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Das Team von Cloud Imperium Games hat ein neues Video zu Star Citizen veröffentlicht. In über 30 Minuten präsentieren Studiogründer Chris Roberts und Marketing VP Sandi Gardiner verschiedene Neuheiten, an denen das Entwicklerstudio derzeit arbeitet.…
Welcome to the Monthly Report for June 2017, our collection of studio reports and videos from our offices around the world showcasing the progress we’ve made over the past month.
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As part of the upcoming 3.0 release, we’re very excited to introduce cargo as a mechanic. To ensure your ship is technically equipped to handle this, we’ve created cargo grids to provide the visual element of transporting commodities like minerals, scrap, and food. The number of commodities you have will manifest as stacks of crates located within the ship’s cargo hold and will be limited in capacity by the dimensions of the grid your ship can use. This system will also allow you to park vehicles and other loose items into the cargo hold, but will limit the amount of grid space you have available for bought or scavenged commodities. Code wrapped up on this feature and design has implemented the new cargo grids into all the ships that can carry cargo.
Engineering also finished implementing the solar system content (or what we’ve been calling object containers) into a hierarchy to ensure that outposts on a moon or planet, as well as space stations in near orbit, are all in the correct planetary grid at all times.
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The team also just provided the much-needed Object Container editing. When creating a gameplay level, we build the level with a combination of Assets and Object Containers. Originally, Object Containers had to be built in the dedicated Object Container level, which, unfortunately, made the contents of the Object Container only editable in the actual Object Container level.
In the previous system, when designers used to build levels with Object Containers, if they wanted to modify the contents of that ObjectContainer, they would need to exit the current level, open the Object Container level, do some tuning, save, export, and then move back to the level. This new tool will allow the designer to edit the contents of an Object Container, save and export all while inside the level. This new workflow will save Design a lot of time.
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The engineers have created a new debug and setup process to help handle vehicle interior damage states. Interior damage states will be changed based on the cumulative health of a ship. The old method was written in flowgraph, but now the process has been integrated into a vehicle component, so that it can be used in various places. This new process should help us find the problem quickly, solve it fast, and get the team back to working on features.
The update process of the Intelligent Flight Control System (IFCS) for our ships has now been converted to a batch update. Because IFCS is very isolated from the physics engine, taking in values like velocity, mass, center-of-mass, etc., and outputting one linear and one angular impulse, there’s no reason IFCS needs to be updated in lockstep with the physics thread. This change will be more efficient, but also hopefully allow a larger number of players on the servers.
The team has now completed the new quantum drive 2.0. We’ve removed the old code that controlled things like VFX and sound FX playback, as well as obstruction detection and alignment code, and moved the targeting of a QT point to the Target Selector on the ship, so the drive only cares about the travel point itself. This made the drive code much simpler and should make it run smoother. Aside from bugfixing, the team also added some features that attach to the quantum drive, such as automatically closing all external doors when doing a jump to prevent accidents by jumping out of a ship traveling at high fractions of the speed of light.
This updated quantum drive is now ready for design and art to start tweaking and implementing on all the ships, as well as for UI to start creating a more realistic feel for how such an event should be handled in-game and incorporate other features like the star map.
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The RSI Aurora went through a final art check this week, so the only remaining work will be from any incoming bugs that pop up while going through design implementation, animation updating, sound, VFX, etc. The team also created fourteen different skins for designers to utilize as well. We’re excited to get this updated version of Star Citizen’s most prolific ship into your hands, and the team here is working hard to make make this a reality.
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The Anvil Terrapin is finalizing its greybox phase, which included setting up the exterior hierarchy, polishing the proxies, baked and migrated animations. For the interior, the artists are polishing the geometry in the cockpit and habitation, and moving into the final art phase. The Terrapin was also sent over to Tech Design to begin their greybox pass on the ship.
Now that the ships are being converted to Item 2.0, the team has also completely reworked the ship stats page on the website to allow for up-to-the-minute stats. The design has now been finalized, the icons finished with refined meaning and everything is currently being updated on the web.
TECH ART
The team implemented the first iteration of the landing springs technology to allow for a more cushioned landing experience on uneven terrain. From here, they will move on to the next step of full visible landing compression on the landing gear, which is slated for after 3.0’s release.
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Tech Art’s role tends to increase the closer you get to a major release as performance begins to take priority over features and asset developments, so they have been reviewing the release builds to identify code and content fixes that would dramatically improve performance. One in particular is called Statoscope. It plots graphs from data logged on a per-frame basis, and provides a way of recording values (e.g. fps, number of drawcalls, etc.) from Star Citizen and showing how they change over the course of a play-through. This really helps our development team find ways to improve performance by identifying massive frame time offenders.
Tech animation improved the format that animations are saved as and then reloaded into other scenes. Due to the amount of characters and lengths of the scenes, they could formerly take up to 50 minutes to load in Maya, but with this improvement, the worst load time has been drastically reduced by over 82%, meaning cinematics won’t be waiting long to make quick iterations.
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On the skinning front, a female transfer mesh has been created and the male transfer mesh has been massively updated. These transfer meshes are used with our skinning tools to automate basic skinning of all new characters. Tech animators can now spend time perfecting the weighting of the mesh allowing for a higher quality and more accurate deformation in less time.
Our tech art team identified an issue where the eyelids on many of the heads had vertex normal issues. They ultimately determined that because the vertices of the eyelids were so close together, the normal would get flipped but only on a few verts. This has now been fixed and characters can now sleep with ease.
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The team has been knocking out countless costumes for Squadron 42 and Star Citizen. Currently in production, the male Navy medical corpsman has entered the high poly phase. Once that’s complete, he will then go on to in-game modeling. Another female character is finishing up her in-game asset then will be sent over to get textured and rigged along with our OMC Undersuits, which have also finished up in-game modeling.
The civilians and the miners of Levski are currently being textured before heading over to rigging and implementation into their final resting place in-game on Delamar.
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The team updated some of the legacy UEE and Pirate armors to not only bring them up to the visual quality of our current assets but allow them to be swappable with all newer armor pieces. We’ve officially started high-poly on some of your favorites and then will be moving onto the in-game modeling and texturing pass.
Along with the new eye options, the team began work on a multitude of hairstyles. These are all in various states of production, but a select group will be ready for 3.0.0.
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An assortment of new characters, like the Male Marine BDU and Male Deckcrew, have been rigged and implemented. They can now be found on the bridge of the Idris or completing their work on the exterior of a ship in the vacuum of space. Lastly, the Female Light Marine armor and Female Explorer Suit have finished up their implementation passes.
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Our narrative team has had a jam-packed month as well. With Item 2.0 coming online, they have been knocking out a massive amount of component and item descriptions needed for 3.0, everything from coolers and quantum drives to armor sets and shirts. They have been getting trained up on handling the localizations of these names and descriptions into DataForge directly, giving them a bit more oversight in making sure that the latest text is appearing in the game. The team wrote approximately 2800 lines worth of generic NPCs to liven up the universe then recorded them in a VO booth down in London. To help keep track of these assets, the team started building a Persistent Universe character tracking sheet to create a single consolidated reference for lines, file names (for all the departments like audio, animation), overall status, and priority for the massive amounts of dialogue for Mission Givers, Generic NPCs and more.
Lastly, the team has been walking through the locations of both Squadron 42 and the PU and writing up documentation of props, posters, signs, branding, and set dressing for more immersive environmental storytelling.
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Eckhart was the big challenge this month. As the first real dynamic Mission Giver, getting Eckhart into the game required collaboration and work from several different teams. The Usables Team created the tech that allowed us to link extraneous objects such as the barstool to other usables like the high bar table, while still registering items on the table properly like the glass in Eckhart’s hand. The Mission System Team created the ability to look for missions with the “Eckhart” tag, figure out what is currently available for players, and pass those via subsumption to the player’s mission log for acceptance/rejection. Between the AI and FPS Programmers, they created an animation technique we’re calling “feather blending” that will allow blending between usable object animations such as a generic sitting animation for a barstool and the animations related to the Mission Giver conversations. And of course, the Subsumption tech/programming team facilitated all of this through the Subsumption tools and the game code that goes with it.
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The team has been tackling 3.0 tasks on a variety of fronts; Pete Mackay worked on a new pass of the master excel where the pricing structure is laid out, called PriceFixer. Pete added all the new ships, ship items, armor suits and some other FPS goodies, and balanced their pricing to fall in line with the most recent design pass of the items. Since the overall design of the items is much further along than before, the gameplay implications of the items are much clearer. Although this required another pass through the items, the team is now able to more accurately predict where their base prices should sit. On top of this, he did an additional pass on mission rewards, insurance prices and respawn timers to accommodate the new missions that are coming online.
Robert Gaither worked on getting NPC’s into some of the main hub areas of our PU landing zones. He started with Grim HEX to prove out the behaviors, but the current plan is to extend these general behaviors to the other landing zones with the goal of giving a general sense of ambiance and life to the levels.
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Josh Coons, in conjunction with Tech Art finished creating the LODs and the damage pass of the Cutlass Black. He also made tweaks to the cockpit area and the rotating nacelles, based on the Tech Art feedback, and has now moved onto creating renders and videos for the website and potential marketing needs.
Chris Smith finished working on modeling and texturing the Aopoa Nox bike. Once the model was complete, he worked with many team members to provide materials for the brochure and release video.
IT/DEVOPS
Server engineering worked closely with DevOps to integrate and test Diffusion in a QA environment. The team started working with gameplay engineering to show them how to best utilize the features Diffusion offers and will continue over the next few months to identify new and old gameplay features that will be best suited as Diffusion services. The eventual goal will move more of the feature logic in Diffusion services to result in higher scalability and optimal performance.
The DevOps team quietly added more hardware to increase network capacity to handle the increasing demands on the build system due to work connected to 3.0. Meanwhile the LiveOps team has completed the build out of the latest server side expansion supporting the latest revision of shopping and subsumption. They’re still tuning and making adjustments but it’s always exciting to see the new services coming on line.
ANIMATION
This month, the animation team started on the NPC usable for counters including shopkeepers and bartenders to help bring these elements to life. Once these are complete a player will be able to walk into a shop to buy weapons, space suits, clothing, ship parts and other such things from NPCs. This will incorporate our wild line system as well, with face animation and audio captured at our mocap shoots. To complete these features, we had to capture a few transition elements that were missing, so we set up a quick mocap shoot in our office to get what we needed. Along with the bartender, we are also implementing the bar stool, so the player will be able to go, sit at a bar stool and order a drink. Finally, we finished the carry system animations. As a player, you can now pick up a standard size box and walk around with it, which means that we have all the needed tech to expand this to a variety of uses.
