{"data":{"id":20282,"title":"Star Citizen Monthly Report: October 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20282-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20282","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20282","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"},{"id":37173,"name":"starscript.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ed509065e5bf413a8283e76e07ff65517254a0c5\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResijpKHKL6Upn42zfyTGBU984GRmBNygtJi\/starscript.webp","alt":"g-illustration","size":183322,"mime_type":"image\/webp","last_modified":"2024-11-06T22:16:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/37173","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/37173\/similar"},{"id":37174,"name":"peaky-blinders-bc.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/3996daa0e0f2f7fac316cc05da3850f5477017c3\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResez2CtUgKgft8DBKyCkspG9NiAZ7HL8ztE\/peaky-blinders-bc.png","alt":"g-illustration","size":4272428,"mime_type":"image\/png","last_modified":"2024-11-06T22:16:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/37174","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/37174\/similar"},{"id":37178,"name":"pu-monthly-report-october-2024.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/3b119f93335da5850fdf983fcc589131474bee73\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskUkzWL5r9Ju2aNj9Xc9rhFcjQd9woHWF8\/pu-monthly-report-october-2024.png","alt":"g-banner-advanced","size":4328337,"mime_type":"image\/png","last_modified":"2024-11-06T22:16:19+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/37178","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/37178\/similar"}],"images_count":10,"translations":{"en_EN":"PU Monthly Report\nOctober 2024\nOctober was a busy month for all CIG staff, with patch launches, Pyro in the PTU, and (of course) CitizenCon 2954. Alongside these major events, progress on upcoming features continued, with many teams finalizing content for Alpha 4.0 and 2025. Read on for all the details.\n\nTo note, this will be the last PU Report of the year, with November and December\u2019s entry coming in January. We\u2019ll see you next time!\n\nAI (Content)\nLast month, the AI Content team supported the social behaviors tied to Stanton\u2019s derelict outposts and settlements, which will be used for new mission content. As neutral players can visit these locations, NPCs need to behave \u2018normally\u2019 when not under threat or under mission conditions.\n\nThe team also worked on tasks for Alpha 4.0, including validating social AI in various stations around Pyro. They also reviewed Stanton\u2019s landing zones to see where improvements could be made. After additional conversations, the team is looking to capture new content to provide more dynamic conversations to both Stanton and Pyro.\n\nAI Director Francesco Roccucci also hosted the Brave New Worlds presentation at CitizenCon, which included bringing AI to life and how it affects combat experiences in the \u2018verse.\n\nAI (Features)\nOctober saw AI Features improving Human combat features for Alpha 4.0. For first reactions, the behavior was refactored to provide more consistent responses across a range of situations. This was thoroughly tested in the \u2018test cell\u2019 mentioned in previous reports.\n\nThe team continued to iterate on functionality for NPCs healing downed friendlies, including changes to the actor states to ensure the animation flow continues correctly between individual and synchronized animations. A test cell was also created to ensure the medic works consistently across different setups, including from different directions around the patient\u2019s body.\n\nFor ammo and weapon management, the devs looked at reload functionality, including behavior for switching to a sidearm when picking up ammo or looting from bodies and then switching back.\n\nImprovements were also made to NPCs with rocket launchers, who now enter combat even when no cover is available and switch to their sidearm if an enemy gets too close.\n\nThe AI Features and Audio teams partnered to implement and fix wildlines across all AI behaviors, including first reactions, tactics, and investigations.\n\nThe team also debuted the first valakkar gameplay at CitizenCon.\n\n\u201cThis has been a really fun and interesting creature to work on as it is very different from anything else we have in the game so far. We\u2019ll be sharing more details of its implementation and the challenges we\u2019ve faced in the run-up to its release.\u201d AI Features Team\n\nAI (Tech)\nAI Tech continued to support Server Meshing, synchronizing the Subsumption component between dedicated servers so that NPCs continue their assigned behaviors when switching.\n\nThey then implemented the first pass on several features presented during CitizenCon, including improvements to enemy vision perception, which now takes planetary lighting cycles into account.\n\nThe first pass of dynamic cover generation for planets was also completed; this can also be used in other locations with navigation areas. As seen at CitizenCon, the team can now generate cover locations and surfaces at the same time as a navigation mesh.\n\nFunctionality was also added to link \u2018navigation cost volume\u2019 and \u2018navigation exclusion volume\u2019 to areas in different object containers. For example, outpost object containers that feature exclusion or cost volumes can influence how planet navigation mesh is generated.