFX team is currently working on optimizations to ensure the best experience for all players.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION","de_DE":"Geschwader 42 Monatsbericht\nSeptember 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 10:02:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO-Geschwader 42 Rekruten.\n\nWillkommen zum Entwicklungsbericht f\u00fcr Squadron 42 im September. Anbei findest du Details zu den neuesten Fortschritten in der Kampagne, einschlie\u00dflich narrativer Szenen, Zero-G-Traversal und Leichendetails.\n\nVielen Dank f\u00fcr eure anhaltende Unterst\u00fctzung von Squadron 42.\n\nMit freundlichen Gr\u00fc\u00dfen,\n\nCIG COMMUNICATIONS\n\nAI Tech\nLetzten Monat hat AI Tech es den Designern erm\u00f6glicht, Standardzeitplanbereiche und Tags f\u00fcr instanzierte NSC-Entit\u00e4ten festzulegen und sie dann in Objektcontainern zu exportieren. Das macht es einfacher f\u00fcr Levels mit vorplatzierten NSCs, da die Informationen nicht mehr \u00fcber das Skripting laufen m\u00fcssen. Das Navigationskostenvolumen kann jetzt auch \u00fcber Flussdiagrammknoten aktiviert und deaktiviert werden und seine Anfangskosten zur Laufzeit \u00e4ndern.\n\nWas die Leistung angeht, wurden weitere Verbesserungen an den Komponenten Vision, Observable und Perception vorgenommen. So wurde zum Beispiel die Aktualisierungsh\u00e4ufigkeit auf der Grundlage des LOD der KI-Charaktere angepasst, damit n\u00e4her gelegene Objekte schneller reagieren. Das Team hat au\u00dferdem eine einfachere Handhabung von KI-Zonen f\u00fcr Observables implementiert, was zu erheblichen Verbesserungen bei Zonenabfragen durch NSCs f\u00fchren wird.\n\nKI (Social Strike Team)\nDie Narrative Designer haben im September an wichtigen sozialen Szenen gearbeitet. Auf der KI-Seite hat das Team die Schaupl\u00e4tze aufpoliert und zus\u00e4tzliches Leben durch Hilfsverhalten hinzugef\u00fcgt - zu den bearbeiteten Schaupl\u00e4tzen geh\u00f6ren der Schiffshangar, die Turnhalle, die Br\u00fccke, die Kaserne, die Toiletten und die Kantine.\n\nAnimation\nIm September hat das Animationsteam den Zero-G-Flow verbessert. Au\u00dferdem wurden das Nachladen der Waffen, die erste Auswahl und die Interaktion der Spieler\/innen mit der Umgebung angepasst, um die Kampf-KI zu verbessern, w\u00e4hrend der Code aktualisiert wurde, um verschiedene Fehler in der Deckung zu beheben.\n\nDas Gesichtsteam hat die verbleibenden Animationen f\u00fcr das Spiel bearbeitet, die kurz vor der Fertigstellung stehen. Danach werden sie sich daran machen, alle Gesichtsanimationen zu verbessern, angefangen bei den Hauptdarstellern.\n\nDas Mo-Cap-Team unterst\u00fctzte das Gameplay-Team bei den Body Type 2-Animationen und erfasste zus\u00e4tzliche Daten f\u00fcr verschiedene Abschnitte der Gameplay-Story.\n\nKunst (Umwelt)\nDas Team Environment Art konzentrierte sich auf die Hauptkapitel, wobei es die Grenzen der Kunst und der Beleuchtung f\u00fcr ein originalgetreues Filmerlebnis auslotete. Das Team hat sich auch mit der dynamischen Umweltzerst\u00f6rung befasst und die Inhalte auf der Planetenseite f\u00fcr das siebte Kapitel weiter ausgearbeitet.\n\nGameplay Story\nDie Priorit\u00e4t der Gameplay Story lag im September auf der Unterst\u00fctzung der allgemeinen Bem\u00fchungen um den Feinschliff. Au\u00dferdem wurden zwei Szenen in Kapitel vier mithilfe neuer Mo-Caps deutlich verbessert. Das Team nahm auch Kapitel f\u00fcnf unter die Lupe und strukturierte eine komplexe Szene um, in der drei Charaktere mit unterschiedlichem Timing aufeinandertreffen.\n\n\"Zuvor sah das Ganze je nach Zeitpunkt des Treffens etwas zusammenhanglos aus. Aber nach der Umstrukturierung und dem neuen Mo-Cap sieht die Szene jetzt viel besser aus und ist viel robuster.\" Gameplay Story Team\n\nEine Reihe von Szenen in Kapitel 13 wurde durch ein Problem mit dem Level blockiert, das die Entwickler\/innen durch die Einreichung eines Setup-Fixes gel\u00f6st haben. Im Anschluss daran wurden zahlreiche Updates eingereicht und behoben.\n\nGameplay Story machte in Kapitel 15 weiterhin stetige Fortschritte bei zus\u00e4tzlichen Szenen und implementierte eine betr\u00e4chtliche Menge an leistungserfassten Daten.\n\nErz\u00e4hlung\nNach den Verbesserungen an der Scanning-Mechanik verbrachte das Narrative-Team Zeit damit, die Informationen zu den Leichen, auf die die Spieler\/innen im Laufe des Spiels sto\u00dfen werden, zu erg\u00e4nzen. Dabei wurden auch einige Verbesserungen an der Art und Weise vorgenommen, wie die Scan-Informationen angewendet werden, damit sie korrekt in andere Sprachen lokalisiert werden k\u00f6nnen.\n\nAu\u00dferdem traf sich das Team mehrmals, um einen der erz\u00e4hlintensiveren Levels Moment f\u00fcr Moment zu analysieren und die Dialoge, die Umgebungserz\u00e4hlung und das Verhalten der Gegner zu verfeinern, um sicherzustellen, dass sie alle zusammenpassen. Dies f\u00fchrte zu verschiedenen Anpassungen, einschlie\u00dflich des Timings bestimmter Dialogausl\u00f6ser und der Position bestimmter Requisiten.