Star Marine Status Update

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Greetings Citizens,
This week’s Star Marine update is attached; we’re making good progress with the animation work needed to get the first release of the module finished, but as always it’s going to take time to make sure we’re doing it right. The effects of the great merge are also starting to subside; there’s plenty more work to do in that area, but we’re starting to see the light at the end of the tunnel. What follows are the details of the work performed this past week.

The Big Merge
The staging merge to Game-Dev (from main-1.2.0 staging) began earlier this week, and a concerted effort is being made to resolve conflicts that the automated integration system finds as soon as they come up. Conflicts rarely go more than an hour before someone in ATX addresses the conflict themselves, or hits up a developer to do it. We are resolving conflicts nearly 24/7 with folks in Austin covering the weekends, and devs in the UK studio covering manual conflict resolution while the ATX team is asleep, and so on. That said, as of the time of writing we are at 5860 unmerged CLs, out of the 7718 we started with on Wednesday. Progress is being made, but if we keep the same rate we won’t be done for another 6 or 7 days. Once the merge is done, and then there will be time spent on doing a code review and getting Game-dev stable. Which would be about 3 weeks total! We’re going to have one of our engineers here do a manual merge review over the weekend, and allow for a code review during the week, with a cut off of next Friday 9/4. That means next Friday we can begin the work of making FPS work in Game-dev starting on Monday 9/7.

Todd Papy is visiting the team in Austin this week, and is continuing to direct efforts for the developers at all CIG and F42 studios from here. He’s heading to the next stop on his world tour next week, back to Santa Monica. It was great to have him here in Austin to sync up with the Social Module designers and the FPS QA team.

The QA team in Austin was largely booked up with the Social Module PTU releases this week, but they did manage to test some newly implemented features for Star Marine. The short gameplay video on the post shows a good cross-section of new features; the improved cover animation system in action, the new enemy grenade indicator, the personal barricade vfx, and a lucky explosion. Ricochets are a very real safety hazard, folks. Check your fire!

The Gameplay engineers at Illfonic are working on the objective based game mode that will replace Team Elimination. The F42 designers passed it on to them early this week, so they created the capture and scoring entities for the game rules, up to a point where they could test functionality of the systems today. We will be able to quickly enable playtest these changes as soon as the gamedev merge is complete and builds are stable.

Audio
Last week I mentioned that the Foundry 42 audio team did a recording session of a lot of different firearms for use in environmental audio. They made a video for us to review, and it does a great job of illustrating the weapon sounds and the way you can perceive them at a distance, and in different environments. Enclosed hallways, of example, sound different than wide open gallery spaces. I hope to be able to share this with you next week.

Gameplay
Gameplay changes were limited again this week, owing to both the work on the merge and the fact that we’re very happy with the progress made so far. The team worked on merging the streams and resolving merge conflicts (ongoing) and then on general Star Marine bug triage. For the new game mode, being developed now, we’ve finished work on capture object functionality and spawning rules, and the scoring system is now ready for testing.

UI
The UI team is visiting the UK studio at the moment for a global UI summit and sync-up, which includes a review of the ongoing work needed for Star Marine and the Persistent Universe. Expect to hear about the results of this summit next week!

Art
Work on the Devastator Shotgun is done, as you can see in the pictures and attached video! This work is shelved and ready to integrate once the merge is complete. Artists are now focusing on the Arclight material/decal revisions, which you can see in the work-in-progress screenshots (clean and dirty) included in this post. Artists also worked to get line art for helmet interiors for the HUD, which will continue into next week. Character art for the Lobby UI loadout screens are done and approved to add to the UI. Sent them to the UI artist to cut up to add to the Lobby Loading screens. They are static images for now, we will in a future patch, make the lobby screens more dynamic and animated. For now, we want players to know what their options look like. And as you can see, we wanted to give them some personality.