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The Austin Ship Animation team wrapped up establishing the standard for the cockpit experience, as well as polishing and creating new, improved animations for our next release. In addition to various bug fixes, they worked with the design and programming teams to bring the same level of interactions you get in the cockpit to ship turrets, which includes g-force reactions, hit reactions, as well as g-loc pass out and wake up sequences when you pull too many g’s.
QA
For June, Austin QA has been testing new features and preparing for 3.0, specifically new and overhauled Star Marine weapons, the Crusader moons, Levski, new Missions, the improved mobiGlas interface and apps (particularly StarMap). Now that many more ships have been converted for Item 2.0, each one requires a complete sweep for issues, as well as a review of old issues such as animation and ship idling to see what may have carried over in the new implementations. Stability and performance were also a major focus as well, with Austin QA working closely with our UK counterparts to conduct regular playtests and captures for the state of the game. Squadron 42 testing groups worked closely with the rest of team as well, as new tech means new bugs that are often shared between both groups of testers.
The team also provided additional support for the animation team; handling mocap file cleanup, supporting setup and teardown for pick-up shoots and other tasks that free up the animators to handle important items. New tools and tech are being developed in all four studios, so the team is constantly checking shelved check-ins and binaries for problems and making sure everything is ready before it gets checked in for the rest of the company to use. In the past month, this has included changes to resource management for objects and planets, new build distribution tools, server changes to support subsumption, as well as network code improvements and a refactor of the material manager.
PLAYER RELATIONS
The Player Relations team continued to prepare for upcoming 3.0 work, and can’t wait to give backers the New Player Experience that will go on the website to match the new content coming in game. The Evocati ranks will expand in the coming weeks, and the team welcomed two new hires to expand the team’s overall headcount.
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On the programming side, the team continued to support the cockpit experience sprint, with the goal of making it more dynamic. This included incorporating the physiological effects, such as the black-out and red-out, into the actor status system. That way it is all controlled by one system and can influence other things like the player’s breathing and stamina. This sprint has also improved the g-force animations, and player hit reactions when the ship gets a dynamic impulse.
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We also made improvements to the close combat gameplay. We worked on numerous knife-based and unarmed takedowns, and collaborated with design and animation to make it both look and feel satisfying.
Over the past month, the team has nearly completed converting all the old player and actor code over to the new Actor 2.0 system. Whereas the previous setup just inferred actor states from other variables, the system now has a cleaner interface for serializing between the server and all the clients, which makes writing new player features much more straightforward and makes the code much more reliable.
The brand-new patching system has been incorporated into the internal CopyBuild 3 tool that was developed in Frankfurt and Austin. Now that it’s passed QA’s approval, there has been a limited rollout to the dev team to carry on flushing out any issues with it. So far, it’s looking pretty good, and the people using it are really appreciating the reduced time it now takes to grab the latest build.
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Moving onto the Graphics team, the new render-to-texture system was the key focus this month. This tech has been a major part of the hologram system which will be used for mission briefings, comms calls, mobiGlas and many other situations. The render-to-texture system will also be used for all our new user interfaces and for live-rendering of video-comms from other players.
The team upgraded our exposure-control system to deal with the enormous contrast of lighting in space. The system now takes light from your peripheral vision into account and won’t overly brighten the screen when you are near bright objects and looking into space. The graphics team also added a host of new features to the GPU particle system such as lighting, turbulence and anti-aliasing, the effects of which you’ll be seeing in 3.0.
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The weapons team focused on ship weapons this month, working on the Amon & Reese laser cannons, S1 to S6, and the Klaus and Werner Laser repeater, S1 to S6, along with some associated VFX. On a smaller scale, but just as important, they created a slick looking Heavy Machine gun from Gemini, complete with the iconic cooling system seen on other Gemini guns.
ENVIRONMENT ART
This month, the concept team added another member to its ranks. Their first task will be to look at Orison while also supporting any additional needs for S42 locations.
The Environment art team built some exciting prototypes for procedural cities which will allow us to create vast cities and landing zones on planet surfaces for the Stanton System and beyond. The first test will be to help us integrate Area18 into the sprawling industrial planet of ArcCorp.
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Work continued to flesh out the ‘texture of space,’ and create a greater palette for the artists to make space travel more interesting and will help support the narrative in both the PU and S42. One specific element is our new SpaceDust Shader, which creates large volumes of space dust to help provide a sense of motion. This will be added to the Stanton System for the 3.0 release. Yela’s asteroid belt has also been improved with this new shader type.
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Outpost clusters and additional exterior elements have been finalized, including outpost landing pads, paths, power modules, water collectors, weather stations, relay stations and exterior lighting. The team also completed a branding and dressing pass for different corporate and independent companies who own the outposts for various functions such as mining, hydroponics, habitation and storage. The team also made unique varieties like emergency shelters, abandoned outposts and gang-owned outposts to position around the moons.
The outpost doors and airlocks were switched to the Doors 2.0 system, which allows them to incorporate the different rooms, power systems, oxygen, overrides and hazards.
The team finalized Sand, Dust and Frost materials to help blend the outposts into the moons. Decals have been used to add an extra layer of dirt buildup to help integrate the exterior landing pads and props.
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The team finished all pre-polish and optimization work on the exterior truck-stop pieces and have moved on to finish the interior. They are currently working on the main hub, based off concepts from art direction, developing additional pieces to add more character to the truck-stop, and completing a first pass on the side shops and corridors. Platinum Bay landing services is having its own building set made, so it looks more distinctive; and an Admin office has been created so players have a location to drop off mission related packages. The team blocked out an observation room facing the landings pads, so players can watch ships take off and land from the interior of the station.
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Finally, Admin offices were added to other Stanton locations, such as Port Olisar and Grim HEX. All the 3.0 locations were updated with the new door and airlocks 2.0 system and two new shops have been added to Grim HEX; an independent ship parts trader, and Technotic, an old electronics store that may house a mysterious character.
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The UI team has been cracking along on the new mobiGlas UI and all the various apps that will become available for 3.0. They also worked with the VFX team to combine particle effects and lighting to help ground the UI projection in the game-world environment.
The team drove the second multi-disciplinary sprint for the Starmap app to implement the remaining functional requirements for the 3.0 release. This involved focused collaboration between art, VFX, audio, and engineering teams to help improve the visual fidelity and user experience.
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Basic functional requirements for the new Mission Manager app were implemented this month. This app allows players to view information on available missions, as well as provide the ability to accept, track, and abandon missions which have been accepted, while keeping a log of the previous missions which have been completed or attempted.
Along with the work on the item 2.0 ship conversion, they started implementing the new pilot multi-function displays (MFD) which refines the previous UI setup and adds new information and functionality like managing your ship’s systems.
Finally, the team contributed to the most recent doors and airlocks sprint, where they helped design and implement new status displays for the various airlocks throughout the system utilizing the new render-to-texture tech.
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The Audio team has been involved in lots of different sprints and pipelines this month. The team helped to finish up the actor status system, so that the breathing from the player works alongside dialogue more intelligently, and a new outlaw music logic set was completed which will be reflective of the player’s reputation system. The team also revised the environmental and ambient sound for various locations for the 3.0 release with members of the audio team even attending a character-based sound recording at Shepperton Studios.
Weapon audio completed work on the rail gun and have made steady progress on derelict ship audio and the interior ship audio for the Javelin.
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The Animation team worked closely with gameplay programming to continue developing the take down kill mechanics.
They continued to tweak weapon improvements and created a more flexible system for the jump mechanic to handle more environments and gravity states.
The mobiGlas has been moved from a lookpose to an aimpose, which will allow increased functionality, and had some extra animation added to the enter and exit states to make it feel more connected to the player.
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The team continued to export and test AI combat assets as well as cinematic scenes for design to implement in engine.
The Derby Studio has been busy on 3.0 Mission Givers’ face and body animation and continued to turn around facial animation for SQ42 and future PU releases.
The Mo-Cap team set up the Optitrack system for a quick shoot in the new office space. It was great to see such a quick turnaround of data, from shoot to in-game in a matter of days.
There was another quick Audio/Headcam shoot to pick up some last-minute requests for 3.0 and the team quick edited the facial data and put it into production.
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Derelict versions of the Starfarer, Caterpillar, Constellation and Freelancer are ready to be used in space and on planets for various missions. The team also implemented the necessary tools to correctly place these wrecks on planets so they all conform nicely to the terrain. In addition to this work, the team has been doing a bug-fixing pass to address collision issues and minor art tweaks.
Extensive work is being done on the Eclipse’s cockpit, specifically on the dashboard. The team worked closely with other departments to lock down the layout of the monitors to make sure that the design is appealing and legible. Layout is also an important factor for Item 2.0 as buttons and switches need to be specifically placed within the pilot’s reach to create further interactivity and immersion. The team also worked on the landing gears and the wings.
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The team finalized geometry on the Hull C’s folding section and blocked in materials, then moved onto finishing the mechanical rig to make sure it operates without any collisions. The front of the interior went through an initial lighting pass and is now being polished to make the areas more cohesive. The rear of the interior has been blocked out and each room is now being modeled.
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Fans of the Reclaimer will be pleased to hear that there are only 3 rooms left to go through final art. Over the past month, the team wrapped up final art on the cargo room and the main lift with the goal of maximizing the space to allow for easier transportation of cargo. For the cockpit, the team implemented retractable screens which fold around the player when seated to make the confined area more functional. The team continued work on the bridge area and bridge lift, which provides access to the lower deck, and were thrilled to see the tractor beam seats transition from concept to final art.
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The Level Design team finished their work for the surface outposts and passed them along to the Environment Art team. They also turned over whiteboxes for both the modular hangars and garages to the art team for their visual exploration phase.
With the whiteboxing phase complete, they’re focused on implementing the markup required for all our locations, this involves everything from room systems (breathing), environment interactions (e.g. vaulting), elevators and consoles for spawning ships and vehicles. Levski will have a combination of hangars and garages to spawn ships, as well as vehicles to explore the planetary surface. With the bulk of the work completed on the previously mentioned locations they’re now moving over to the remaining Flagship Landing Zones for the Stanton system. The first ones they will tackle are Area18 and Lorville, followed by Orison and New Babbage.
