Hi awsed,
we wish you a lot of fun in our community.
Time: Aug 1st 2015, 8:03pm
Profile: awsed
Your Serverteam.
Hi awsed,
we wish you a lot of fun in our community.
Time: Aug 1st 2015, 8:03pm
Profile: awsed
Your Serverteam.
Hallo Predator-Scar,
wir wünschen Dir viel Spaß im Forum.
Zeit: 1. August 2015, 14:44
Profil: Predator-Scar
Das Serverteam.
Alles anzeigenStar Marine Status Update
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Greetings Citizens,
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.It has been another big week for the Star Marine team! We’ve continued our focus on animation-related issues, as we see getting the unified first/third-person animation as our biggest goal. That’s one of the most important things that will carry over into the rest of Star Citizen, in Arena Commander, the Social Module, Squadron 42 and beyond. Other team members are using this time to continue perfecting other systems, including weapons and the general design of the Gold Horizon level. You can find details on our progress and ongoing blockers below. We’ve also included an updated video showing the recent lighting changes to the Gold Horizon level; it should show off the changes a little better than last week. Enjoy!
Please note that next week’s Star Marine update may come the following Monday (August 10 rather than August 7.) We expect it will be all-hands-on-deck to support the Gamescom presentation on Friday!
Gameplay Progress
Netcode! The word should make our blood run cold at this point… but we have this covered. Network programmers at Illfonic and our friends at Wyrmbyte have made performance improvements with regards to player prediction, head look smoothing and body rotation smoothing. The game sends fewer packets and it now spreads out the sends for frame optimization. Player prediction should be greatly improved for our next internal playtest, and these changes are being integrated into material we’re making available for the team heading to Gamescom.
There was plenty of other work on the gameplay side, too. Designers adjusted the ‘ready’ pose of the characters to keep muzzles pointed closer to the center of the screen, making the transition to ADS faster and more intuitive. Overall balance/feel changes include reducing the spread parameters of firing from the ready position while moving, adjusting movement/rotational spread modifiers across all weapons (move more, hit less!) and adjusting armor values based on feedback from playtests. Fixed weapons have been adjusted by remove clients and we’ve re-implemented some content previously disabled including the DoF mask for scoped weapons (sniper rifles) and the third person camera (insert key) in Free Play Practice mode. Playtest feedback has also caused us to adjust the rate of fire for pistol weapons.
Bug fixes are ongoing, too. We’ve stopped the crosshair from appearing in the 3rd person view, something necessary to fulfill the dream of a first person universe. UI will be largely disabled in the third person, much like Arena Commander. We have a temporary fix for an issue that was causing items to randomly teleport around the level, with a permanent change inbound. The personal shield not showing up in players hands is resolved (check out some screenshots of the shield in action!) and we adjusted the muzzle flash in third person view because the VFX was scaling up too much. Issues with the charging station are resolved, and we’ve prevented players from swapping weapons while throwing a grenade (one thing at a time, marines!)
Gameplay Blockers
- Destructible items randomly teleport around the level, need a long-term solution for this.
- Netcode has improved, but it we still see instances of jerky movement from jukes, on stairs, jumping, and stocked weapon animations. Work on this is ongoing.
- Working on tracer offsets when strafing.
- Gadget deploy in the world is inconsistent. When you are placing a mine, you really want to be sure of its location.
- There are issues with the implementation of the Item Port system, as the way items are attached to a space ship are different than when they are attached to a player character. We see issues with magazines staying in place in the world on a reload, issues with characters dying and leaving their items behind in the world. We’ll need support from Paul Reindell to look at this as soon as Gamescom is over.
UI / HUD Progress
Interface work this week includes a new health display art widget in the HUD. We’re still hooking this up to gameplay code so that it properly reports changes in injury states, but it’s looking pretty cool! The old health widget is out and the player heal button prompt is now fully implemented. We also have the directional hit indicator art ready for hookup, with the initial implementation for review scheduled to be play tested early next week. We’ve adjusted the position of the heavy helmet to reduce the amount of screen space it takes up, and we’ve hooked up and debugged issues with chat displayed through the HUD. Finally, we smashed one tricky bug which was causing your gun to be drawn on top of certain HUD widgets. In our next update, we should be able to share some cool UI work… so stay tuned!