\n\nThey also made improvements to Ship AI features, including planetary surface avoidance, and optimized ship weapon fire validation against allies. They also optimized perception-related components, like vision and hearing. For example, vision zone queries are now faster, while audio stimuli propagation is more accurate as it utilizes a room system graph.\n\nAI (Game Intelligence Development Team)\nThroughout October, the Game Intelligence Development team polished StarScript v1.0 for its internal release. For example, they reduced the loading time for the majority of large containers (e.g. a whole solar system) from 10 to 2 seconds and integrated the new \u2018groups\u2019 look to more clearly differentiate between groups.\n\nThey also introduced min and max zoom ranges in the graph editor to avoid view breaks, stopped the \u2018help\u2019 popup from obscuring task nodes, and implemented the Smart Panel. Graphs are now presented in the same order as their names in the outline, misplaced parallel ports on task nodes were corrected, and displaying two graphs now works correctly too.\n\nThe relationship between the proprieties panel and the selected item on the Smart Panel was improved, while rounded square tasks were integrated into the SmartPanel to mimic the tasks in the graph viewer. Boxes in collapsed groups were enlarged to include long titles, while an icon was added to differentiate activity and mission variables in the outliner.\n\nFinally for StarScript, a QA testing procedure was created to properly test the most important activities and missions.\n\nAnimation\nLast month, the Animation team worked on the valakkar and \u2018space cow\u2019 alongside adjustments to the kopion. They also continued to provide facial animation support for PU characters and prepped for an upcoming narrative shoot.\n\nAnimation are currently supporting Level Design with a number of player-interaction animations for level traversal.\n\nArt (Characters)\nIn October, the Character Art team focused on tasks related to CitizenCon. After the event, the team continued creating the utility and specialist armors, including color and material variants to support factions and missions. Work also began on armors for upcoming events.\n\nThe Character Concept Art team created new armors, including utility battle tech and a super-heavy armor.\n\nArt (Ships)\nOctober saw the Ship team complete the final content review for the RSI Polaris, while the final content tasks are currently in progress for the MISC Starlancer MAX.\n\nThe team is nearly finished with two unannounced vehicles, while several more are approaching their whitebox and greybox reviews. Six additional vehicles will begin production soon, too.\n\nCommunity\nThe Community team began the month supporting Day of the Vara with the Pumpkin Decorating and Killer Klips from Outer Space contests.\n\nAlongside the launch of Alpha 3.24.2, the team published a Patch Watch to spotlight lesser-known features and updates, including improvements to the Character Creator, changes to quantum fuel consumption, and visual and quality-of-life enhancements for Arena Commander.\n\nThe team also attended several Bar Citizen events in the run-up to CitizenCon.\n\n\u201cThe CitizenCon New Wakefield Street Takeover was the largest Bar Citizen we\u2019ve ever attended, with an entire street shut down for the occasion! A massive thank you to the Bar Citizen International team for organizing such a memorable event and to every Citizen who joined us. It was an incredible evening that set the perfect tone for CitizenCon weekend.\n\nHowever, the highlight of October was undoubtedly CitizenCon 2954. With nearly 5000 attendees at Manchester Central, it didn\u2019t just break records, it completely shattered them, becoming the largest Star Citizen event to date.\n\nThis achievement was a true testament to everyone\u2019s hard work, dedication, and commitment, and we\u2019re incredibly grateful to everyone who made the event unforgettable for the entire community. Special thanks go out to the amazing BTS team who worked tirelessly behind the scenes, the talented cosplayers who brought the 'verse to life, and the community booths that added so much energy and excitement to the event. Thank you!\u201d Community Team\n\nEconomy\nThe Economy team continued their ongoing work on Pyro and began implementing some of the balance changes mentioned in previous Monthly Reports.\n\nMission Design\nIn October, the Mission Design team finalized the Save Stanton quest chain. This features three new modular missions. They also created a journal entry for players to track their progression through the event.\n\nThe mission-system refactor progressed, while future \u2018handyman\u2019 missions entered QATR and are currently going through the final polish phase.\n\n\u201cWe had a blast attending CitizenCon, met a lot of backers, had a lot of conversations on missions, and shared our plans for Star Citizen 1.0.\u201d Mission Design Team\n\nThey also planned tasks for future releases alongside the fundamental archetypes for some of the guilds unveiled at CitizenCon.\n\nNarrative\nThe Narrative team tackled a multitude of tasks in the leadup to CitizenCon alongside ongoing work outside of the event. For example, generating mission text and discoverables for Alpha 3.24 point patches and working through the significant amount of text needed to support mission content in Alpha 4.0.\n\nThe team\u2019s major announcement for the month came during The Stars My Destination presentation at CitizenCon, which outlined what Star Citizen 1.0 will look like and the extensive narrative work that will come with it. The talk outlined the introduction of a main story, guilds and factions, and location stories to inject character into the Persistent Universe.