Animation
This week, the animation team finished the first pass for all animations for crouch juke steps. The team worked with an animation programmer in the UK, who helped identify some animation asset errors… now fixed! We also re-baked the right weapon bone to fix weapon orientation in the hand and re-exported all stocked/pistol files. There are not a lot of blockers on the animation side – just a need for more time to implement, test and fix. Base locomotion weapon sets are done, although they need thorough testing and another round of bug fixing. Start/stop/jukes first pass implementations are in but still need code support and tuning. Hurt locomotion sets are currently in progress, as are cover, mantling and sliding. Death animations, rag-doll clean-up and unarmed locomotion sets are also in progress. Work on EVA (Zero-G) will begin once this is complete. Other ongoing tasks include mocap cleanup for player cover animations, work on the pistol mag check animations, repairs to all animations to fix the locomotion locator and edits to the hurt walk fast, run slow and crouch mocap data.
Grüße Bürger,
Das Star Marine Update dieser Woche ist beigefügt; wir machen gute Fortschritte bei den Animationsarbeiten, die notwendig sind, um die erste Version des Moduls fertigzustellen, aber wie immer wird es Zeit brauchen, um sicherzustellen, dass wir es richtig machen. Die Auswirkungen der großen Fusion beginnen ebenfalls nachzulassen; es gibt noch viel mehr Arbeit in diesem Bereich zu tun, aber wir beginnen, das Licht am Ende des Tunnels zu sehen. Im Folgenden finden Sie die Details der in der vergangenen Woche durchgeführten Arbeiten.

Die große Fusion
Die Staging-Fusion zu Game-Dev (von main-1.2.0 Staging) begann Anfang dieser Woche, und es werden gemeinsame Anstrengungen unternommen, um Konflikte zu lösen, die das automatisierte Integrationssystem findet, sobald sie auftreten. Konflikte gehen selten länger als eine Stunde, bevor jemand im ATX den Konflikt selbst anspricht oder einen Entwickler dazu auffordert. Wir lösen Konflikte fast rund um die Uhr mit Leuten in Austin, die die Wochenenden abdecken, und Entwickler im britischen Studio, die manuelle Konfliktlösung abdecken, während das ATX-Team schläft, und so weiter. Das heißt, zum Zeitpunkt des Schreibens sind wir bei 5860 nicht fusionierten CLs, von den 7718, mit denen wir am Mittwoch begonnen haben. Es werden Fortschritte erzielt, aber wenn wir den gleichen Satz beibehalten, werden wir erst in 6 oder 7 Tagen fertig sein. Sobald die Zusammenführung abgeschlossen ist, und dann wird Zeit damit verbracht, einen Code Review durchzuführen und Game-dev stabil zu machen. Das wären insgesamt etwa 3 Wochen! Wir werden einen unserer Ingenieure hier am Wochenende einen manuellen Merge-Review durchführen lassen und einen Code Review während der Woche ermöglichen, mit einem Cutoff vom nächsten Freitag 9/4. Das bedeutet, dass wir am nächsten Freitag mit der Arbeit beginnen können, FPS in Game-dev ab Montag 9/7 zum Laufen zu bringen.

Todd Papy besucht das Team in Austin diese Woche und setzt die Bemühungen für die Entwickler in allen CIG- und F42-Studios von hier aus fort. Er fährt nächste Woche zur nächsten Station seiner Welttournee, zurück nach Santa Monica. Es war großartig, ihn hier in Austin zu haben, um sich mit den Designern des Sozialmoduls und dem FPS QA-Team zu synchronisieren.

Das QA-Team in Austin war mit den PTU-Releases des Sozialmoduls diese Woche weitgehend ausgebucht, aber es gelang ihnen, einige neu implementierte Funktionen für Star Marine zu testen. Das kurze Gameplay-Video auf dem Beitrag zeigt einen guten Querschnitt durch die neuen Features; das verbesserte Cover-Animationssystem in Aktion, die neue gegnerische Granatenanzeige, die persönliche Barrikade vfx und eine glückliche Explosion. Querschläger sind ein sehr ernstes Sicherheitsrisiko, Leute. Überprüft euer Feuer!

Die Gameplay-Ingenieure von Illfonic arbeiten an dem objektiv basierten Spielmodus, der die Team Elimination ersetzen wird. Die F42-Designer gaben es Anfang dieser Woche an sie weiter, also erstellten sie die Erfassungs- und Bewertungseinheiten für die Spielregeln, bis zu einem Punkt, an dem sie die Funktionalität der Systeme heute testen konnten. Wir werden in der Lage sein, den Playtest dieser Änderungen schnell zu aktivieren, sobald die Gamedev-Fusion abgeschlossen ist und die Builds stabil sind.

Audio
Letzte Woche erwähnte ich, dass das Foundry 42-Audioteam eine Aufnahmesitzung mit vielen verschiedenen Schusswaffen für den Einsatz in Umweltaudio durchgeführt hat. Sie haben ein Video für uns gedreht, und es macht eine großartige Arbeit, die Waffengeräusche zu veranschaulichen und die Art und Weise, wie man sie aus der Ferne und in verschiedenen Umgebungen wahrnehmen kann. Geschlossene Flure zum Beispiel klingen anders als weite offene Galerieräume. Ich hoffe, dass ich das nächste Woche mit dir teilen kann.