Animation Progress
As we’ve mentioned, getting the animation exactly right is our biggest effort right now. This week, animators hooked up the fire animations for the sniper rifle, finished a pass on the crouch start and stop, resolved ongoing crouch ADS issues, reduced weapon recoil animations on the laser rifle and finished work on the third person crouch-to-prone transitions. Whew! We also kicked off work on jukes for pistols, locomotion transitions and gadget throw animations. Lastly, we will also admit to breaking (and then fixing!) the reloading animation while in ADS. Can’t make an omelet without cracking a few eggs!
Many people have asked about the new character rig, and so we’re happy to provide a short update: it’s still undergoing testing by the Lead Animation programmer in Frankfurt, but we received provisional approval earlier today and now hope to have the final rig for the retargeting process first thing Monday morning.Animation Blockers
- Will need to re-target all animations on the new rig.
- Started working on crouch stops, this is ongoing.
- Updates to unarmed and Pistol melee animations have not started yet. Stocked weapons need clean up and balancing.
- Injured locomotion animations not finished, multiple states need clarification.
- EVA style animations for ZeroG not able to be cleaned up and used until we get the new rig. This is needed for ZeroG gameplay on Gold Horizon and SATABall.
Art Progress
Our artists have focused on two major areas where they can continue to improve Star Marine: individual weapons and the overall Gold Horizon map. Weapons work this week included new decals on the P4AR and work on the red dot scope for the ATT4. This scope (used with no magnification) was chosen since we put the Ghost Ring as the default sight on the P4AR. Artists also considered their ‘look and feel’ re-work of Gold Horizon assets, which will be an ongoing item in future reports. This week’s effort included changing stair heights and developing two versions of all panel textures (clean and dirty.) Work on this item will likely continue up until release. This and other art bug fixes are ongoing. Finally, art provided graphics for the lobby UI Free Play practice mode, which will be hooked up next week.
Art Blockers
- We are continuing a re-work of certainly Gold Horizon assets so we can use it as a building block for future releases.
- The team is reviewing 1st person hit reaction HUD mockups, iterating on the look with Chris and the team in the UK. As mentioned previously, this is a big team effort requiring audio, animation, VFX, and HUD UI to make it look and feel just right.
Quelle: https://robertsspaceindustries.com/comm-link/tran…e-Status-Update
Hallo Otibow,
wir wünschen Dir viel Spaß im Forum.
Zeit: 30. Juli 2015, 21:31
Profil: Otibow
Das Serverteam.
Alles anzeigenAround the Verse Episode 55
In this episode we have a Balance Update, SHIP SHAPE, and an interview with Josh Coons! We also have News from Around the Verse and MVP! You know ATV stuff!
00:00 – Empire Report
01:12 – Intro
02:03 – Star Marine Animation and Weapon Test
04:20 – Wwise Audio Test
05:12 – Team Photos!!!
06:31 – News From Around the Verse
15:18 – “Super Extreme Racing” by Glas_Inc
15:59 – Balance update with Calix and Matt
20:19 – Interview with Josh Coons
28:18 – SHIP SHAPE
31:27 – Outro
31:59 – MVP
33:26 – Sneak Peek
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse
Hallo Valkyrie,
wir wünschen Dir viel Spaß im Forum.
Zeit: 29. Juli 2015, 16:09
Profil: Valkyrie
Das Serverteam.
Hallo Thomas Jaeger,
wir wünschen Dir viel Spaß im Forum.
Zeit: 28. Juli 2015, 08:07
Profil: Thomas Jaeger
Das Serverteam.
Hallo Be_Different,
wir wünschen Dir viel Spaß im Forum.
Zeit: 26. Juli 2015, 18:14
Profil: Be_Different
Das Serverteam.
Hallo Magneto,
wir wünschen Dir viel Spaß im Forum.
Zeit: 26. Juli 2015, 15:04
Profil: Magneto
Das Serverteam.
Hallo Mimilein,
wir wünschen Dir viel Spaß im Forum.
Zeit: 25. Juli 2015, 15:16
Profil: Mimilein
Das Serverteam.
Hallo jinnx,
wir wünschen Dir viel Spaß im Forum.
Zeit: 25. Juli 2015, 15:02
Profil: jinnx
Das Serverteam.