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The engine team worked on consistent capturing of both atmosphere and sky in cube maps so we can seamlessly blend between global atmosphere and local cube map based lighting. This new system will ultimately give the game a higher level of visual fidelity. They implemented an improved compression algorithm for the new pak file system to allow for more efficient data streaming due to reduced CPU overhead during decompression. This will be part of the new incremental patcher, which is designed to make patches and updates much more efficient.
They also worked on one of our internal tools called the Planet Editor (PlanEd). Artists and designers have several needs for marking areas on a planet (identify where specific objects should be spawned within an ecosystem, areas to be punched out to embed brushes or complex structures such as landing zones, etc.), so the code was unified to make it easier to reuse and extend in the future as more functionality is needed.
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The AI team has been busy as usual. This month, they worked on Buddy AI, where NPCs will intelligently follow a designated leader, and made progress on ship AI, getting it one step closer to be fully controlled via Subsumption.
The team also worked on a sprint that focused on Human Combat. They spent time refining behaviors for first reactions to enemies seen and events heard. The reactions vary in direction and speed, from casual situations, to quick reactions for loud events and so on. This was achieved by triggering the appropriate animation from a start pose to the action intended and once the behavior is verified, they’ll get fully hooked up in game. They also made progress on Friendly Fire to make sure Friendlies are identified correctly in combat situations.
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The Frankfurt VFX team continued to work on effects for the various planet surface types, covering a wide range of effects, from simple footsteps, to weapon impacts, and vehicle tire effects.
They also did some early experimentation with rigid body simulations and the workflow for S42 cinematics. This will cover the many mesh destruction and deformation animations that are required for the S42 single player missions.
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The lighting team brought all surface outposts to final lighting, which included creating a consistent set of lighting fixtures, temperature charts, and rules which we can use to define how each type of outpost looks. The team also created a library of prefabs combining existing props with lighting elements which can be easily iterated on and propagated across all outposts.
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The Tech Art team had a variety of tasks this month. They continued to create numerous Mannequin animation fragments for the Cinematic team.
They implemented the game Entity for the new Kastak Arms Custodian SMG energy weapon with the blocked-out mesh and rig. Now that it’s implemented, other departments like animation and VFX can start working with it in game.
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The team added additional features to our internal Playblast tool to make it easier for the animators to create simple renders of their work, which are primarily used for animation reviews.
Finally, they also made great progress with new weapon dynamics and secondary motions using both in-game physics and simulation. The initial results were very promising, and the secondary animation will add one more level of subtle detail and realism to the verse.
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This month, the Environment Art team worked on the updated material distribution, which will add a more varied breakup of the ecosystem ground materials on the surface of all three moons. The team nearly wrapped up work on the landing pads that will go with the surface outpost to give the players a stable solid landing point on what otherwise might be rough terrain. The surface of Delamar also received its final polish, with geology and materials being updated and fine-tuned. The surface is also getting an FX pass, adding an extra layer of visual interest to the environment and atmosphere. The area surrounding Levski will also have more areas of interest for players to explore.
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In Levski, final touches are being put into the Customs area. All player traffic in and out of Levski will have to go through this checkpoint, so extra effort is being put in to make it both visually interesting and provide a potential deterrent for players trying to smuggle in unwanted goods.
The team also nearly completed work on the garages and will soon be ready to include them in the level. Once this work is completed, players will be able to request a vehicle in the garage and go out and explore Delamar’s surface. The elevators in Levski have also been updated with new models fitting the modular building set that we are using across the game.
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The team finished up the remaining weapon features for 3.0 such as the Railgun cover animations, delayed recoils, and delayed ADS reticle.
They also completed the first iteration of the doors and airlocks and are now implementing the technical hooks for adding VFX and sound effects to make them available for the rest of the team to use. With the help of engineers from the UK and LA offices, the technical design for the network code of the new weapon system is being fleshed out and the overall research phase is coming to an end. The first test implementations will be started as soon as all other 3.0 tasks are completed.
CINEMATICS
Cinematics worked with UK graphics engineering to test out a working version of our brand new “Holographic projection volume entity tech.” This essentially provides a target holographic volume with content, fed from a source scene, that gets rendered into the volume and will allow us to have characters communicating via hologram to characters in a scene or have the hologlobes switch to a scripted mode and show mission briefings, all in real-time without resorting to things like pre-rendered motion graphics. This tech, minus the holographic component, will also be used to stream comms from other ships (cockpits) onto cockpit MFDs or other displays, all in real-time. As usual, the team also made progress across multiple chapters for S42.
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The Frankfurt QA team started testing the new CigDataPatcher in May and testing has continued through into June. Patcher testing is done daily, as well as on the client, Editor, and dedicated game server copied via CigDataPatcher. The main goal is to make sure there are no differences between builds pulled via the new patcher and builds pulled with our current internal build tool, CopyBuild 2. CopyBuild 3 had also been rolled out to QA at the beginning of June and has been in its QA testing phase in conjunction with CigDataPatcher.
Subsumption Editor testing continued to be a regular part of their weekly tasks as new versions with new features become available. QA works closely with Tony Zurovec and Francesco Roccucci to ensure that each Subsumption Editor release is free of anything that could block the development process. The team also spent a good portion of time testing four player gameplay in the Stanton System Persistent Universe level.
SYSTEM DESIGN
The System Design team continued to expand the library of usables for both the PU and S42. The Air Traffic Control also made headway and you should be able to experience this in-game soon. They started work on the FPS companion/buddy AI, including all the orders you can give them and the behaviors needed for those orders to take effect. The Actor Status system is being internally tested right now and is going through its final tweaking and balancing. They also put some finishing touches to the conversation system to allow our Cinematics team to create the best experiences possible.
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The weapons team blocked out numerous universal grip and optics attachments and converted older blocked out items to work with our new attachment rail system. The team did a quick first pass to test them on the existing guns to see how well they work and if any of the designs need to be adjusted.
They also completed the first pass blockout for the Klaus & Werner “Demeco,” light energy machine gun. For ship weapons, they finished the Preacher Armaments Distortion S4-S6 and Upgrade Levels 1-3. They also did a first pass blockout including rough animations for the Klaus & Werner Laser Repeater S1-S3, the Neutron Repeater S1-S3 and the Apocalypse Arms Ballistic Scattergun S1-S3.
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This month we moved 0.3.6A version of Spectrum up to the PTU for regression testing which will test all the backend changes that we’ve made to prepare for the eventual desktop integration.
The team also worked on features that will be in the new 0.3.6 build. The first of which is the forum editor. The new version will be introducing drafts when creating thread posts. The system will save your progress and allow you to move to other threads before returning and finishing your post. The new forum editor will also allow you to do inline images and add more markdown support for increased styling options.
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Another major feature in 0.3.6A is custom roles for your Organization. The team has created a system that will let you see member lists directly from your Spectrum or Management port and then allow you to change the roles of users by visiting their profile. These customs will also have a custom set of permissions in addition to the ones provided by the Org system. This should create flexibility in how Org leaders assign members to groups, how you let them see specific sub-forums or sub chats within your orgs.
Mini profiles are also going to be converted to a more compact setup with a dedicated set of actions. You will now be able to see post counts for all the users as well as their Karma. If you aren’t familiar, Karma is a system that gives you points when people upvote content that you’ve created. The mini profile will also include a hotlink to message people directly rather than navigating through several sub-menus.
In other news, the team laid some important groundwork on the backend for voice. The team worked on the transmission part of our voice infrastructure, specifically how servers will direct and route people to different voice servers and what kind of data channel will work best for transmitting voice along with game data.
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Totally unrelated to Spectrum, the team built a system for 3.0 to handle crashes. Several years ago, the team created a system called Panic that tracks client crashes, so they integrated our Panic system with an UI tool called Sentry to track client crashes, see the repro counts, assign those to developers, link them to JIRA issues, and view regression notifications from the game crashes. The team developed a custom SDK integration with Sentry that’s going to help developers in the testing phases for 3.0.
Otherwise, the main teams continued to work on ‘Welcome to SC’, the new Star Citizen website revamp. Most of the design work is finished for mobile, tablets, and other platforms and have now entered full coding mode.
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Community
We were proud to introduce the next great space bike, the Aopoa Nox! The Nox is a sleek, alien ship design that takes the Dragonfly bike concept and presents it a little differently. We introduced the sale with small interactive RP sessions on Twitter and Spectrum, then followed it up with a cool racing brochure and a beautiful website from the team at Turbulent. We were so excited to see how happy everyone was with their bikes, and can’t wait to let you try them yourselves in Alpha 3.0.
This month’s community shows covered everything from bikes to … the parts that make bikes! Happy Hours included an in-depth look at Items 2.0 and a fun throwback stream to the days of Reverse the Verse. Loremakers opened up more of the galaxy and Bugsmashers showed you some of the first in-engine footage of the Nox.
This summer, Bar Citizens are taking off like a rocket! It seems like there are more of them every weekend, including one week in June where there was a meetup close enough to each of our studios that developers around the world were all able to attend! In Los Angeles, we were on hand to kick off the first ever Food Citizen at a Peruvian restaurant — great food and even better company!
Event planning for our big presentations later this year, Gamescom and CitizenCon, continued and tickets for both went on sale and were gone almost immediately! In the case of CitizenCon last weekend, batches of tickets sold out in under a minute. We’re looking at options for bigger venues for next year and will keep you updated.
Behind the screens, we continued work on the New Player Experience and the long-awaited ship stats updates. The former is aimed at helping new backers learn to fly and navigate the verse, while the latter will provide more accurate, up-to-date ship stats through the website.
We tried a new sort of article for Jump Point this month, turning a design document on thrusters into an article about… well, how we place thrusters. It’s a tribute to the depth of the systems the team is creating for Star Citizen that something so obscure could turn into a pretty interesting guide!
Subscribers had a couple of cool treats this month, including a holographic model of Port Olisar for their hangars, several vault updates covering the development of the Nox and a license to try the Caterpillar free of charge all June. We saw some pretty amazing tricks when the Cat fleets massed, including Caterpillar bowling!
Finally, the Subscriber Town Hall held this month starred the Star Citizen character tech team. Characters are going to be at the heart of Star Citizen, and it’s always great when we can highlight some of the team responsible for the tech that will allow you to create YOUR Star Citizen in the ‘Verse. So, thanks to everyone who participated and thank you especially to the Subscribers who provide the questions each and every month.