\n\nA Whitley\u2019s Guide for the Idris and a Portfolio on Wildstar Racing were published alongside October\u2019s Jump Point, which featured a deep dive into the People\u2019s Alliance of Levski. There was also another drop of Galactapedia entries to check out here.\n\nOnline Technology\nIn October, the Online Services team progressed with features for Alpha 4.0. As part of this, the refactor of the entity subscription service (used for markers) was completed and is currently in testing.\n\nThe backend social-system changes needed for Server Meshing began internal QA testing. The mission system is also starting its first round of testing, with additional features currently in development to support larger coordinated missions.\n\nThe Live Tools team began finalizing a new tool to provide more detailed and powerful access management to Hex. The testing phase began with the player support teams, with their feedback driving future improvements. The work on the new architecture for the internal error reporting pipeline progressed too.\n\nR&D\nThe R&D team spent the last few months supporting the introduction of dynamic weather.\n\nTo support evolving clouds, a compute pass was done to animate the global cloudscape based on local planet properties, such as temperature, humidity, and wind. This data is used as a base to shape cloud fronts, which are then locally refined via procedural noise. This data is also used to build a weather map to allow weather to drive VFX, physics, and gameplay. This currently includes precipitation information as well as the extracted positions of potential lightning locations. An API was also implemented to allow the game to sample these weather attributes from both the GPU and CPU in a consistent, simple, and efficient way.\n\nTo render believable wet weather, support for \u2018rain volume\u2019 rendering was added to the atmosphere raymarcher. Rain volumes are essentially columns of rain underneath heavy clouds that self-shadow alongside casting shadows into the environment. This is important to prevent incorrectly lit scenes where players would expect dense rain volumes to partially block sunlight (most noticeably at dusk and dawn). Also, changes to indirect lighting were implemented to improve the effect of multi-scattering on the atmosphere and clouds (referred to as \"new multi-scatter LUT\" at CitizenCon). Multi-scattering is now aware of cloud presence alongside the atmosphere. As a result, overcast skies are less hazy and blue and cloud tops appear brighter.\n\nTo give moving clouds a smoother look, changes were made to account for their movement when sampling cloud shadows as well as the GPU weather map (the latter directly influencing the appearance of rain volumes). Further improvements are being worked on to reduce the noticeable stepping of cloud shadows when the camera moves, which can often be seen when the sun is set low.\n\nAlso, work on rain volumes inspired a prototype for improved ground fog rendering. This will be cheaper to evaluate and render alongside improving the modeling aspect and lighting. It will also self-shadow and cast shadows, like rain volumes and clouds.\n\nFinally, work began to support and maintain the map storing the accumulated amount of rain. Among other things, this will allow puddles to remain for a while after rain.\n\nVFX\nOctober saw the VFX team supporting various CitizenCon presentations, including those featuring new biomes, base building, and Levski.\n\nThe artists continued to support the Vehicle and Location teams with upcoming deliverables.","de_DE":"PU-Monatsbericht\nOktober 2024\nDer Oktober war ein arbeitsreicher Monat f\u00fcr alle CIG-Mitarbeiter: Patch-Launches, Pyro in der PTU und (nat\u00fcrlich) CitizenCon 2954. Neben diesen gro\u00dfen Ereignissen wurden auch die Fortschritte bei den kommenden Features fortgesetzt. Viele Teams arbeiteten an der Fertigstellung der Inhalte f\u00fcr die Alpha 4.0 im Dezember und 2025. Lies weiter, um alle Details zu erfahren.\n\nDies ist der letzte PU-Bericht in diesem Jahr, der November- und Dezemberbericht folgt im Januar. Wir sehen uns beim n\u00e4chsten Mal!\n\nAI (Inhalt)\nIm letzten Monat hat das KI-Inhaltsteam die sozialen Verhaltensweisen unterst\u00fctzt, die mit Stantons verlassenen Au\u00dfenposten und Siedlungen verbunden sind und f\u00fcr neue Missionsinhalte genutzt werden. Da neutrale Spieler diese Orte besuchen k\u00f6nnen, m\u00fcssen sich die NSCs \"normal\" verhalten, wenn sie nicht bedroht werden oder unter Missionsbedingungen stehen.\n\nDas Team arbeitete auch an Aufgaben f\u00fcr Alpha 4.0, darunter die Validierung der sozialen KI in verschiedenen Stationen rund um Pyro. Au\u00dferdem \u00fcberpr\u00fcften sie Stantons Landezonen, um herauszufinden, wo Verbesserungen vorgenommen werden k\u00f6nnen. Nach weiteren Gespr\u00e4chen will das Team neue Inhalte erfassen, um Stanton und Pyro dynamischere Unterhaltungen zu erm\u00f6glichen.\n\nKI-Direktor Francesco Roccucci war auch Gastgeber der Brave New Worlds-Pr\u00e4sentation auf der CitizenCon, in der es darum ging, KI zum Leben zu erwecken und zu zeigen, wie sie die Kampferfahrungen im Verse beeinflusst.\n\nKI (Features)\nIm Oktober haben die KI-Features die menschlichen Kampffunktionen f\u00fcr Alpha 4.0 verbessert. F\u00fcr die ersten Reaktionen wurde das Verhalten \u00fcberarbeitet, um konsistentere Reaktionen in einer Reihe von Situationen zu erm\u00f6glichen. Dies wurde in der in fr\u00fcheren Berichten erw\u00e4hnten \"Testzelle\" gr\u00fcndlich getestet.