Hallo Cybertraxx,
wir wünschen Dir viel Spaß im Forum.
Zeit: 25. Juli 2015, 12:06
Profil: Cybertraxx
Das Serverteam.
Alles anzeigenStar Marine Status Update
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Greetings Citizens,
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.As you can tell, we’ve had a very busy day at Cloud Imperium! But the Merlin and Alpha 1.1.5 aren’t our only focus: work continues on the Star Marine FPS mode. This week, we spent a lot of time focused on general gameplay and the animation system. As Chris discussed on 10 for the Chairman, getting the animation matching the vision is one of our biggest challenges… and it’s important because the technology we premiere here is going to be used throughout Squadron 42 and the persistent universe. It may seem like a lot of extra work right now, but it will all be worthwhile down the road when we’re seeing smoothly animated NPCs and players living in the ‘verse.
We’ve broken this week’s updates down into Gameplay, Animation and Art sections, with information on both our progress and the blockers we’re seeing. We’re attaching two videos to the post to show you how it’s really going: an animation and weapons test above (check out those jukes!) and a Gold Horizon walkthrough below. Enjoy!
Gameplay Progress
On the gameplay side, it was a week of fixes and adjustments! Fixes include a bug with the cover idle animation not playing, issues with cover look-poses, a crash when connecting a second client to a local dedicated server, an issue where the game was swapping to the default weapon on client connect, a problem with weapon offsets affecting ADS and ADS movement lag that we had been seeing! We addressed a bug that was causing the HUD to report a suicide upon connection, an issue with the weapon reticule not fading correctly and a pair of grenade-related bugs: one where swapping grenade types after a throw wasn’t depleting your inventory and another where your fixed weapon would not be selected after running out of grenades. We also finished work from the previous week on the sniper rifle recharge issues. Whew.
On the adjustment side, we greatly improved fidelity and positioning in multiplayer by adjusting movement transitions on the dedicated server. We reduced feedback loops created during cover stance changes by adjusting cover rays to follow the eyes, and we adjusted spawn points for the new Free Play practice mode. This alone improved the playtest significantly; greatly reduced spawn camping! We improved the process for our designers, as well. By updating math to handle procedural offsets for ADS Y axis camera positioning and by working on procedural offsets for weapons, it will be much easier for designers to adjust relative camera positions using ADS without needing to update or redo animations. There was work done on the recharge station, which does not always activate over the network. And it wouldn’t be game development if we weren’t causing more problems for ourselves once in a while: we managed to break (AND FIX) weapon hand placement while firing.
Gameplay Blockers
- Working on smoothing out cover transitions and fixing ADS disconnecting when leaning out of cover, this is ongoing.
- Working on prediction issues causing client aim to not synchronize, this is ongoing.
- Adding Objectives to the Gold Horizon level for Team Elimination game type, will fundamentally slow down the gameplay on the level to encourage more of a capture and hold and careful play style.
Animation Progress
Any week where we get to play with machine guns is a good one! Animation finished updates to the Behring P4AR firing animation this week and kicked off work on the Behring ATT-4 AND the prone-firing for the Devastator Shotgun.
But it wasn’t all rifles and SMGs: we also tweaked jump timing, fixed blending issues with the walk slow and assisted engineers with their cover fixes. We made some great progress polishing walk starts/stops/jukes, some of which you can see in the attached video. We locked down our work on crouch turns and starts, and wie will continue working on crouch stops and the prone mode.
As we mentioned last week, Ragdoll death animations weren’t quite up to snuff (whoa, unintentional pun there.) That video got a lot of comments in the forums. It wasn’t merely a distraction, though: the research done while making that video helped point out an issue with our skeleton. What we found was an issue with the way our character’s skeleton joint orientations were set up. So we spent the last two days working on an updated rig with correct joint orientations to satisfy the requirements of CryEngine. Ivo, our animation specialist in Frankfurt, has a new rig in test now to check against the SDK. Then, he’ll check it against the animation code changes we’ve made specifically for Star Citizen and the end result will be a much improved ragdoll!
Animation Blockers
- Will need a pass to re-target animations on the new character rig.
- Started working on crouch stops, this is ongoing.
- Melee animations have not started yet.
- Injured locomotion animations not finished, multiple states need clarification.