Das Entwicklerteam von Cloud Imperium Games hat ein neues Video zu Star Citizen veröffentlicht, in dem sie über verschiedene Neuheiten sprechen, die in Zukunft zum Sci-Fi-Spiel hinzugefügt werden. Darüber hinaus wird die Technologie vorgestellt, die für…
Chris Roberts and Sandi Gardiner host this week’s episode, which explores how we craft our procedural moons. Plus, there’s an extensive update from our F42 offices in the UK.
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Greetings Citizens,
Over the weekend we completely sold out of CitizenCon 2017 tickets, with each round selling out in under a minute. We are incredibly excited to see such a demand, and are looking forward to meeting everyone in Frankfurt later this year.
Today we released another episode of Citizens of the Stars, our weekly show dedicated to showing off amazing community-created content. Special Guests this week are Nightrider who is a Community Moderator for many Star Citizen Twitch streams including our own channel, and Principal Ship Techinical Artist Matt Intreri hops in on the hotseat for another round of Quantum Questions.
On Tuesday, the Lore Team gives us another rich and interesting look at the history in Star Citizen. These posts are rewarding and a joy to read as they help build the history and life of our universe.
Then on Wednesday, the Lore Team is back with another deep dive into the history of one of the many systems in the Star Citizen universe in “Loremaker’s Guide to the Galaxy.” What system will we jump to this week? You’ll have to wait and see here.
On Thursday, Around the Verse returns with an update from Erin Roberts and Foundry 42 in the UK. Check out all of the latest and greatest on what our largest studio has been up to on our YouTube channel.
Lastly, on Friday is the June 2017 Monthly Report! We compile all of the updates from the past month from all of our studios in a lengthy post on our website. Be sure to check it out!
As a reminder to everyone, new Buy Back Tokens will be distributed on July 11th! These tokens do not stack, so make sure to use it before next Tuesday otherwise you won’t get another one until October.
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This week’s theme is “Patch Citizen.” Lots of citizens have created patches as a way to memoralize events related to Star Citizen, like Bar Citizen or Org Meet-ups. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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While the submission isn’t technically about the patch but instead a Bar Citizen… It does have a patch and it’s awesome! Avalean hosted a “Bar Citizen” with some delicious grilled meats, and now I’m hungry.
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It’s Valkyre’s first shot at making his own UEE service patch, and I must say that it came out really well! He goes into some detail about the process (and the challenges) of making his own patch in his post which you can check out below.
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Wicked_Rex has designed two patches for his squad feature Anvil Hornets. Looking forward to see them become real patches to show off to everyone within the community!
Chris Roberts and Sandi Gardiner host this week’s episode, which features an update from Austin and Turbulent. Plus, it explores some of the cool ship effects, like engine trails, being worked on by our VFX team.
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Greetings Citizens,
Last Friday, we introduced you to the Nox. This speedy Xi’an space bike is ideal for everything from open-canopy races to cruising across the moons of Crusader. Many of you have expressed how much you enjoy the design, and we couldn’t be happier to hear that! If you haven’t already checked it out, embrace true speed here before it’s too late.
Earlier today, we released a new episode Citizens of the Stars, our weekly show dedicated to highlighting the amazing creations by our passionate backers. Special Guests this week is SteveCC who has created a really cool text based cargo simulator to play alongside while in Star Citizen Alpha. After that, Senior Producer Rickey Jutley challenges Brian Chambers for Quantum Champion!
On Tuesday, the June Subscriber’s Town Hall will be about character tech! We welcome Technical Director of Content Sean Tracy, Technical Artist Gaige Hallman and Character Artist Omar Aweidah to the show where they’ll be discussing the tech involved in creating characters for the Star Citizen universe, including their work on the upcoming Star Citizen Alpha 3.0! Make sure to tune in on our Twitch channel or YouTube channel at Noon PDT/7 PM UTC to join the discussion.
Also on Tuesday the Lore Team gives us another rich and interesting look at the history in Star Citizen. These posts are rewarding and a joy to read as they help build the history and life of our universe.
Then on Wednesday, our beloved Senior Gameplay Engineer Mark Abent hosts another installment of “Bugsmashers!”, the unique show that intends to reveal one of the critical roles involved with building a video game, smashing bugs.
On Thursday, Around the Verse returns with an update from Jake Ross (ATX Studio) and Benoit Beausejour (Turbulent)!
Lastly, Friday we’re excited to kick back and relax with an old-school broadcast for with you all, so get ready for Happy Hour Community. Beginning at 12pm PDT, you can join Ben Lesnick, Jared Huckaby, Tyler Witkin and myself as we discuss all the hot topics of the week LIVE with you in chat.
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This week’s theme is “3D Print Citizen.” I love 3D Print models and these following submissions show off some of the awesome creativity and hard work from the community. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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Chmee designed this custom mod called X-2 Manta and it looks so sweet. So much in fact that engineering students decided to 3D print the model for their final CAD project. I very much appreciate the attention to detail in the design, and looking forward to more progress on the 3D print.
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Now I know that Ungineer’s model has gotten a lot of attention in the past, but it was so good that I couldn’t ignore it in this theme! It’s currently enjoying a permanent home in the ATX Studio where everyone there can enjoy the amount of work placed into it.
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This full-size Behring P4-SC Rifle looks fantastic! Another beautiful piece of work by RiceMaiden that we enjoyed very much. We hope that you will print more in the future!
Der Bericht, demzufolge das Entwicklerstudio Cloud Imperium Games einen Kredit für das Weltraum-MMORPG Star Citizen aufgenommen hat, schlug große Wellen. Nun gibt es eine offizielle Stellungnahme vom Team, durch welche die ganze Angelegenheit in einem…
In diesem knapp 15 Minuten langen Video zu Star Citizen stellt Lead Writer Dave Haddock sein Lieblings-Sternsystem vor. "Tyrol", so der Name, besteht aus sieben Planeten, die um einen unmittelbar vor der Auslöschung stehenden Doppelstern kreisen. Das…
You lean forward, settle into the contoured form of the Nox. The articulated backplate gently clicks into place, binding you into position. The holographic display flickers to life. You can feel the entire body of the ship hum as the powerful engine spins to life. There’s so much power, gated, waiting to be released. You peer down the start line. Your competitors seem focused. You smile because they don’t know that they’ve already lost. Engines whine as the starter lights begin to cycle. You rev your engine, joining the roars of the other racers as you wait to be unleashed.
Your eyes narrow.
It’s time.
Go.
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EVOLVE
For a century, it has lived on the fringes of racetracks around the Empire. Open-canopy racing enthusiasts had to search far and wide simply to get their hands on a Nox — even an extensively damaged one — and then they’d spend thousands of Credits to rebuild and customize these notoriously fast racers for competition. Now, it’s finally here. Aopoa is proud to unveil the first model of the famed open-canopy racer designed specifically for a Human pilot. With the recent passage of the Human Xi’an Trade Initiative, Aopoa is now bringing the Nox to the UEE and giving racers from all corners of the Empire the opportunity to become one with speed.
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SURPASS
Having only been introduced in the late 28th century, the Nox represents one of the most recent additions to Aopoa’s lineup and was designed as a direct Xi’an response to Human open-canopy vehicles. Introduced into their culture via the Xi’an settlement on Oya III, the inhabitants there learned to love riding space bikes from their Human neighbors. With permission from Emperor Kr.ē, the Aopoa council crafted a sleek hull from lightweight composite materials that provide maximum speed and maneuverability in both atmospheric environments and vacuum. Unleashed, the Nox would bring new grace and elegance to the unadulterated thrills that only open-canopy racing can provide.
READY TO RACE
Learn why the Aopoa Nox is set to lead way with this introduction from the TeXa Racing Club.
The Nox is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar or to fight in Star Citizen. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Nox poster and then once the in-game model is finished you will also be given an in-game Nox mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
If you’d like to add one to your fleet, they’re available in the pledge store until July 3rd, 2017. You can also view a detail of the Nox in the Holo Viewer in the Tech Overview of the ship page, and be sure to enjoy the Aopoa Nox brochure.
As with every Concept Sale, we will also be doing a Q&A post. There will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up!
Disclaimer
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. All ships will be available for in-game credits in the final universe, and they are not required to start the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the final persistent universe launches.
Chris Roberts and Eric Kieron Davis host this week’s episode, which features a studio update from Frankfurt, a Ship Shape focused on the Nox and a deep dive into how we’re creating entire solar systems.
Lead writer Dave Haddock provides insight into one of his favorite systems — Tyrol. Learn about how outlaws came to inhabit this system on the brink of death. Then read Tyrol’s Galactic Guide here.
Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map.
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Greetings Citizens,
Last week I was at E3 and got to meet many of you also in attendance. Getting to talk with backers face-to-face is probably one of the best perks of my job.
If you’ve haven’t heard, we finally announced our plans for CitizenCon 2017! Join us on October 27th, 2017 at the Capitol Theater in Frankfurt as we celebrate another year with our community and take a look at what the team has been working really hard on the upcoming game content. More information about the event and when tickets go on sale can be found here.
Earlier today, we released a new episode of Citizens of the Stars, our weekly show dedicated to highlighting the amazing creations by our passionate backers. Our special guest is Utho Riley, the community composer creating original works inspired by the Star Citizen universe. Then LA QA Manager Vincent Sinatra is in the hot seat to challenge Brian Chambers, the reigning Quantum Champion.
On Tuesday, the Lore Team takes us down a rich and interesting look at a piece of history in Star Citizen. These posts are integral to building out our worlds and breathe life and history into the Star Citizen universe.
Then on Wednesday, Lead Writer Dave Haddock quantum jumps to the Tyrol System ins our bi-weekly show, “Loremaker’s Guide to the Galaxy!”
On Thursday, Around the Verse returns with an update from Brian Chambers and the Foundry 42 Frankfurt Studio! Take a look into the more technical side of building a universe, where our Frankfurt studio is largely responsible for building the tools to build Star Citizen.
And what better way to wrap up the week with a new ship?! We are incredibly excited to unveil the Concept Sale for the Xi’An Nox! It joins the Dragonfly as a sleek and nimble bike built for high speeds. Having one (or several) in your fleet will definitely give your style points!
Lastly, Subscribers can submit questions related to the tech that goes into creating the detailed characters you will discover in the Star Citizen universe. The Town Hall will be held on June 27th at Noon PDT/7 PM UTC and Sean Tracy, Gaige Hallman, and Omar Aweidah will be on hand to answer your questions!
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This week’s theme is “Cosplay Citizen.” With the recent announcement of CitizenCon 2017, I decided to take a look back at all the photos players have shared and found some really great cosplay. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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Sylvok dressed up as a Advocacy Officer Agent for CitizenCon 2015 and turned out really well! Complete with jacket and standard-issue sidearm, Sylvok looks ready for the challenges that all officers in the UEE Advocacy has to deal with!