\n\nDas Team arbeitete weiter an der Funktionalit\u00e4t f\u00fcr NSCs, die niedergeschlagene Freunde heilen. Dazu geh\u00f6rten auch \u00c4nderungen an den Akteurszust\u00e4nden, um sicherzustellen, dass der Animationsfluss zwischen individuellen und synchronisierten Animationen korrekt weiterl\u00e4uft. Au\u00dferdem wurde eine Testzelle erstellt, um sicherzustellen, dass der Sanit\u00e4ter in verschiedenen Setups konsistent funktioniert, auch aus verschiedenen Richtungen um den K\u00f6rper des Patienten herum.\n\nF\u00fcr das Munitions- und Waffenmanagement haben sich die Entwickler die Nachladefunktionalit\u00e4t angesehen, einschlie\u00dflich des Verhaltens beim Umschalten auf eine Seitenwaffe, wenn man Munition aufhebt oder von Leichen pl\u00fcndert und dann wieder zur\u00fcckwechselt.\n\nVerbessert wurden auch die NSCs mit Raketenwerfern, die jetzt auch dann in den Kampf gehen, wenn keine Deckung vorhanden ist, und zu ihrer Seitenwaffe wechseln, wenn ein Feind zu nahe kommt.\n\nDie Teams f\u00fcr KI-Features und Audio haben gemeinsam an der Implementierung und Verbesserung aller KI-Verhaltensweisen gearbeitet, einschlie\u00dflich erster Reaktionen, Taktiken und Untersuchungen.\n\nAuf der CitizenCon stellte das Team au\u00dferdem das erste Valakkar-Gameplay vor.\n\n\"Die Arbeit an dieser Kreatur hat wirklich Spa\u00df gemacht und war sehr interessant, denn sie unterscheidet sich von allen anderen, die wir bisher im Spiel hatten. Wir werden mehr Details \u00fcber seine Implementierung und die Herausforderungen, denen wir uns im Vorfeld der Ver\u00f6ffentlichung stellen mussten, bekannt geben.\" Team KI-Funktionen\n\nKI (Tech)\nAI Tech hat die Unterst\u00fctzung von Server Meshing fortgesetzt und die Subsumption-Komponente zwischen dedizierten Servern synchronisiert, damit NSCs ihr zugewiesenes Verhalten beim Wechsel beibehalten.\n\nAu\u00dferdem haben sie den ersten Durchlauf mehrerer Features implementiert, die auf der CitizenCon vorgestellt wurden, darunter Verbesserungen der Feindwahrnehmung, die jetzt auch die Lichtzyklen des Planeten ber\u00fccksichtigt.\n\nDer erste Durchlauf der dynamischen Deckungsgenerierung f\u00fcr Planeten wurde ebenfalls fertiggestellt; dies kann auch an anderen Orten mit Navigationsbereichen verwendet werden. Wie auf der CitizenCon zu sehen war, kann das Team jetzt Deckungsorte und Oberfl\u00e4chen gleichzeitig mit einem Navigationsnetz generieren.\n\nAu\u00dferdem wurde eine Funktion hinzugef\u00fcgt, mit der das \"Navigationskostenvolumen\" und das \"Navigationsausschlussvolumen\" mit Fl\u00e4chen in verschiedenen Objektcontainern verkn\u00fcpft werden k\u00f6nnen. So k\u00f6nnen zum Beispiel Au\u00dfenposten-Objektcontainer mit Ausschluss- oder Kostenvolumen beeinflussen, wie das Navigationsnetz des Planeten erstellt wird.\n\nAu\u00dferdem wurden Verbesserungen an der SchiffskI vorgenommen, wie z. B. die Vermeidung von Planetenoberfl\u00e4chen, und die \u00dcberpr\u00fcfung des Waffeneinsatzes von Schiffen gegen Verb\u00fcndete optimiert. Au\u00dferdem wurden wahrnehmungsbezogene Komponenten wie das Sehen und H\u00f6ren optimiert. Zum Beispiel sind die Abfragen von Sichtzonen jetzt schneller, w\u00e4hrend die Ausbreitung von Audiostimuli genauer ist, da sie einen Raumsystemgraphen verwendet.\n\nKI (Game Intelligence Development Team)\nIm Oktober hat das Game Intelligence Development Team StarScript v1.0 f\u00fcr die interne Ver\u00f6ffentlichung aufpoliert. So wurde zum Beispiel die Ladezeit f\u00fcr die meisten gro\u00dfen Container (z. B. ein ganzes Sonnensystem) von 10 auf 2 Sekunden reduziert und der neue \"Gruppen\"-Look integriert, um die Gruppen deutlicher zu unterscheiden.\n\nAu\u00dferdem wurden im Diagrammeditor minimale und maximale Zoombereiche eingef\u00fchrt, um Unterbrechungen der Ansicht zu vermeiden, das Hilfe-Popup verdeckt nun nicht mehr die Aufgabenknoten und das Smart Panel wurde eingef\u00fchrt. Die Diagramme werden jetzt in der gleichen Reihenfolge wie ihre Namen in der Gliederung angezeigt, falsch platzierte parallele Anschl\u00fcsse an Aufgabenknoten wurden korrigiert und die Anzeige von zwei Diagrammen funktioniert jetzt ebenfalls korrekt.\n\nDie Beziehung zwischen dem Eigenschaften-Panel und dem ausgew\u00e4hlten Element im SmartPanel wurde verbessert, w\u00e4hrend abgerundete quadratische Aufgaben in das SmartPanel integriert wurden, um die Aufgaben im Diagramm-Viewer nachzuahmen. K\u00e4stchen in zusammengeklappten Gruppen wurden vergr\u00f6\u00dfert, damit sie lange Titel enthalten, w\u00e4hrend ein Symbol hinzugef\u00fcgt wurde, um Aktivit\u00e4ts- und Missionsvariablen im Outliner zu unterscheiden.\n\nSchlie\u00dflich wurde f\u00fcr StarScript ein QA-Testverfahren erstellt, um die wichtigsten Aktivit\u00e4ten und Missionen richtig zu testen.\n\nAnimation\nIm letzten Monat arbeitete das Animationsteam an der Valakkar und der \"Weltraumkuh\" sowie an der Anpassung des Kopions. Au\u00dferdem wurden die Gesichtsanimationen f\u00fcr die PU-Charaktere weiterentwickelt und die Vorbereitungen f\u00fcr einen bevorstehenden Dreh der Geschichte getroffen.\n\nDas Animationsteam unterst\u00fctzt derzeit das Leveldesign mit einer Reihe von Spielerinteraktionsanimationen f\u00fcr das Durchqueren der Level.\n\nKunst (Charaktere)\nIm Oktober konzentrierte sich das Character Art Team auf Aufgaben im Zusammenhang mit der CitizenCon. Nach dem Event arbeitete das Team weiter an der Erstellung der Gebrauchs- und Spezialr\u00fcstungen, einschlie\u00dflich Farb- und Materialvarianten zur Unterst\u00fctzung der Fraktionen und Missionen. Au\u00dferdem wurde mit der Arbeit an den R\u00fcstungen f\u00fcr die kommenden Events begonnen.