- EVA style animations for ZeroG not able to be cleaned up and used until we get the new rig. This is needed for ZeroG gameplay on Gold Horizon, let alone SATA Ball.
Art
The art team conducted a lighting pass to improve client performance. This included the re-addition of breakable lights (visible in the screenshots and video.) The re-work of Gold Horizon assets continued, with updates to stair heights and panel textures. (In the case of panel textures, we create two of each: clean and dirty. That will let us build more interesting levels more quickly in the future!) We worked with Cort Soest and Sean Tracy from Austin to reduce LODs and improve framerate issues. That work is ongoing, but it’s already showing positive results.
Art and design have continued to work together to improve the flow of the level. This week we added additional signage to Gold Horizon to ease navigation, and we have also updated floor decaling to this same end. Our weapons team certainly wasn’t idle, either: they finished a revision of the P4AR (including updated decals!) and then exported that work for use in other weapons by the same manufacturer.
Art Blockers
- Continuing work on Gold Horizon assets so we can use it as a building block set for future releases.
- Working on 1st person hit reaction HUD mockups, iterating on the look with Chris and the team in the UK. As mentioned previously, this is a big team effort requiring audio, animation, VFX, and HUD UI to make it look and feel right.
Quelle: https://robertsspaceindustries.com/comm-link/tran…e-Status-Update
Hallo MrTento,
wir wünschen Dir viel Spaß im Forum.
Zeit: 24. Juli 2015, 22:25
Profil: MrTento
Das Serverteam.
Alles anzeigenStar Citizen Audio Update
Hello everyone!
We’re proud to present our first iteration of Wwise audio for Star Citizen. Moving over to Wwise sets us up well to support the expansive scope and scale of our game.
We’ve spent some months first migrating our content from our previous middleware solution, then refactoring and reengineering how audio is implemented within CryEngine. We’ve mentioned in previous updates what features it lists, but I’ll go over some of the key points here as to what it brings us. (Warning, the list it isn’t all exclusively glamorous features, and there may be use of terms such as ‘pipeline’, ‘workflow’ and ‘iteration’ coming!)
Reduced dependency between sound designers and audio programmers is probably our first big win. We still need audio programming resources to integrate our sound in the game, for sure. But there’s a lot you can do within Wwise that previously we’d have to define in relatively hard-to-get-to code.
Within Wwise we can:
- Author sound structures, and re-sequence and re-layer sounds to give infinite variability.
- Then use simulation tools to prototype how they’ll behave in a game context.
- Integrate those sounds into game-friendly bank structures, set them to stream from disc/disk or stay resident in main RAM etc.
- Set up the event hooks that get converted to CryEngine triggers and parameters.
- Once implemented, we can then connect to and profile the game itself, and monitor how the game audio is behaving, check for bugs or resource spikes. And mix, change properties of the sounds, all in real time.
That all seems a little dry perhaps, but the more we have this basic pipeline in place and solid, the more time we have to do the something more exciting; like making awesome sounds in the first place, iterating on them, and putting more effort and consideration into how the whole soundscape comes together.
For a game of the scale of Star Citizen, especially as we move into having the Large World online, this is particularly important. Our base tech is the foundation for everything else we do and we can’t begin to look at the funkier features until we’re 100% happy with this integration.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Figure 1: Some screens from the profiler, position editor and mixing layout. Wwise is very grey, but you get used to that. A lot of this though is standard Wwise goodness. With a toolset like this, as well as migrating our previous audio, we’ve already been prepping hosts of new sounds for modules such as FPS, for the PU, all within Wwise already. Many of these will in turn feed into Squadron 42 as well as the larger universe.
With an ongoing release cycle, we need to be able to have confidence in our mix as we progress. To this end, Stefan set up what’s called a Soundcaster session – essentially a pallet of events that one can trigger – that acts as a reference point for setting relative loudness for all types of sounds in the game.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.From here we can determine just how loud guns should be, and just how quiet, say, ambience could be in relation to them. Having this to refer to seems trivial, but simply having this to hand, having a ‘whole project’ perspective at any one time, outside of running the game itself, makes it much more possible to ensure we’re working to similar loudness standards; one fewer thing to worry about and another step towards a higher quality experience.
Here are some words from other members of the team on what the Wwise move brings and some samples of Wwise in action!