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Kinshadow visisted us last year during CitizenCon and dressed up as his usual pirate self. We especially like the attention to detail on the helmet in which he created a separate “How-to” post for others wishing to make their own helmet (link in the original post below).
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Dastro’s Big Benny’s Machine cosplay was a big hit at our Gamescom Demo last year. I mean, look at Chris’s face! There was lots of photo opportunites and I’d be lying if I said the team wasn’t looking forward to what he will bring this year.
Chris and Erin Roberts host this week’s episode, which focuses on how serialized variables make networking a game of this size and scope possible. Plus, Los Angeles provides a studio update.
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Greetings Citizens,
I hope you all had a great weekend. Let’s drive right into this week.
Earlier today, we released a new episode of Citizens of the Stars, this time highlighting even more of the amazing content from our community, and a round of Quantum Questions with QA Tester Jub Bauer (spoiler: he is not a fan of Firefly! WHAT?!)
On Tuesday, the Lore Team expands on the rich history and lore of Star Citizen. If you’re looking for full immersion in our universe, checking out these posts should definitely be on your to-do list!
Wednesday is a bad time to be a bug, as Mark “Bugsmasher” Abent has come prepared! Get an inside look at the new Item 2.0 code as Mark Abent smashes a bug that’s keeping weapons from attaching to turetts.
On Thursday, International F5 Day returns to YouTube… I mean… Around the Verse returns with an update from our LA Studio… Make sure to tune in to get a detailed look at what we have been up to in the last month!
Friday is a real treat! Ben Lesnick will be taking us on a trip down memory lane with Wing Commander III LIVE on Happy Hour Museum. Being the second Chris Roberts game that I ever played, I am especially excited for this one!
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This week’s theme is “Video Short Citizen,” highlighting some of the exciting shorts submitted from the Star Citizen community. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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Two for the price of one? That’s right! Utho Riley has done it again with another musical masterpiece, this time accompanied by a beautiful short video showing off the moons coming in Star Citizen Alpha 3.0.
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Deedy has created a super cut version of most of the Star Citizen trailers released so far. This was a quick and exciting watch to help you get pumped before exploring the ‘Verse!
Welcome to Monthly Report for May 2017, our detailed list of what the developers in Los Angeles, Frankfurt, Austin, and the UK have been up to for the past four weeks in both written and video form.
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Our Tech Design, Engineering, and QA teams have made steady progress in their various disciplines to roll out a fleet of ships that operate under the Item System 2.0 system with updated or new items that can be loaded onto them. We’ve now successfully converted the Origin M50 Interceptor to fully utilize this new system since it is a comparatively easier ship to set up while still allowing us to discover issues that we can address for all 49 flyable ships and beyond.
Our first round through the setup procedure allowed us to identify opportunities to create tools that will further speed our implementation time in the future. This attention to detail has really allowed us to balance power usage, heat generation, associate EM and IR signals, and balance hydrogen and quantum fuel consumption across our ships and a lot of insight into how the player could consider upgrading their ship components.
The engineering team also made major strides in the areas of persistence and inventory by creating a technique for clients to request persistent information. This work will be incorporated into several large features in 3.0 such as cargo, shops, commodities, Air Traffic Control, Ships, Players, and more. It will allow game code to query for and modify data for entities that aren’t even spawned, such as selling cargo from a ship that’s landed at a station and hidden away by ATC. These features will also allow game code to correctly re-spawn and orient ships or items that have been abandoned on planets or in space, meaning you can expect the world and your possessions to remain in the same state in between game sessions.
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We’ve made progress on the system which allows one to park their ship inside of another to transport safely from point A to point B. This was based off of a rework of the landing mechanic that’s currently in the game. The new docking areas are set up the same way as landing pads used within the universe, taking components with a different interface and a new mechanism for locking. There has also been some work on the physics of getting the Ursa Rover to sit in the cargo bay of the Constellation Andromeda without popping through walls and jittering.
The team has also now also converted the basic quantum drive to Item 2.0, giving it the ability to store quantum travel and other navpoints. This means that all discovered quantum travel points can be set as travel destinations at any time regardless of distance and signature strength. This also involves working closely with Design on a way to better display them to the player in a logical interface. From here, we can move on to pure 2.0 systems as Quantum Drive now uses the pipe system for fuel and power checks as well as make quantum drive look and sound as awesome as it behaves by connecting VFX and Audio to the actual transit.
This month we’ve implemented a several new features into our Intelligent Flight Control System (IFCS). On the physics side, we’ve implemented an autopilot system to allow AI and any other systems to utilize IFCS, like takeoff, landing or quantum drive, or anywhere a ship control needs to be automated. We’ve also added support for Cinematics to be able to automate the motion of thrusters on ships, so they don’t need to hand animate every thruster action in a cinematic. With this in place, the thrusters on a ship will now behave as intelligently as they do in game.
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Our ship team made steady progress on the RSI Aurora since our last update. The art team has now completed the seat geo for the ES and LN variants and started work on the engines while tech design is implementing these new assets directly into the ship archetype making this our first scratch built Item System 2.0 ship. Also, the Anvil Terrapin’s exterior is nearing completion of the greybox phase and has near final animation.
TECH ART
As you know, the scale of Star Citizen is such that even large teams need some additional support in the form of outsourcing partners. One of the difficulties with outsourcing tends to be ensuring a team’s refined processes are adhered to and all assets that are delivered meet our requirements for easy integration into the game. As you’ve heard about in the past, there are many pipelines and processes within Star Citizen and some are more complicated than others. Onboarding an outsourcing team requires tools that can be installed and run in an external environment with limited support from us in order to save time. So this month, the tech animation team developed a standalone installer that automatically mounts sample assets, tools and documentation, no matter if it’s for Motion Builder or in Maya. We can now easily minimize the ramp-up time for any potential partners and while allowing them to benefit from the extensive internal tools that are developed for our needs.
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Tech animation is responsible for the character’s skeleton and, like all things, creating a character skeleton can be done manually or automatically. Typically, a skeleton rig is not so complex and tends to be somewhat static, so it doesn’t change often, but, when you’re on the cutting edge of technology, updates are often required. For example, an animation engineer may require the addition of a specifically named joint for code purposes, thus requiring changes to all skeletons in the game, which would be a time consuming process if done manually. We’ve now completed our SRC (or Source) rigging scripts and can make these kinds of updates quickly, easily, and bug-free. The time and energy saved is not only for the rigging team, but also for the animation team who will be utilizing these skeletons day to day. A programming analogy would be to think of the rig as a compiled executable. The SRC rigging scripts are the source code. If we need to add something to the skeleton, we update the source code and compile it rather than patching the executable. You just build it anew.
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The tech art team also created a new data structure that will allow players to customize their eye color. This supports the first pass of the character creator where players will be able to select from a preset eye color pallet.
In addition, tech art took advantage of a feature provided by the LA Engineering team that allows the body skin tone to automatically adjust to the skin tone of the face through the magic of item port tags. In the case of NPCs, this will maintain consistency for our characters and in the case of players this will ensure your body always matches your face.
They’ve also created a process to generate SDF (or signed distance field) volume textures, which are used in conjunction with our atmospheric flight model to simulate engine trails. We’ve made solid progress on art tools for our various art teams. One such tool is our “unbevel” tool, which simplifies our LOD (or Level of Detail) creation process to increase performance on anything beyond our first LOD and speed up delivery time for our ship pipeline.
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Finally, this month we’ve taken large steps forward on our procedural system for outposts including color tinting, material variation, and even variation of props and their placement within the outposts.
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Our character team have added more armor suits to the armory. We now have a fully rigged female medium marine and the male heavy outlaw suit going has moved from concept toward final implementation. We’re also far along on many new uniforms, costumes, characters, and heads for Squadron 42. The male OMC light is wrapping up its initial high poly pass and has moved onto in-game mesh creation. The male Shubin miner uniform has begun in-game texturing now that the mesh is complete. A new outlaw uniform has just finished up concepting and is on its way to high poly. Our Female Marine BDU finished up sculpting and is headed to in-game modeling.
With the FOV slider work in-progress for 3.0, the character team also spent time working on our helmet interiors starting with the heavy outlaw and heavy marine which is used by our UI team to establish necessary boundaries.
NARRATIVE
The Narrative spent the month divided. Dave and Will shipped off to the Wilmslow office to spend some time with Design and attend Squadron 42 level reviews with Chris. During that time, they also generated a handful of new scripts for 3.0 to cover [REDACTED][REDACTED] and [REDACTED] which was very exciting to expand upon. Meanwhile, back in the LA office, Adam and Cherie were holding down the fort. Adam was juggling Jump Point articles, News Updates, while working on components for 3.0 while Cherie was maintaining her stalwart battle against chaos on our internal wiki and spearheading several new archiving systems to catalog the massive amounts of performance capture data as well as video captured for our various marketing and community programs.
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QA has been busy supporting the transition into the Item 2.0 conversion by taking an early look at the ships, and determining how to convert all existing checklists to the new 2.0 framework. When making any impact to our game, QA has to test everything, which in this case, included all the different interaction points. Prior, the interaction points were limited to the exit and entrance, but now checks have been added for Ladder Entry/Exit, EVA entry/exit, Power On/Off, Engines On/Off as well as looking ahead for features not yet implemented such as Ejection and cases in which more than one player attempts a particular interaction.
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CLOUD IMPERIUM: AUSTIN
DESIGN
Right now the ATX Design Team is completely focused on things related to 3.0 or near term goals.
First off, the team has been building State Machines for the first few NPCs that we’ll be implementing. To provide a bit of background, a “State Machine” is a way to visualize how the NPC will behave, it not only acts as a behavior tree, but also informs the animation team when and where our animations need to transition between each other. We hand off these state machines to the Animators who then approve the behavior or give it back with feedback. Not only does this drive the animations we need, but also guides the NPC’s behavior setup in Subsumption.
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The Nav Beacon System is a new mechanic that will allow players to create their own roads throughout a given Star System. These are physicalized objects that are deployed through utility mounts and give players visual markers to lock onto for Quantum Travel while in space or, if used on planetary surfaces, will provide a known point to fly towards. Players will be able to grant “Use” access to others as well as “Hack” another person’s beacon, both allows you to use someone else’s Nav Beacon. There are multiple sizes and quality levels that dictate several things: how far they can be seen from and how long they last before they need to be serviced by the Owner. Finally, because they are physical objects you will be able to not only find, but destroy someone else’s Beacon, which should make for some interesting gameplay.