\n\nDas Character Concept Art Team entwarf neue R\u00fcstungen, darunter die Utility Battle Tech und eine superschwere R\u00fcstung.\n\nKunst (Schiffe)\nIm Oktober schloss das Schiffsteam die letzte Inhalts\u00fcberpr\u00fcfung f\u00fcr die RSI Polaris ab, w\u00e4hrend die letzten Arbeiten f\u00fcr die MISC Starlancer MAX im Gange sind.\n\nDas Team ist mit zwei unangek\u00fcndigten Fahrzeugen fast fertig, w\u00e4hrend sich mehrere weitere ihren Whitebox- und Greybox-Reviews n\u00e4hern. Sechs weitere Fahrzeuge werden ebenfalls bald in Produktion gehen.\n\nCommunity\nDas Community-Team hat den Monat damit begonnen, den Day of the Vara mit den Wettbewerben \"K\u00fcrbis verzieren\" und \"Killer Klips from Outer Space\" zu unterst\u00fctzen.\n\nParallel zum Start der Alpha 3.24.2 hat das Team einen Patch Watch ver\u00f6ffentlicht, der weniger bekannte Funktionen und Updates vorstellt, darunter Verbesserungen f\u00fcr den Charakterersteller, \u00c4nderungen am Quantentreibstoffverbrauch sowie optische und lebensqualit\u00e4tsverbessernde Verbesserungen f\u00fcr Arena Commander.\n\nAu\u00dferdem hat das Team im Vorfeld der CitizenCon an mehreren Bar Citizen-Events teilgenommen.\n\n\"Die CitizenCon New Wakefield Street Takeover war die gr\u00f6\u00dfte Bar Citizen, an der wir je teilgenommen haben, und eine ganze Stra\u00dfe wurde f\u00fcr diesen Anlass gesperrt! Ein gro\u00dfes Dankesch\u00f6n an das Team von Bar Citizen International f\u00fcr die Organisation eines solch denkw\u00fcrdigen Events und an alle B\u00fcrgerinnen und B\u00fcrger, die sich uns angeschlossen haben. Es war ein unglaublicher Abend, der den perfekten Rahmen f\u00fcr das CitizenCon-Wochenende bildete.\n\nDer H\u00f6hepunkt des Oktobers war jedoch zweifellos die CitizenCon 2954. Mit fast 5000 Teilnehmern im Manchester Central hat sie nicht nur Rekorde gebrochen, sondern das bisher gr\u00f6\u00dfte Star Citizen-Event \u00fcberhaupt.\n\nDiese Leistung war ein echter Beweis f\u00fcr die harte Arbeit, das Engagement und die Hingabe aller Beteiligten, und wir sind allen, die dieses Event f\u00fcr die gesamte Community unvergesslich gemacht haben, unglaublich dankbar. Unser besonderer Dank gilt dem fantastischen BTS-Team, das unerm\u00fcdlich hinter den Kulissen gearbeitet hat, den talentierten Cosplayern, die das Verse zum Leben erweckt haben, und den St\u00e4nden der Community, die der Veranstaltung so viel Energie und Spannung verliehen haben. Vielen Dank!\" Community-Team\n\nWirtschaft\nDas Wirtschaftsteam hat seine Arbeit an Pyro fortgesetzt und damit begonnen, einige der in fr\u00fcheren Monatsberichten erw\u00e4hnten \u00c4nderungen an der Balance umzusetzen.\n\nMissionsdesign\nIm Oktober hat das Missionsdesign-Team die Questkette \"Rettet Stanton\" fertiggestellt. Sie besteht aus drei neuen modularen Missionen. Au\u00dferdem haben sie einen Tagebucheintrag erstellt, mit dem die Spieler\/innen ihren Fortschritt w\u00e4hrend des Events verfolgen k\u00f6nnen.\n\nDie \u00dcberarbeitung des Missionssystems wurde vorangetrieben, w\u00e4hrend die zuk\u00fcnftigen \"Handwerker\"-Missionen in die QATR-Phase aufgenommen wurden und derzeit den letzten Schliff erhalten.\n\n\"Wir hatten einen Riesenspa\u00df auf der CitizenCon, haben viele Unterst\u00fctzer getroffen, viele Gespr\u00e4che \u00fcber Missionen gef\u00fchrt und unsere Pl\u00e4ne f\u00fcr Star Citizen 1.0 vorgestellt. Missionsdesign-Team\n\nNeben den grundlegenden Archetypen f\u00fcr einige der auf der CitizenCon vorgestellten Gilden haben sie auch Aufgaben f\u00fcr zuk\u00fcnftige Ver\u00f6ffentlichungen geplant.\n\nNarrative\nDas Narrative Team nahm im Vorfeld der CitizenCon eine Vielzahl von Aufgaben in Angriff und arbeitete auch au\u00dferhalb der Veranstaltung weiter. So wurden zum Beispiel Missionstexte und Discoverables f\u00fcr die Patches der Alpha 3.24 erstellt und die gro\u00dfe Menge an Text bearbeitet, die zur Unterst\u00fctzung der Missionsinhalte in der Alpha 4.0 ben\u00f6tigt wird.\n\nDie wichtigste Ank\u00fcndigung des Teams in diesem Monat kam w\u00e4hrend der Pr\u00e4sentation \"The Stars My Destination\" auf der CitizenCon, in der das Team darlegte, wie Star Citizen 1.0 aussehen wird und welche umfangreiche erz\u00e4hlerische Arbeit damit verbunden sein wird. In dem Vortrag wurde die Einf\u00fchrung einer Hauptgeschichte, von Gilden und Fraktionen sowie von Ortsgeschichten vorgestellt, die dem persistenten Universum Charakter verleihen.\n\nEin Whitley's Guide f\u00fcr die Idris und ein Portfolio \u00fcber Wildstar Racing wurden zusammen mit dem Jump Point vom Oktober ver\u00f6ffentlicht, der einen tiefen Einblick in die People's Alliance of Levski bot. Au\u00dferdem gab es wieder eine Reihe von Galactapedia-Eintr\u00e4gen, die du dir hier ansehen kannst.\n\nOnline-Technologie\nIm Oktober arbeitete das Team der Online-Dienste an den Funktionen f\u00fcr Alpha 4.0. In diesem Zusammenhang wurde die \u00dcberarbeitung des Abonnementdienstes f\u00fcr Entit\u00e4ten (die f\u00fcr Markierungen verwendet werden) abgeschlossen und befindet sich derzeit in der Testphase.\n\nDie \u00c4nderungen am sozialen Backend-System, die f\u00fcr das Server Meshing ben\u00f6tigt werden, wurden intern getestet. Auch das Missionssystem geht in die erste Testrunde, wobei derzeit zus\u00e4tzliche Funktionen entwickelt werden, um gr\u00f6\u00dfere koordinierte Missionen zu unterst\u00fctzen.