Graham Phillipson, Audio Programmer
From a code perspective Wwise allows us to trigger events that are more powerful than just “play sound” and “stop sound”. This means that in many cases we can add simple audio hooks into the game and the sound designers can use them to trigger complex audio events that play/stop sounds, affect mix changes and change switch and parameter states. It’s also been really good for profiling and debugging; when we connect to the game we can see graphs of instance counts, CPU usage, stream counts and bandwidth and memory usage, and mix trees. Solo and mute functions are also useful debugging tools. The 3d object viewer gives us a good illustration of what sounds are playing in the game world without all those pesky game graphics getting in the way.
Luke Hatton, Senior Sound Designer
Having joined the team last July when we were using our previous audio middleware solution through to this release, it’s great to finally be settled in Wwise with our audio content migrated over. Just recently, hearing Betty again in the cockpit and ship enter/exit mechanical parts working again in the new sound engine has been very rewarding. For us, working internally, the start of the Wwise conversion process meant that many months ago we started again with no sound at all in our internal build, and it has slowly been sonically restored. How great it is to be at this new starting point where I’m certain the sound will go in that much slicker than ever before!
The major win for me personally is that we now have a clean, tidy and easy to maintain tool for all of our sound assets and all of our real-time processes. What I mean is, any sound can be renamed, re-bussed, categorised in a different way and this will not affect the in-game hook we have. It means we can try structuring our data one way, change our minds for whatever reason and it won’t cause a lot of re-working. Because of this, we’re now producing audio content in a much more systemic way than before; we are creating robust systems that cater for general scenarios, rather than crafting specific one-off sounds which are dependent on specific animations/scripting.
The Wwise release is also representative of a larger and more streamlined audio team in comparison to a year ago. With so many sound designers and assets being added on a daily basis, our new naming conventions and workflows allow for an easier time making decisions, which can filter through on a game-wide level. If something is put into our Wwise project which doesn’t make sense, or isn’t clear, it’s a matter of having a quick group chat and changing it. In this way, it’s easier for work to be peer-reviewed now so we can sanity check each other’s content or audition new sounds very easily.
(All this recapping reminds me, I really need to change our thruster ‘RPM’ parameter to just ‘Thrust’. We currently use a parameter named ‘RPM’ in Wwise (the same name as it was in FMOD) to drive thruster sounds, so it needs changing to something that makes more sense. Our thrusters don’t actually ‘revolve per minute’. Now easily done!)
Matteo Cerquone, Junior Sound Designer
I was lucky enough to join the CIG Audio team after the transition from FMOD to Wwise, I skipped the first part of the process of converting assets to the new audio engine and that gave me more freedom in terms of audio implementation.
Working with Wwise is a great experience as it allows us to manipulate, re-shape and mix audio in real time according to what is happening in game.
I found myself working on the sound design for the missiles, and implementing those assets in game using Wwise allowed me to add variations depending on the distance and speed: each missile, once launched, has three different loops that describes how far this object is from the listener perspective, the first loop is composed of a rocket layer and different characteristics sounds that describe the brand and type of missile (in most cases this would be a specific beeping sound), the second loop is a more distant perspective of the rocket itself and the third loop is a far off, distant perspective rocket sound.
With Wwise we can blend between these three layers and add real time parameters such as volume or Doppler effects according to how far the object is from the player. When being chased by a missile you can now definitely hear how distant it is (blend between different loops, volume, low pass filter etc..) and how fast is approaching you (thanks to the Doppler effect), also if a missile is close enough you can recognize the brand and type of missile before getting hit (or escape if you are lucky).
Similar approach was used for the explosions of such missiles, we have created different explosion sounds according to the brand and type of missile, if the missile has hit or miss and if it’s happened far away from the player or close. Again Wwise gives us the tools for not just triggering the correct sound but to blend them together and create variations (if you are close enough you will also be able to hear the debris sound of the ship being hit).
Another great help is the possibility to have a cleaner mix, when working with the primary thrusters for some of the ships I wanted to duck down the sound of the main engine whenever the overdrive was engaged, with Wwise I could use a meter that controls the volume of the main engine according to how loud the overdrive is (side-chaining), so now every time the overdrive is engaged, the primary engine sound will automatically duck down.
Darren Lambourne, Senior Sound Designer
Wwise is a very freeing and creative tool. Being able to move quickly from a concept, a high level idea, to something functional in the game engine is so crucial to bottling that initial inspiration.