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Finally, the team have been organizing Miles Eckhart’s assets (which are being polished by the animation team in our Derby Office), creating his state machine, and getting his initial behavior up and running in Subsumption. Eckhart will be unlocked to the players by accumulating ‘Reputation’ with him, earned by completing other available missions. Once unlocked, you can visit him for a wide variety of missions. The new “Mission Manager” will drive his selection, but you will be able to choose from anything he currently has available. Setting up this character will provide a lot of great information for future Mission Givers, so we’re looking forward to getting him out there.
PU Game Director Tony Zurovec has had his hands full with several things this month like reviewing mission scenarios for 3.0, but a major part of his focus was on Subsumption. As a reminder, Subsumption is the data-driven and highly abstracted foundation on which all of the AI and mission logic in Star Citizen is constructed. Tony finished the conversion of the Subsumption tech to Linux for integration with our backend services and completed the Shopping Service for game code to start hooking the new shopping tech into.
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Ship Artist Josh Coons has been working on the ship LODs for the Cutlass Black. It’s a very time-consuming task since our LODs are mostly handmade and the ship he’s working on is quite large with many pieces that have to be optimized. In addition to optimizing the mesh, he also reduces the material IDs, as he goes down the LOD chain. This way the mesh will have less draw calls from a distance and be more efficient on the engine.
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This month, the PU Animation Team finished up the two-handed carry animations for a variety of postures (such as standing, crouching and zero-g), a number of crate sizes and even a variety of heights. Code and Tech has hooked it up so that you can retrieve cargo in zero-g, EVA back to your ship and stow your acquired loot in your cargo bay. Animation Director Steve Bender stopped by the office for a visit, so we ended up doing a last minute mocap shoot in our office where he ran around like a crazy person capturing all our FPS starts and stops for a stocked rifle locomotion set. We also took this opportunity to get Sandy Gardiner in the suit and capture some exercise motion for our female characters when they decide to do a workout in our exercise usable. On the second day, lead animator Bryan Brewer hopped in and captured needed animations for the crouching carry animations. Animation worked closely with design to start work on some of the interactable NPCs, such as bartenders and shopkeepers.
The Ship Animation Team continued to improve upon the cockpit experience. They worked with designers and programmers over in the UK to update our gforce blendspace poses, utilize a low pass filter for smoother, smarter camera motion; as well as adjust the cockpit geometry to allow for button presses. In addition to this, we created a system that will allow us to make comms calls within the ships during flight.
IT/DEV OPS
Our Server Engineers have been providing support for the shopping service which communicates with Diffusion and the game systems through our new Diffusion gateway. The gateway allows external/non-Diffusion services to communicate with the game as if they were an internal Diffusion service.
We’ve also focused on integrating the Diffusion code into the primary game development branch that will be deployed with 3.0. This was a massive integration with a lot of moving parts and required a large amount of collaboration between Server Engineering and DevOps. The effort has taken a few weeks to get everything moved over, tested, and in a state where it can be deployed.
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We have also been working on a Service Creation Tool. This tool will provide a simple to use UI allowing engineers to create new services, add/remove or modify components, and management in source control. The output of the tool is a basic service shell and set of source files that are customized for the new service. When complete, this will be a huge time saver and allow new engineers to create services without worrying about any boilerplate work and thus allowing for rapid service development. We have started to add Star Citizen specific extensions to Ooz. For those who don’t know, Ooz was written by Lead Server Engineer Jason Ely and is the scripting language that drives Diffusion. These extensions expose SC-specific constructs to Diffusion, allowing services to provide more intricate support for game-play features which help move the game into a more distributed architecture.
We’ve also continued work on the Router Mesh functionality. This feature distributes services over multiple router endpoints and provides redundant communication paths between other services. The mesh will use a technique to isolate high bandwidth services away from lower bandwidth or more critical services. The primary responsibility of the router mesh is to provide a high level of service availability and performance.
Finally, the DevOps team has been busy optimizing the build and publishing systems. The game builds are growing rapidly as content continues to pour in for 3.0, so we’re constantly tweaking and tuning to keep up with the demands of the dev team. Ahmed and his team have been collecting feedback on network performance from our three locations and comparing that to internal data, so we can optimize network performance wherever possible. This is an ongoing task but we’ve already found some good opportunities for improvement in this area.
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For May, Austin QA worked heavily on regression of bugs, particularly on a massive sweep through our open bugs to see what items are still valid given the new systems and tech coming online for both PU and S42. This allowed us to eliminate a considerable number of bugs before they ever reached development, saving our busy developer cohorts time they would have spent investigating issues that were no longer occurring in the latest builds. Major testing items for our group included actor serialization, multi-threaded resource containers and network transport queue for the Engineering teams. We continued testing the Moons in the Stanton system for any potential issues such as collision and performance testing. New vehicles, ships and FPS items came online throughout the month (including the Behring P8-SC SMG which we were very excited to play with) in addition to testing the continued Item 2.0 implementations. All of which have kept our Arena Commander and Star Marine testers very busy.
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On the new system front, we’ve been working very hard testing the new procedural breathing and stamina system as well as the new Air Traffic Controller system. We’ve also been testing some updates to our current game Launcher – primarily bug fixes to our players but also a few quality-of-life fixes, continued providing additional support for the animation groups here in Austin, including mocap file cleanup, supporting setup and teardown for pick-up shoots and in-game video captures for final reviews. Regular Editor and engine testing has continued as well, with ATX QA completing regular smokes of the subsumption editor, procedural planet tools as well as our normal editor testing.
PLAYER RELATIONS
The Player Relations team has been extremely busy preparing for upcoming 3.0 work. The biggest item that players will see is the New Player Experience that will ultimately go on the website. These are intended to provide helpful guides for new players entering into the Star Citizen universe and help bring them up to speed with the game and its various mechanics.
We’ll also be adding to the Evocati ranks in the coming weeks, and are excited to announce that we’ll be adding headcount in Austin, Manchester, and Frankfurt.
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We’ve completed the initial groundwork for the Air Traffic Controller sprint and moved on to more of the functionality including communicating with the ATC. When you want to land, you can now target the station and, using the player interaction system, select the option to request a landing. You will then start a communication channel with the NPC and have a dialogue with them. We’re currently in the process of implementing this in real world test cases, for example in our PU map we’re setting it up at port Olisar so both requesting your ship as well as landing will all go through the ATC system.
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As part of a push to make Star Citizen more accessible, we’re introducing a new Hint System to lower the initial learning curve for new players. As they take their first steps into Star Citizen universe, various hints will get displayed on the UI after a given amount of time to indicate how to interact with the different systems, such as entering the proximity of the ASOP terminal or letting them know about the mobiGlas feature.
For 3.0, we’ve also changed how the Player Spawns into a level. Currently, each bedroom in the PU map has its own spawn point and then some flowgraph logic to position them correctly in the bed, and play the correct animation. As you can imagine, based on the number of spawn locations in the PU, this is adding up to a lot of flowgraph and setup. Going forwards, we’re creating a new spawn component which can be added to any entity. For example, if this component is added to a bed, we will then assume the player will need to be attached correctly to it and play the normal lie down idle animation automatically. This now means we can now remove a large amount of flowgraph and simplify the setup of the level.
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We’ve made progress on implementing the mission broker and the mission manager systems. These will determine how a mission and all its objectives are presented and given to the player to complete. This system will also track what missions a player already has and how far through the objectives they are.
In the AI Locomotion sprint, we’re spending time refining the way the AI walks and runs around a level. We have found that just following the path which is determined by the path finding code gives a result which looks very unnatural. We’ve now implemented a new path smoothing algorithm which makes AI traverse around corners in a much more natural way, so it doesn’t look like they’re just going from one point to the next. Because they are generally moving to get to a particular place we are currently working on making reaching that point, and going into whatever animation is required, be as seamless as possible.
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The graphics team wrapped up the major features mentioned in our last update such as lit fog, real-time environment probes for planet lighting, and the render-to-texture work for holograms and video comms. In addition to general bug-fixing, they’ve also tweaked our lighting model to improve the appearance of ground reflections of the sun on planets at sunset and sunrise.
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On the FPS weapons side, the UK animation team completed the previs for the new Gemini L86 ballistic pistol and nearly completed the Arrowhead with just some minor polish work left on the reload states.
The takedowns have gone from an implementation pass to a refined animation pass, with concentration on stronger composition, solid posing, clear silhouettes, and polish to the mocap data to better sell the overall action.
The AI animation work is ongoing with improvements to the posing of enemy patrol states and reactions to sight and sound.
The team are also helping to export the remaining gameplay story cinematic scenes, so that design can implement, and better visualize the story within the levels they are working on.
The Derby animation team are finishing off the facial animations for the 3.0 Mission Givers and Eckhart’s body animation is being polished and implemented too. Last week, some of the team attended a PU audio and facial shoot in London. They captured some awesome footage from a great set of actors and we think it will go a long way to fleshing out the Universe.
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The VFX Team have continued tests with the new Lightning Entity, this time focusing on smaller-scale, interior electrical effects. They also tested the features in the new particle system, as provided by the Graphics team including better trail options, and depth-buffer-based collision (required for sparks, for example). The team started the first Levski exterior VFX Pass which includes refinery flames and general ambiance. Flight-ready VFX, including interior damage and thruster effects are now done for the Cutlass rework and the team have continued on the Atmospheric Flight Effects sprint, with heavy focus on playtesting, bug-fixing and testing new features as provided by the Graphics and Engineering teams.
Outside of these features, the team continued ongoing polish on the VFX for new weapons, and reworked versions is continuing up to the 3.0 release.
SHIP ART
The Origin 600i has finished its concept phase and the next ground vehicle has been rocking along. We’re just about to kickoff a whole new round of ships, but can’t spoil which ones.
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In Reclaimer news, the team completed work on the drone room. They were keen to focus on the drone deployment and storage mechanism, and are excited to see this become functional when drones come online. The Engine room has also been completed, making use of re-purposed assets from the Idris where possible. All the reused assets go through a process of re-skinning with Reclaimer materials to make everything feel consistent and cohesive. On the exterior, the damage setup is nearly complete with internal geometry being built to be exposed when the ship takes damage.