\n\nDas Live-Tools-Team begann mit der Fertigstellung eines neuen Tools, das eine detailliertere und leistungsf\u00e4higere Zugangsverwaltung f\u00fcr Hex erm\u00f6glicht. Die Testphase begann mit den Spieler-Support-Teams, deren Feedback in zuk\u00fcnftige Verbesserungen einflie\u00dft. Auch die Arbeit an der neuen Architektur f\u00fcr die interne Fehlermeldungspipeline schritt voran.\n\nF&E\nDas F&E-Team hat die letzten Monate damit verbracht, die Einf\u00fchrung des dynamischen Wetters zu unterst\u00fctzen.\n\nUm die sich entwickelnden Wolken zu unterst\u00fctzen, wurde ein Berechnungsdurchgang durchgef\u00fchrt, um die globale Wolkenlandschaft auf der Grundlage lokaler Planeteneigenschaften wie Temperatur, Luftfeuchtigkeit und Wind zu animieren. Diese Daten werden als Grundlage f\u00fcr die Gestaltung von Wolkenfronten verwendet, die dann lokal durch prozedurales Rauschen verfeinert werden. Diese Daten werden auch verwendet, um eine Wetterkarte zu erstellen, damit das Wetter die VFX, die Physik und das Gameplay beeinflussen kann. Dazu geh\u00f6ren derzeit auch Informationen \u00fcber den Niederschlag und die Positionen potenzieller Blitzstandorte. Au\u00dferdem wurde eine API implementiert, die es dem Spiel erm\u00f6glicht, diese Wetterattribute sowohl von der GPU als auch von der CPU auf konsistente, einfache und effiziente Weise abzurufen.\n\nUm glaubhaftes nasses Wetter zu rendern, wurde dem Atmosph\u00e4ren-Raymarcher Unterst\u00fctzung f\u00fcr das Rendering von \"Regenvolumen\" hinzugef\u00fcgt. Regenvolumina sind im Wesentlichen Regens\u00e4ulen unter schweren Wolken, die sich selbst verdunkeln und Schatten in die Umgebung werfen. Dies ist wichtig, um falsch beleuchtete Szenen zu verhindern, in denen Spieler\/innen erwarten w\u00fcrden, dass dichte Regenmengen das Sonnenlicht teilweise blockieren (besonders auff\u00e4llig in der D\u00e4mmerung). Au\u00dferdem wurden \u00c4nderungen an der indirekten Beleuchtung vorgenommen, um den Effekt der Mehrfachstreuung auf die Atmosph\u00e4re und die Wolken zu verbessern (auf der CitizenCon als \"neue Multi-Streuungs-LUT\" bezeichnet). Die Mehrfachstreuung erkennt nun neben der Atmosph\u00e4re auch die Anwesenheit von Wolken. Dadurch ist der bedeckte Himmel weniger dunstig und blau und die Wolkengipfel erscheinen heller.\n\nUm sich bewegende Wolken glatter aussehen zu lassen, wurden \u00c4nderungen vorgenommen, um ihre Bewegung beim Sampling von Wolkenschatten und der GPU-Wetterkarte zu ber\u00fccksichtigen (letztere hat einen direkten Einfluss auf das Aussehen von Regenmengen). An weiteren Verbesserungen wird gearbeitet, um das auff\u00e4llige Treten der Wolkenschatten bei Kamerabewegungen zu reduzieren, das oft bei tief stehender Sonne zu sehen ist.\n\nDie Arbeit an den Regenvolumina inspirierte auch zu einem Prototyp f\u00fcr ein verbessertes Bodennebel-Rendering. Neben der Verbesserung des Modellierungsaspekts und der Beleuchtung wird es billiger sein, diesen zu bewerten und zu rendern. Au\u00dferdem wird er sich selbst schattieren und Schatten werfen, wie Regenmengen und Wolken.\n\nSchlie\u00dflich wurde damit begonnen, die Karte zu unterst\u00fctzen und zu pflegen, die die angesammelte Regenmenge speichert. Das wird unter anderem daf\u00fcr sorgen, dass Pf\u00fctzen nach dem Regen noch eine Weile bestehen bleiben.\n\nVFX\nIm Oktober unterst\u00fctzte das VFX-Team verschiedene CitizenCon-Pr\u00e4sentationen, unter anderem zu den Themen neue Biome, Basenbau und Levski.\n\nDie Artists unterst\u00fctzten auch weiterhin die Teams f\u00fcr Fahrzeuge und Schaupl\u00e4tze bei den anstehenden Aufgaben.","zh_CN":"PU Monthly Report\nOctober 2024\nOctober was a busy month for all CIG staff, with patch launches, Pyro in the PTU, and (of course) CitizenCon 2954. Alongside these major events, progress on upcoming features continued, with many teams finalizing content for Alpha 4.0 and 2025. Read on for all the details.\n\nTo note, this will be the last PU Report of the year, with November and December\u2019s entry coming in January. We\u2019ll see you next time!\n\nAI (Content)\nLast month, the AI Content team supported the social behaviors tied to Stanton\u2019s derelict outposts and settlements, which will be used for new mission content. As neutral players can visit these locations, NPCs need to behave \u2018normally\u2019 when not under threat or under mission conditions.\n\nThe team also worked on tasks for Alpha 4.0, including validating social AI in various stations around Pyro. They also reviewed Stanton\u2019s landing zones to see where improvements could be made. After additional conversations, the team is looking to capture new content to provide more dynamic conversations to both Stanton and Pyro.\n\nAI Director Francesco Roccucci also hosted the Brave New Worlds presentation at CitizenCon, which included bringing AI to life and how it affects combat experiences in the \u2018verse.\n\nAI (Features)\nOctober saw AI Features improving Human combat features for Alpha 4.0. For first reactions, the behavior was refactored to provide more consistent responses across a range of situations. This was thoroughly tested in the \u2018test cell\u2019 mentioned in previous reports.\n\nThe team continued to iterate on functionality for NPCs healing downed friendlies, including changes to the actor states to ensure the animation flow continues correctly between individual and synchronized animations. A test cell was also created to ensure the medic works consistently across different setups, including from different directions around the patient\u2019s body.\n\nFor ammo and weapon management, the devs looked at reload functionality, including behavior for switching to a sidearm when picking up ammo or looting from bodies and then switching back.