The diagnostics are second to none, letting us get to the heart of a problem quickly and solve it rather than just applying a patch to mask the issue. That’s important on a project of this size, there are already a bewildering number of audio systems in our game universe and that number is growing every day. We’re trying to create something truly special for the audio in Star Citizen. Getting eyes on the project as a whole and drilling down into problem areas that can impact both the fidelity and the smoothness of our audio systems is absolutely essential to ensure that we keep out the bad stuff and emphasise the good stuff.
Jason Cobb, Senior Sound Designer:
From my perspective the conversion of audio middleware from Fmod to Wwise has been a year’s long process that began with early naive aspirations for a quick change-over and only concluded after a drawn-out haul of many incremental yet monumental changes.
From an audio content standpoint, the earlier and faster we converted over, the least amount of Fmod content and implementation would be have to be re-done. Seems like a no-brainer but unfortunately the situation would not allow for such a fast change-over with everyone focusing on each next release or demo version that year.
In May 2014 we examined an integration of Wwise in CryEngine which had been done by an outside company. This was at a time before Crytek had released an official Wwise integration and we did not yet have any details about it or an eta when it would be available which was compounded by the uncertainty of their financial situation at the time. For a short while it looked like we had a path to a fast, straight-forward Wwise integration and minimal data changeover job.
One factor at that time was not enough engineers available to dedicate one or more to integrate Wwise using the example we had been provided, yet alone our own take on it. Even still if we had used a third-party or in-house Wwise integration, it would have made future CryEngine SDK integrations that much harder to do.
By choosing the yet-to-be-delivered Crytek Wwise integration we minimized the amount of divergence between the Star Citizen game engine and the base SDK CryEngine. Still from an audio standpoint this guaranteed a lot more audio content would be created and implemented with Fmod, which made the task of converting this Fmod audio content and implementation into a much larger and more difficult job.
It was not until the end of September 2014 until we kicked off an integration of CryEngine that included a Wwise integration. Instead of directly replacing Fmod calls with Wwise calls in their game code like the other example integration we looked at, their version instead converted game audio calls to the newly conceived Audio Translation Layer, as an abstraction to allow for different audio middleware to be swapped out underneath – a great feature if you are selling a game engine that needs lots of options for a variety of customers but maybe a little more than we needed on Star Citizen at the time. Still, always good to have future options and we have since made greater use of this audio translation/abstraction layer to store event metadata.
Unfortunately by the existence of this abstraction layer and its associated data files, it created a new step in the audio content workflow which required the sound designers to take the work they had just made in Wwise designer tool and manually create new objects referencing these same events, parameters, switches, states and sound-banks, saved into ATL files and managed in the audio controls browser. The early days of this workflow were somewhat primitive and slow and very much unlike the smooth experience of using Wwise in any other game engine I have shipped before. For this reason I decided to script a workflow solution that would simply automatically create the necessary ATL files for us when we build sound-banks in the Wwise designer tool. Then the sound designers will have no extra steps to manually create and manage these ATL files in CryEngine other than making sure they are checked in when updated. We can just immediately use our sounds in the game engine as soon as we build them into a sound-bank.
Meanwhile the audio team was still working in Fmod for the series of game releases and demos, with lots of new and exciting game content and sounds going in over the rest of that year. The Wwise integration branch kept making progress but the challenges of completing all the code side work in conjunction with dependencies from other development integrations and game releases meant that it was a few months before the window appeared where Wwise could be safely made “live” in the main game development stream.
Along the line dedicated audio engineers and additional sound designers were brought on board and the task of converting the audio content and implementation was able to begin in earnest. Across all the game files we data-mined for Fmod event strings and setup a conversion table to enter the new Wwise event / ATL trigger strings, which were then converted by scripting automation of search and replace across batches of hundreds of data files at a time.
To cut a long story short, by the time we wrapped up all the audio code and data implementation conversions, to date we have touched untold thousands of game data files and created close to 10000 new Wwise events and well over 1000 sound banks. It feels so good to finally be done with this task and now get on to the actual fun parts of making new content once again, not to mention now having the tools needed to better refine, modulate, mix and optimize, the game sounds with the features provided by Wwise and the ATL.