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The initial batch of work on the Derelict ships and wreckage elements are coming to an end with support is now in place for design to create mission scenarios based on derelict ships in space or on planets. Material variations of each ship have been created, so that depending on which planet the ships are placed on; they will look visually embedded to the surface type. All that’s remaining for this phase are the technical elements such has LODS, Vis-Areas and Collisions.
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The Gladius cockpit has been revamped and re-lit for the new “Cockpit Experience” sprint.
This has been an exercise in improving the player’s feeling of immersion and has been a collaboration between several departments. From the art side, this was achieved by clearing a channel between the top support screens to reveal the Gatling gun on the nose, making a range of interactive buttons for more interesting animations and remodeling the throttle for improved functionality. The cockpit canopy has been extended for better clarity and new interior lighting has been added to help bring it all to life.
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On the Hull C exterior, the team is nearly finished with the landing gear mechanisms and detailing the inner bay areas, while we create the initial animations and work towards final art. They finished modelling the front section of the interior and the section is getting a detailed lighting pass using the new light groups controller. Once this is complete, the tunnel section and rear engine room will be modeled and lit in the same fashion.
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On the ships weapons front, we have taken the Klaus & Werner styling from the FPS weapons and used that influence to work on a K&W Laser Repeater. At the other end of the spectrum, we also concepted some cool-looking MaxOx Neutron Repeaters.
ENVIRONMENT ART
The Art team continued to hammer away at Shubin mining station interiors and focused on improving the overall “believability” of the structure, by zeroing in on the functionality of the individual areas.
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Adding Texture and Visual Interest to our Space overworld has been a big priority for the 3.0, so the team has turned to giving our Space Scenes a major face-lift with the goal of diversifying environments and adding a unique flavor to each of our locations. Large volumes of inter-planetary space dust have been added and the team re-worked some of the distant nebula in the Stanton System to this end. We also worked on large-scale nebula rendering techniques, using the Pyro System as a test case. These techniques will help us create our interstellar scale nebula.
For Squadron 42, the team delved deeper into the look and feel of the Coil, which plays a major role in the first campaign. The team explored using powerful fluid simulations to help achieve this look.
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For the Truckstop station materials, the team finalized the panels shapes, adding some hue and gloss variation and elements of wear and dirt. The unclad frames are also being finalized, with structural elements surrounding machinery and high frequency detail. They continued to work on the solar panels, trying different ideas out, and getting them to a stage where they gel well with the rest of the truckstop. The team also finalized the main hull pieces and proceeded to the front and back sections of the station. Special consideration is being made to ensure all the pieces work well as a modular set and don’t look visually repetitive. Detailing areas around the landing pad is ongoing and this includes adding more visual complexity to the back of the landing pad as well as the borders around the edge of the pad.
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In relation to the Surface Outposts; more of the archetypal outposts have had a dressing and lighting pass, including an emergency shelter for crashed pilots to take refuge which can be found dotted around the moons. Also, an illegal drug lab, which may, or may not, be on one of the moons. The team also worked on providing further infrastructure to habitation pods including comms arrays, water collectors and small deploy-able communication units.
Planet integration materials for the outpost exterior has been tested and tweaked for sand and ice biomes. This determines the amount of dirt build-up that can vary for each biome, and can be adjusted for each outpost for variation.
Branding prototyping has been explored for procedural locations with the Rayari brand as a test case. This includes the main logos and text, along with secondary logos, idents, lines and signage. This would procedurally swap brands depending on who owns the outpost.
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The live design team plowed ahead with content for the PU, but they’ve made sure to spend a bit of time giving some much-needed love to some of the existing Arena Commander and Star Marine maps. Dying Star has received a new lease of life with the addition of procedural asteroids, which give a more cinematic dogfighting experience. Both of the Star Marine maps have received a number of balancing changes, based on feedback from the community.
In Echo Eleven, we’ve made some adjustments to the capture points, and in Last Stand and Demien we’ve added a sneaky new EVA route from the Marine spawn zone to landing pad B.
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On the UI front, the team chipped away at all the various features of the new MobiGlas. Progress has been made getting the home screen fully functional and displaying elements of the actor status, atmospheric readouts, suit status readouts, as well as personal overview. The Player Loadout Management app is now working on the mobiGlas. This interface should easily carry over to handle ship-loadout customization as well. The next big task is to get the new overhauled Mission Manager and Universal Inventory Manager up and running as well. The team also worked to get the mobiGlas UI to be projected using the new render-to-texture tech, which will make the UI look much more properly integrated within the game world.
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Work has continued on designing and implementing the upcoming character customization menu on the front-end, which will be introduced in 3.0. From here, players will be able to create and customize their various characters for the PU, obviously depending on how many character slots the player has. Initially, the level of customization will be limited, but it will expand in the future to provide much more granular control of character features.
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The audio team has been working on several features for the 3.0 release, including the procedural planet ambiance system, which is designed to place appropriate sounds around the player dynamically as they traverse planetary bodies.
They’ve also refined the approach on how we produce ship armaments and first person weapon audio, further ensuring they’re satisfying for the player, while reflecting player-driven modifications and customization.
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The team produced sound schemes for the different kinds of diegetic user interfaces that will feature in 3.0, including the kiosks – the audio direction of these vary to suit their tech level, and this presents some great opportunities to reinforce their look and feel.
Preparation has begun in earnest for a Foley session at Pinewood Studios, to ensure audio coverage for character clothing and armor; and content to extend the footstep system further. Progress has also been made on the foundational audio tech such as dynamic bank loading, the actor-status system, the audio propagation system, and the music logic system.
In addition, over the past month, the team produced content for derelict ships, bespoke 3.0 location sound design, ship damage VFX audio support, ship audio improvements and more.
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The AI team started a sprint focused on human combat, with the end goal of improving all the combat work done in the previous months into something that represents our final quality. We initially focused on all the shooting functionalities, making sure the basic controls for accuracy and friendly fire are implemented correctly then dove into improving behaviors related to awareness, such as reactions to potential threats seen or heard from a wide range of distances.
They also finished converting the ship AI to a newer updated version, meaning that weapons, shields, and countermeasures now work with the new Item 2.0 system. For now, it also supports the old ships to avoid any compatibility issues that may creep up. This is part of an ongoing effort to move ships away from Kythera AI control and bring us one step closer to fully switching to Subsumption-based AI for all ships.
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The past month, the AI team did some additional work on the AI modules. These modules represent an item that can be attached to a seat (any seat of a spaceship or a turret) and execute a behavior logic defined with the Subsumption editor. You might think of it as a piece of custom software that can be instructed to take control of the same items that are available to a player sitting in the same seat. It might work as an autopilot or autonomously take control of a turret and fire at an enemy target. This feature is crucial in multi-crew ships where the pilot might assign specific activities to the AI modules instead of another player or NPC.
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The System Design team continued working on the Air Traffic Control system, adding conversations with the traffic controller and a smart system for allocating landing pads for pilots wanting to land or take off.
They also updated all our doors to Item 2.0, which now makes them modular and a lot easier to implement. These changes included switchable loadouts for each door, the ability to connect two rooms so air can travel between them and provide the functionality needed for new systems that are already in the works such as breaching, hacking. They also started reworking airlocks so they work better with the room and atmospheric systems.
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The team also did some very rough prototyping work on dynamic advertising which will contextually fill in the in-game panels/screens throughout stations with content that is reflecting the interests of the player that enters its proximity. The same system could be used for showing large scale broadcasts and warnings throughout the universe based on what is happening in the game at that specific moment, either globally or locally.
LIGHTING
Our Lead lighting artist Chris Campbell continued work on the surface outposts (particularly on the habitation sets) and coordinated with the UK Environment Art team to stay in sync with all their updates to assets and dressing.
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Another issue Lighting has been trying to solve for 3.0 is how to improve the amount of visibility on the dark side of the moons. Previously, without any interest objects in the sky, the planet surface would be far too dark since it would have to rely solely on cubemaps, therefore the player wouldn’t be able to see any detail in the environment. Chris worked with the engineers to add another layer of atmospheric glow and irradiance which allowed us to brighten the atmosphere, giving a nice gradient that shows the shape of the horizon and some depth in front of the player. The irradiance provides a base level of brightness on the actual surface geometry, so the player can faintly see themselves as well as the surface around them. Finally, he’s also been providing support for S42 environment lighting and setting visual benchmarks for the levels.
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The Engine Team implemented the initial version of our new IO scheduler which will improve performance by only streaming in textures, meshes, sounds, etc that are being used to stay within a memory budget. Eventually, it will also allow the job manager to better utilize CPU cores in cases where streaming jobs are waiting for IO. Moreover, it will lay the groundwork for a version of the scheduler specifically designed for SSD drives to exploit their superior random disc access properties that will allow for multiple concurrent data streams with high throughput. All in all, this ensures all data is available in time for complex scenes to render without having to wait for LODs and all the related artifacts. Meanwhile the incremental patcher moved into initial internal QA testing. As previously discussed, this system will deliver builds incrementally to devs and gamers alike, so every time you update the game you’ll only need to download what has actually changed or been added since the last time rather than the entire build which will make the update process much faster.
We also revived our internal memory analysis tools for Linux to help find and fix memory leaks on server instances much faster. Memory leaks are one of the contributing factors for server stability and we want them fixed as quickly as possible to make sure servers can run for a long time without issues.
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On the rendering side, the team made several improvements to the atmosphere and night skies as mentioned in the lighting update. The night side of planets and moons now exhibit more details due to scattered moonlight and a visible sky gradient in the distance when close to the terrain surface. They also looked into additional improvements for stronger ground-based haze to further increase visual cues for scene readability and continued working on the Object Container streaming (SolEd as well as PlanEd) and the rewrite of the living entity code is on track.
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The Environment art team continued to work with the Level Designers on Levski’s exterior. Both art and design regularly work closely together to verify that the art is made in a way that doesn’t break any portion of the design. The last layout changes for Levski are coming in and the set dressing pass is close to complete. The area around Levski is also being populated with slightly larger mining structures than what we previously had in. Since the Levski exterior has grown over the past few weeks, it’s also going through an optimization pass with the artists looking into reducing memory consumption wherever applicable and making each individual asset as efficient as possible.
The terrain of Delamar was polished up and both the Assets and Rocks are all being finalized. The team also set up the specific asset scattering presets for the different ecosystem to populate the asteroid with defined objects.
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The overall Planet tech has gotten a couple of new features as well. The overall amount of materials that can be used on the terrain has increased significantly, therefore new materials are being created for the moons to make the surfaces even more diverse from one another. Along with that, the moons also got a performance boost by optimizing which assets are being drawn on the surface of the procedural entities at any given time.