\n\nImprovements were also made to NPCs with rocket launchers, who now enter combat even when no cover is available and switch to their sidearm if an enemy gets too close.\n\nThe AI Features and Audio teams partnered to implement and fix wildlines across all AI behaviors, including first reactions, tactics, and investigations.\n\nThe team also debuted the first valakkar gameplay at CitizenCon.\n\n\u201cThis has been a really fun and interesting creature to work on as it is very different from anything else we have in the game so far. We\u2019ll be sharing more details of its implementation and the challenges we\u2019ve faced in the run-up to its release.\u201d AI Features Team\n\nAI (Tech)\nAI Tech continued to support Server Meshing, synchronizing the Subsumption component between dedicated servers so that NPCs continue their assigned behaviors when switching.\n\nThey then implemented the first pass on several features presented during CitizenCon, including improvements to enemy vision perception, which now takes planetary lighting cycles into account.\n\nThe first pass of dynamic cover generation for planets was also completed; this can also be used in other locations with navigation areas. As seen at CitizenCon, the team can now generate cover locations and surfaces at the same time as a navigation mesh.\n\nFunctionality was also added to link \u2018navigation cost volume\u2019 and \u2018navigation exclusion volume\u2019 to areas in different object containers. For example, outpost object containers that feature exclusion or cost volumes can influence how planet navigation mesh is generated.\n\nThey also made improvements to Ship AI features, including planetary surface avoidance, and optimized ship weapon fire validation against allies. They also optimized perception-related components, like vision and hearing. For example, vision zone queries are now faster, while audio stimuli propagation is more accurate as it utilizes a room system graph.\n\nAI (Game Intelligence Development Team)\nThroughout October, the Game Intelligence Development team polished StarScript v1.0 for its internal release. For example, they reduced the loading time for the majority of large containers (e.g. a whole solar system) from 10 to 2 seconds and integrated the new \u2018groups\u2019 look to more clearly differentiate between groups.\n\nThey also introduced min and max zoom ranges in the graph editor to avoid view breaks, stopped the \u2018help\u2019 popup from obscuring task nodes, and implemented the Smart Panel. Graphs are now presented in the same order as their names in the outline, misplaced parallel ports on task nodes were corrected, and displaying two graphs now works correctly too.\n\nThe relationship between the proprieties panel and the selected item on the Smart Panel was improved, while rounded square tasks were integrated into the SmartPanel to mimic the tasks in the graph viewer. Boxes in collapsed groups were enlarged to include long titles, while an icon was added to differentiate activity and mission variables in the outliner.\n\nFinally for StarScript, a QA testing procedure was created to properly test the most important activities and missions.\n\nAnimation\nLast month, the Animation team worked on the valakkar and \u2018space cow\u2019 alongside adjustments to the kopion. They also continued to provide facial animation support for PU characters and prepped for an upcoming narrative shoot.\n\nAnimation are currently supporting Level Design with a number of player-interaction animations for level traversal.\n\nArt (Characters)\nIn October, the Character Art team focused on tasks related to CitizenCon. After the event, the team continued creating the utility and specialist armors, including color and material variants to support factions and missions. Work also began on armors for upcoming events.\n\nThe Character Concept Art team created new armors, including utility battle tech and a super-heavy armor.\n\nArt (Ships)\nOctober saw the Ship team complete the final content review for the RSI Polaris, while the final content tasks are currently in progress for the MISC Starlancer MAX.\n\nThe team is nearly finished with two unannounced vehicles, while several more are approaching their whitebox and greybox reviews. Six additional vehicles will begin production soon, too.\n\nCommunity\nThe Community team began the month supporting Day of the Vara with the Pumpkin Decorating and Killer Klips from Outer Space contests.\n\nAlongside the launch of Alpha 3.24.2, the team published a Patch Watch to spotlight lesser-known features and updates, including improvements to the Character Creator, changes to quantum fuel consumption, and visual and quality-of-life enhancements for Arena Commander.\n\nThe team also attended several Bar Citizen events in the run-up to CitizenCon.\n\n\u201cThe CitizenCon New Wakefield Street Takeover was the largest Bar Citizen we\u2019ve ever attended, with an entire street shut down for the occasion! A massive thank you to the Bar Citizen International team for organizing such a memorable event and to every Citizen who joined us. It was an incredible evening that set the perfect tone for CitizenCon weekend.\n\nHowever, the highlight of October was undoubtedly CitizenCon 2954. With nearly 5000 attendees at Manchester Central, it didn\u2019t just break records, it completely shattered them, becoming the largest Star Citizen event to date.