Gameplay
Die Änderungen im Gameplay wurden diese Woche wieder eingeschränkt, was sowohl auf die Arbeit an der Fusion als auch auf die Tatsache zurückzuführen ist, dass wir mit den bisherigen Fortschritten sehr zufrieden sind. Das Team arbeitete an der Zusammenführung der Streams und der Lösung von Fusionskonflikten (laufend) und dann an der allgemeinen Star Marine Bug Triage. Für den neuen Spielmodus, der jetzt entwickelt wird, haben wir die Arbeit an der Funktionalität von Capture-Objekten und Spawn-Regeln abgeschlossen, und das Scoring-System ist nun bereit für den Test.

UI
Das UI-Team besucht derzeit das britische Studio für einen globalen UI-Gipfel und Synchronisation, der einen Überblick über die laufenden Arbeiten für Star Marine und das Persistent Universe enthält. Erwarten Sie, dass Sie nächste Woche von den Ergebnissen dieses Gipfels erfahren!

Kunst
Die Arbeiten an der Devastator Schrotflinte sind abgeschlossen, wie du auf den Bildern und dem beigefügten Video sehen kannst! Diese Arbeit ist auf Eis gelegt und kann nach Abschluss der Zusammenführung integriert werden. Künstler konzentrieren sich nun auf die Arclight Material-/Decal-Revisionen, die Sie in den Screenshots (sauber und schmutzig) in diesem Beitrag sehen können. Künstler arbeiteten auch daran, Linienkunst für die Helminnenausstattung für das HUD zu bekommen, das bis nächste Woche fortgesetzt wird. Die Charaktergrafiken für die Ladebildschirme der Lobby-Oberfläche sind fertig und werden zur Erweiterung der Benutzeroberfläche freigegeben. Schickte sie an den UI-Künstler, um sie auszuschneiden und den Bildschirmen zum Laden der Lobby hinzuzufügen. Es handelt sich vorerst um statische Bilder, wir werden in einem zukünftigen Patch die Bildschirme der Lobby dynamischer und animierter gestalten. Im Moment möchten wir, dass die Spieler wissen, wie ihre Optionen aussehen. Und wie du sehen kannst, wollten wir ihnen etwas Persönlichkeit verleihen.

Animation
Diese Woche beendete das Animationsteam den ersten Durchgang für alle Animationen für Hocken-Juke-Schritte. Das Team arbeitete mit einem Animationsprogrammierer in Großbritannien zusammen, der half, einige Fehler bei der Animation von Assets zu identifizieren.... jetzt behoben! Wir haben auch den rechten Waffenknochen neu gebacken, um die Waffenausrichtung in der Hand zu fixieren und alle gelagerten/Pistolenakten wieder exportiert. Es gibt nicht viele Blocker auf der Animationsseite - nur ein Bedarf an mehr Zeit zum Implementieren, Testen und Reparieren. Basisbewegungswaffen-Sets sind fertig, obwohl sie gründliche Tests und eine weitere Runde der Fehlerbehebung erfordern. Start/Stop/Jukes First Pass Implementierungen sind in Bearbeitung, benötigen aber immer noch Code-Support und Tuning. Verletzte Lokomotionssets sind derzeit in Arbeit, ebenso wie Abdeckung, Verkleidung und Rutschen. Todesanimationen, Lappenaufräumung und unbewaffnete Fortbewegungs-Sets sind ebenfalls in Arbeit. Die Arbeiten an EVA (Zero-G) werden beginnen, sobald diese abgeschlossen sind. Andere laufende Aufgaben sind die Mocap-Bereinigung für Spieler-Cover-Animationen, die Arbeit an den Pistolenmagazin-Check-Animationen, die Reparatur aller Animationen zur Behebung des Lokomotionslocators und die Bearbeitung von Mocap-Daten für den schnellen Gang, den langsamen Lauf und die Hocken.
Greetings Citizens,
This week’s Star Marine update is attached; we’re making good progress with the animation work needed to get the first release of the module finished, but as always it’s going to take time to make sure we’re doing it right. The effects of the great merge are also starting to subside; there’s plenty more work to do in that area, but we’re starting to see the light at the end of the tunnel. What follows are the details of the work performed this past week.