\n\nDas Team schrieb auch mehrere Dialogzeilen f\u00fcr automatisierte Systeme, die in einem der Kapitel spielen, um die richtige erz\u00e4hlerische Atmosph\u00e4re zu schaffen.\n\nVFX\nDas VFX-Team arbeitete weiter an seinen aktuellen Meilensteinen und unterst\u00fctzte die Teams f\u00fcr Cinematics, Gameplay, Locations und Weapons bei ihren inhaltlichen Aufgaben. Das VFX-Team arbeitet derzeit an Optimierungen, um das beste Erlebnis f\u00fcr alle Spieler\/innen zu gew\u00e4hrleisten.\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT WIEDER...\n\/\/ ENDE DER \u00dcBERTRAGUNG","zh_CN":"Squadron 42 Monthly Report\nSeptember 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 10:02:2024\n\nREF: CIG UK, CIG DE, CIG LA, CIG TX,\n\nFAO Squadron 42 Recruits.\n\nWelcome to September\u2019s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including narrative scenes, zero-g traversal, and corpse details.\n\nThank you for your continued support of Squadron 42.\n\nSincerely,\n\nCIG COMMUNICATIONS\n\nAI Tech\nLast month, AI Tech enabled the designers to set default schedule areas and tags on instanced NPC entities and then export them in object containers. This makes it easier for levels with preplaced NPCs, as information is no longer required to pass through scripting. Navigation cost volume can now also be enabled and disabled through flowgraph nodes and modify its initial cost at runtime.\n\nOn the performance side, further improvements were made to the vision, observable, and perception components. For example, update frequency was adjusted based on AI character LOD, so that closer entities are more responsive. The team also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.\n\nAI (Social Strike Team)\nThe narrative designers spent September working on key social scenes. On the AI side, the team polished locations and added additional life via utility behaviors \u2013 locations worked on include a ship's hangar, gym, bridge, barracks, bathrooms, and mess hall.\n\nAnimation\nSeptember saw the Animation team improving on the zero-g flow. They also adjusted weapon reloading, first selects, and how players interact with the environment to improve overall combat AI, while code was updated to fix various cover bugs.\n\nThe Facial team progressed through the remaining animations for the game, which is nearing completion. They will then transition to improving all facial animations, starting with the key cast characters.\n\nThe Mo-Cap team assisted the Gameplay team with Body Type 2 animations and captured additional data for various gameplay story sections.\n\nArt (Environment)\nEnvironment Art focused on key chapters, pushing the boundaries of art and lighting for a high-fidelity cinematic experience. They also looked at dynamic environmental destruction and continued to flesh out planet-side content for chapter seven.\n\nGameplay Story\nGameplay Story\u2019s priority in September was supporting wider efforts to polish. Alongside this, they used new mo-cap to significantly improve two scenes in chapter four. The team also looked closely at chapter five, restructuring a complex scene featuring three characters meeting with variable timing.\n\n\u201cThis previously looked a little disjointed depending on the timing of the meeting. However, following reorganization and new mo-cap, the scene is looking much better and is far more robust.\u201d Gameplay Story Team\n\nA number of scenes in chapter 13 were blocked by a problem with the level, which the devs solved by submitting a setup fix. Following this, numerous updates were submitted and resolved.\n\nGameplay Story continued making steady progress on additional scenes in chapter 15, implementing a significant amount of performance-captured data.\n\nNarrative\nFollowing improvements to the scanning mechanic, the Narrative team spent time fleshing out information for corpses that players will encounter during the game. This also exposed some improvements to how scanning information is applied so that it can be properly localized into other languages.\n\nAdditionally, the team had several meetings to perform a moment-by-moment analysis of one of the more narratively intense levels to refine the dialogue, environmental storytelling, and enemy behaviors to ensure that they all work together. This resulted in various adjustments, including the timing of specific dialogue triggers and the location of certain props.\n\nThe team also wrote several dialogue lines for automated systems that play in one of the chapters to contribute to creating the proper narrative atmosphere.\n\nVFX\nThe VFX team continued working toward their current milestones, supporting the Cinematics, Gameplay, Locations, and Weapons teams with their content deliverables. The VFX team is currently working on optimizations to ensure the best experience for all players.\n\nWE'LL SEE YOU NEXT MONTH...\n\/\/ END TRANSMISSION"},"links_count":0,"comment_count":0,"created_at":"2024-10-09T18:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 20:37:26","valid_relations":["images","links"],"prev_id":20231,"next_id":20236}}