\n\nThis achievement was a true testament to everyone\u2019s hard work, dedication, and commitment, and we\u2019re incredibly grateful to everyone who made the event unforgettable for the entire community. Special thanks go out to the amazing BTS team who worked tirelessly behind the scenes, the talented cosplayers who brought the 'verse to life, and the community booths that added so much energy and excitement to the event. Thank you!\u201d Community Team\n\nEconomy\nThe Economy team continued their ongoing work on Pyro and began implementing some of the balance changes mentioned in previous Monthly Reports.\n\nMission Design\nIn October, the Mission Design team finalized the Save Stanton quest chain. This features three new modular missions. They also created a journal entry for players to track their progression through the event.\n\nThe mission-system refactor progressed, while future \u2018handyman\u2019 missions entered QATR and are currently going through the final polish phase.\n\n\u201cWe had a blast attending CitizenCon, met a lot of backers, had a lot of conversations on missions, and shared our plans for Star Citizen 1.0.\u201d Mission Design Team\n\nThey also planned tasks for future releases alongside the fundamental archetypes for some of the guilds unveiled at CitizenCon.\n\nNarrative\nThe Narrative team tackled a multitude of tasks in the leadup to CitizenCon alongside ongoing work outside of the event. For example, generating mission text and discoverables for Alpha 3.24 point patches and working through the significant amount of text needed to support mission content in Alpha 4.0.\n\nThe team\u2019s major announcement for the month came during The Stars My Destination presentation at CitizenCon, which outlined what Star Citizen 1.0 will look like and the extensive narrative work that will come with it. The talk outlined the introduction of a main story, guilds and factions, and location stories to inject character into the Persistent Universe.\n\nA Whitley\u2019s Guide for the Idris and a Portfolio on Wildstar Racing were published alongside October\u2019s Jump Point, which featured a deep dive into the People\u2019s Alliance of Levski. There was also another drop of Galactapedia entries to check out here.\n\nOnline Technology\nIn October, the Online Services team progressed with features for Alpha 4.0. As part of this, the refactor of the entity subscription service (used for markers) was completed and is currently in testing.\n\nThe backend social-system changes needed for Server Meshing began internal QA testing. The mission system is also starting its first round of testing, with additional features currently in development to support larger coordinated missions.\n\nThe Live Tools team began finalizing a new tool to provide more detailed and powerful access management to Hex. The testing phase began with the player support teams, with their feedback driving future improvements. The work on the new architecture for the internal error reporting pipeline progressed too.\n\nR&D\nThe R&D team spent the last few months supporting the introduction of dynamic weather.\n\nTo support evolving clouds, a compute pass was done to animate the global cloudscape based on local planet properties, such as temperature, humidity, and wind. This data is used as a base to shape cloud fronts, which are then locally refined via procedural noise. This data is also used to build a weather map to allow weather to drive VFX, physics, and gameplay. This currently includes precipitation information as well as the extracted positions of potential lightning locations. An API was also implemented to allow the game to sample these weather attributes from both the GPU and CPU in a consistent, simple, and efficient way.\n\nTo render believable wet weather, support for \u2018rain volume\u2019 rendering was added to the atmosphere raymarcher. Rain volumes are essentially columns of rain underneath heavy clouds that self-shadow alongside casting shadows into the environment. This is important to prevent incorrectly lit scenes where players would expect dense rain volumes to partially block sunlight (most noticeably at dusk and dawn). Also, changes to indirect lighting were implemented to improve the effect of multi-scattering on the atmosphere and clouds (referred to as \"new multi-scatter LUT\" at CitizenCon). Multi-scattering is now aware of cloud presence alongside the atmosphere. As a result, overcast skies are less hazy and blue and cloud tops appear brighter.\n\nTo give moving clouds a smoother look, changes were made to account for their movement when sampling cloud shadows as well as the GPU weather map (the latter directly influencing the appearance of rain volumes). Further improvements are being worked on to reduce the noticeable stepping of cloud shadows when the camera moves, which can often be seen when the sun is set low.\n\nAlso, work on rain volumes inspired a prototype for improved ground fog rendering. This will be cheaper to evaluate and render alongside improving the modeling aspect and lighting. It will also self-shadow and cast shadows, like rain volumes and clouds.\n\nFinally, work began to support and maintain the map storing the accumulated amount of rain. Among other things, this will allow puddles to remain for a while after rain.\n\nVFX\nOctober saw the VFX team supporting various CitizenCon presentations, including those featuring new biomes, base building, and Levski.\n\nThe artists continued to support the Vehicle and Location teams with upcoming deliverables."},"links_count":0,"comment_count":0,"created_at":"2024-11-06T22:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 21:59:31","valid_relations":["images","links"],"prev_id":20281,"next_id":20284}}