The Big Merge
The staging merge to Game-Dev (from main-1.2.0 staging) began earlier this week, and a concerted effort is being made to resolve conflicts that the automated integration system finds as soon as they come up. Conflicts rarely go more than an hour before someone in ATX addresses the conflict themselves, or hits up a developer to do it. We are resolving conflicts nearly 24/7 with folks in Austin covering the weekends, and devs in the UK studio covering manual conflict resolution while the ATX team is asleep, and so on. That said, as of the time of writing we are at 5860 unmerged CLs, out of the 7718 we started with on Wednesday. Progress is being made, but if we keep the same rate we won’t be done for another 6 or 7 days. Once the merge is done, and then there will be time spent on doing a code review and getting Game-dev stable. Which would be about 3 weeks total! We’re going to have one of our engineers here do a manual merge review over the weekend, and allow for a code review during the week, with a cut off of next Friday 9/4. That means next Friday we can begin the work of making FPS work in Game-dev starting on Monday 9/7.

Todd Papy is visiting the team in Austin this week, and is continuing to direct efforts for the developers at all CIG and F42 studios from here. He’s heading to the next stop on his world tour next week, back to Santa Monica. It was great to have him here in Austin to sync up with the Social Module designers and the FPS QA team.

The QA team in Austin was largely booked up with the Social Module PTU releases this week, but they did manage to test some newly implemented features for Star Marine. The short gameplay video on the post shows a good cross-section of new features; the improved cover animation system in action, the new enemy grenade indicator, the personal barricade vfx, and a lucky explosion. Ricochets are a very real safety hazard, folks. Check your fire!

The Gameplay engineers at Illfonic are working on the objective based game mode that will replace Team Elimination. The F42 designers passed it on to them early this week, so they created the capture and scoring entities for the game rules, up to a point where they could test functionality of the systems today. We will be able to quickly enable playtest these changes as soon as the gamedev merge is complete and builds are stable.

Audio
Last week I mentioned that the Foundry 42 audio team did a recording session of a lot of different firearms for use in environmental audio. They made a video for us to review, and it does a great job of illustrating the weapon sounds and the way you can perceive them at a distance, and in different environments. Enclosed hallways, of example, sound different than wide open gallery spaces. I hope to be able to share this with you next week.

Gameplay
Gameplay changes were limited again this week, owing to both the work on the merge and the fact that we’re very happy with the progress made so far. The team worked on merging the streams and resolving merge conflicts (ongoing) and then on general Star Marine bug triage. For the new game mode, being developed now, we’ve finished work on capture object functionality and spawning rules, and the scoring system is now ready for testing.

UI
The UI team is visiting the UK studio at the moment for a global UI summit and sync-up, which includes a review of the ongoing work needed for Star Marine and the Persistent Universe. Expect to hear about the results of this summit next week!

Art
Work on the Devastator Shotgun is done, as you can see in the pictures and attached video! This work is shelved and ready to integrate once the merge is complete. Artists are now focusing on the Arclight material/decal revisions, which you can see in the work-in-progress screenshots (clean and dirty) included in this post. Artists also worked to get line art for helmet interiors for the HUD, which will continue into next week. Character art for the Lobby UI loadout screens are done and approved to add to the UI. Sent them to the UI artist to cut up to add to the Lobby Loading screens. They are static images for now, we will in a future patch, make the lobby screens more dynamic and animated. For now, we want players to know what their options look like. And as you can see, we wanted to give them some personality.

Animation
This week, the animation team finished the first pass for all animations for crouch juke steps. The team worked with an animation programmer in the UK, who helped identify some animation asset errors… now fixed! We also re-baked the right weapon bone to fix weapon orientation in the hand and re-exported all stocked/pistol files. There are not a lot of blockers on the animation side – just a need for more time to implement, test and fix. Base locomotion weapon sets are done, although they need thorough testing and another round of bug fixing. Start/stop/jukes first pass implementations are in but still need code support and tuning. Hurt locomotion sets are currently in progress, as are cover, mantling and sliding. Death animations, rag-doll clean-up and unarmed locomotion sets are also in progress. Work on EVA (Zero-G) will begin once this is complete. Other ongoing tasks include mocap cleanup for player cover animations, work on the pistol mag check animations, repairs to all animations to fix the locomotion locator and edits to the hurt walk fast, run slow and crouch mocap data.

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Metadata

CIG ID
14925
Channel
Undefined
Category
Undefined
Series
None
Comments
161
Published
10 years ago (2015-08-29T00:00:00+00:00)