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The Tech Art team worked on multiple Mannequin tasks including animations for both usables and cinematics. In case you are unfamiliar, Mannequin is a tool within Lumberyard that allows us to construct complex interactive character animations. They also refined some of the pipeline tools by adding new features and fixing bugs to make them easier to use and more dependable. The team also prototyped a Vanduul weapon, started R&D on some Physical Simulation for weapons, and fixed some lingering bugs.
VFX
Over the past month, the VFX team continued to work on the particle effects for the planets as well as implemented new animated decals. This now allows us to project certain animated textures onto objects, so it will follow the contours of those objects instead of having them on a flat plane that is roughly aligned to the surface. This helps integrate certain effects into the world a lot more efficiently and with a better result than what we could do previously.
The VFX team also expanded this month. Our newest member will primarily focus on the large amount of cinematics work that needs to be done for Squadron 42, including soft and rigid body simulations as well as destruction particle effects and the scene setups that go along with it.
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This month, the FPS weapons team primarily focused on R&D efforts for weapons skins. They prototyped camouflage patterns, decals and material variations which will set us up for future weapon customization and allow us to quickly and easily create special one-off variants. The ship weapons artists are currently working on the Preacher Armament Distortion Scattergun S1 to S3 and started work on the Apocalypse Arms Ballistic Scattergun S1 to S3.
CINEMATICS
This past month, the Cinematics team focused on a Pre-vis pipeline, with the goal of getting most of the cinematics into the game regardless of whether they are polished or rough. This will help Designers and directors get a better idea of the overall flow and pacing for the full playthrough of Squadron 42. They will be working closely with the Facial and audio team to get a representation of the full performances in the engine.
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They also worked with Kyle Moody from the UK to set up a small motion capture system setup in one of our common areas. These eleven OptiTrack cameras gave us a small capture volume of roughly three meters squared. The cinematics team will primarily use this setup to capture background characters for individual scenes as well as transition animations to help link animations that are not quit aligning. It can also be used to capture quick animations that we can use for outstanding R&D tasks for our Animation engineers, and save the animators some time. The system won’t be set up permanently, but once we have a small list of animations that we want, the team can set it up in about an hour and quickly get what they need.
GAME PROGRAMMING
This month, the Game Programming team did a pass on improving the functionality of doors, then started working on airlocks. Both the doors and airlocks need to be simplified as much as possible and integrated with the latest changes of the Item 2.0 system.
They also started planning the work needed for the improved Weapon System. That new system is based on the Item 2.0 system and will allow the designers to create a wider variety of weapons more easily. It will also address technical issues such as client-side-prediction and server authority. It’s still in the research phase and is a long-term effort however we’re confident that we’re on the right track and implementation can begin within the next few weeks. Finally, they added a few small features to the weapons such as the ability to have different muzzle flash effects or different vent effects based on the current fire mode.
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This month, the QA team welcomed their newest hire, John Lang, who quickly got up to speed and became a primary point of contact for any Game-Dev client issues in Frankfurt. He’s also been heavily involved in various system testing this month, such as the new Stamina System currently being worked on in both the Frankfurt and UK offices. Together with Glenn Kneale they were able to begin the initial testing pass in an effort to gather data for our game programmers to use for bug fixes and overall improvements to the system.
The QA team also worked on testing the patcher, Editor, server connections, and the Star Citizen client using the new pak system in order to catch crashes and differences between builds pulled with the old patcher vs. the new patcher. This is an ongoing test that they perform daily to stay on top of any new issues that arise from build to build.
Additionally, they also spent time testing various multiplayer issues for the Stanton System, which included moon collision testing. They worked extremely close with the engineers to test very specific things in very specific ways to get the data that the engineers are after. The engineers then take those findings to work out fixes for issues and also to improve things such as stability and memory usage.
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TURBULENT
This month, the team’s main goal was to streamline some of the information about the game and make the entry point into Star Citizen better. We aren’t removing any content and RSI will remain the Hub for all Star Citizen development and the Star citizen community, but soon you will see some new designs to the site that will clarify and streamline information about Star Citizen the game, the development, the community and Squadron 42.
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Aside from Design, our content and UX team have been hard at work with the creation of a new player guide. We have been working closely with CIG Player Relations, QA, Marketing and Production departments to consolidate information and generate a guide for new players. This is not an easy task because it’s not easy to identify what we call the “must knows” for the new players. Since the game is in alpha, the player guide will be designed as modular, changing as new patches are released to accommodate the ever-changing menus, UI and additional features. However, we are confident that the work we are doing will support new citizens and further expand our community.
Keep your eyes open for the exciting new site launch.
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Community
Summer is here and the community team has been busy supporting the 3.0 push. May was the busiest month for Bar Citizens ever, with events happening around the world from Boston to Perth, Berlin to Oklahoma City just to name a few. Bar Citizen is a great way to get to know your fellow Citizens, so keep your eyes peeled for one happening near you.
This month on our dedicated community show, Citizens of the Stars, Todd Papy answered the highest voted Quantum Questions, Big JR made a life-sized Artex GSS replica and we had great community guests including Karmola, Alysianah, Captain Richard and Clifford aka Miku.
Josh Herman joined us for another special episode of Happy Hour, in which he created another 3D creature for Star Citizen live for the community.
We ran one of our most fun sales yet, revealing the Eclipse bomber as part of a UEE de-classification scene. The team had a whole lot of fun with social media, putting out little hints and teasers about the ship in the lead up to the reveal.
Sandi spent some time in Austin this month for a Concierge Summit to work out how to better serve our backers. The project they’ve been working on is top secret, but expect to hear more about it soon.
Our Subscribers helped test the Drake Buccaneer all this month, and it sounds like it’s in a good place right now. Next month, they’ll be flying the Caterpillar and anyone who subscribes is welcome to join. Subscribers also received the next item in their holographic flair set, a 3D model of the Icarus One station for their tables.
And speaking of flair, we held a Subscriber Town Hall with members of the Star Citizen props team. The team answered plenty of subscriber questions about their work, and it was a rare opportunity for the community to meet the people making the universe feel lived in.
That was it for the last month. To give you an idea of what to expect this month:
Spectrum will receive a major update that will adds a myriad of new features, including Reddit-style threading and the return of ship forums.
We’ve been spending some time behind the scenes working on the New Player Experience and learning how to best teach new Citizens how to fly. You’ll see the results of that work in the not-too-distant future.
The team has also been busy planning Gamescom and CitizenCon, and we will have a date and further information to announce about CitizenCon shortly.
Today we are pleased to release the latest update to the Spectrum Alpha, 0.3.5. This update incorporates many new features that were requested by you, the Star Citizen community.
View Modes
You can now select your preference for how threads are sorted (hot, last-activity, top, new) in channels via the Settings.
You can now select your preferred thread view mode (nested, classic) via the Settings.
You can now select your preference for how thread replies are sorted (top, new, old) via the Settings.
The forum category default sort setting has been removed and is replaced by a user-specific setting.
The thread type chosen in previous Spectrum versions has been replaced by a user-specific setting pair (sort and view mode)
Threads will now persist your preferred view mode and sort if you change it from your user-specific setting.
Read State
Spectrum now tracks if you read each reply in a thread and will display a yellow unread marker to indicate a reply you have never read.
Tags
A new forum category level setting allow you to enforce that threads must be created with a tag.
You can now bookmark forum tags directly to your sidebar!
You can now browse the tags available for each forum category and community index.
Threads list will now indicate which threads contain posts made using tracked roles in that community (Staff posts will be marked in the SC public community)
Bookmarks
You can now edit your bookmark aliases by visiting the “Manage Bookmarks” view.
Search
New filters are now available to search by author and role within your communities.
This is just another step in making Spectrum the best communication platform for the Star Citizen community.
Click here to read the complete patch notes for 0.3.5
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Greetings Citizens,
For many of us, Summer is upon us and I hope you all managed to stay cool over the weekend. I tried to dodge the heat and make some homemade lemonade and… let’s just say I’ll be sticking to the store bought stuff in the future.
With that, let’s take a look at this week.
Today, Citizens of the Stars introduces us to Oldschool, who has created a series of webcomics highlighting some of the funnier moments in the Star Citizen universe. Also, Junior Counsel Steven “Toast” Kam takes on the hotseat in Quantum Questions. I don’t know about the rest of you, but I am SO ready for Brian Chambers to be de-throned. I’m about ready to take on the hot seat myself and show him how it’s done.
Tuesday, the Lore Team will regale us with yet another detailed lore post. These posts are integral to building out our worlds and breathe life and history into the Star Citizen universe.
Also on Tuesday, we have a Subscriber’s Town Hall with the Props team. Jared Huckaby is joined joined by Ben Curtis and Cory Bamford from the Foundry 42 UK Props Team who are responsible for building a wide variety of items used to dress our in-game environments and ships!
Wednesday we sit down with Senior Writer Will Weissbaum to talk about the Tayac System for another installment of Loremaker’s Guide to the Galaxy.
Thursday. Personally, my favorite day of the week. In fact, Thursday should just be renamed to F5 day! What am I talking about? Around the Verse returns for its weekly update on Star Citizen’s on-going development! ༼ つ ◕_◕ ༽つ
Last but definitely not least, we end the week with May’s Monthly Studio Report! If the regular shows and comm-links were not enough, make sure to head over to the website on Friday for all that juicy information in one place.
That’s all for this week folks! We’ll see you in the ‘Verse!
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This week’s theme is “Podcast Citizen,” highlighting some of the podcast and talk shows from the Star Citizen community. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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The Inforunners is another podcast that talks about newest content in Star Citizen. Like [REDACTED], the most recent episode is all talk on the Aegis Eclipse and the untold truths. Listen to Dasein and Haze give praise to a ship designed to be to excell at delivering a payload.
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[REDACTED] is a popular weekly podcast hosted by popular influencers Twerk17, BoredGamerUK, and WTFOSAURUS. They discuss the news, development, and gameplay from Star Citizen. The most recent episode is all about our new stealth bomber the Aegis Eclipse, and in-game lighting.
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Red Shirt Rabble is from same group who creates The Science in Star Citizen series on YouTube. It’s a general, all-around podcast about everything Star Citizen and is updated regularly to discuss the technical challenges of making Star Citizen, as well as what goes on in-game.
Learn how the implementation of Item 2.0 will affect your ship. Sandi Gardiner and Eric Kieron Davis host this week’s episode, which also features studio updates from Austin and Turbulent.