Ultimately, we’re not finished yet, by quite some way – but we feel we’re in a much better place to keep improving and keep building. While we’re proud of what we’re getting together, we’re not 100% happy by some way, we realize still have a lot of work to do and now we have more of the tools in hand to do it.
As always we’d appreciate your feedback and reports of any issues with the sound of our game. The ‘Ask A Developer’ section of the forums, there’s an audio topic which is where we hang out and respond to sound queries. Thanks for listening!
Quelle: https://robertsspaceindustries.com/comm-link/tran…en-Audio-Update
Alles anzeigenStar Citizen 1.1.5 now live!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Greetings Citizens,
Star Citizen Alpha 1.1.5 is live! Today’s patch updates Arena Commander with two newly flyable ships and a host of bug fixes, balance changes and ‘under the hood’ features. You can access 1.1.5 now. The complete patch notes are available here.
Player Count
We’re proud to announce that the Battle Royale and Squad Battle modes in Arena Commander can now support up to sixteen players! We will add this feature to additional game modes in the future. Our engineers are hard at work on increasing the overall player count, with plans to go beyond 16 in future iterations.
Balance Changes
With 1.1.5, we’ve revisited balance across the board. This patch stops just short of a number of systemic changes we’ve been working on, so 1.1.5 represents some drastic shifts in preparation for that – and to get a little better perspective on the game for when those systems come online.
- Ships are now tuned to retain momentum, meaning that combat skews a little further towards planning an attack and reacting against your opponent. This also means less blacking out from common maneuvers.
- Twitch actions are still very important, but are in limited supply with the new boost consumption rates.
- Shields and hull health were increased across the board, increasing Time To Kill to the point where pilots under fire have the opportunity to react. To balance this, shields take much longer to begin recharging, so it is much less likely for combatants to find themselves in an infinite loop of regenerating shield health.
- Missiles have been given disruption damage in addition to their traditional attributes, and so are much more effective at bringing down shields. This, coupled with increased tracking distances, make missiles more effective on approach. Increased locking time makes them less useful while actively in the fray, so they are now better at softening up the opponent than blowing it out of the sky.
- The Mustang Delta can now swap out the rocket pods for other Size 2 weapons, the Avenger can now equip Size 2 weapons on the wings, and the Aurora now has a top speed of 175.
- Shields now only reduce ballistic damage by 30%, but armor no longer has a significant effect on energy weapons. The down side is that it now takes much longer for ballistic weapons to bring down shields.
- The range and velocities of weapons have been retuned, and gatling guns now fire while spooling up.
- The Joker Suckerpunch has also seen an increase in disruption power – this should help bring down those powerful shields – and the damage for weapons have been rescaled according to their size. In addition, weapon mounts have had their slew rates reduced according to their size. The choice between fixed and gimbaled loadouts is more meaningful than ever.
Some of these changes affect the balance of power between controllers – mostly they don’t. The real focus is on elevating the level of tactical play and decision making in everything from loadout to combat maneuvers to choice of battleground, and all the wild spaceship shenanigans in between. Overall, the broad strokes of these changes seem to have been largely successful during early testing, so while there are certainly changes left to be made, compromises to be found, and behaviors to be improved, the vision of what Star Citizen can be only grows clearer.
Our design is for different types of weapons to impact shields and armor in different ways. Shields should be most effective at blocking energy weapons that have no mass, while ballistic rounds can pass through them (with some loss of kinetic energy) and then damage armor. With armor, the opposite is true: energy weapons are especially effective against armor, while it is more difficult for ballistic shots to penetrate it. Ultimately, the pilot is forced to make gameplay choices about how best to balance his defenses: more armor to protect against ballistic rounds, or better shields to counter energy weapons? Similarly, attackers must choose the type of gun they think will be most effective for a particular situation: energy weapons, balanced between their recharge ability and how well shields can block them, and ballistic weapons, which carry limited ammunition but which can hit at armor with little attenuation from shields.
Kruger P-52 Merlin
Originally designed to pair with the RSI Constellation, the P-52 Merlin is now available to all pilots! A dedicated parasite fighter, the Merlin is designed to be transported from place to place aboard a larger ship. Boasting a centerline Gatling cannon and a Lightning Power engine, the Merlin is a fast, maneuverable ship that packs a surprising punch! Ideal for racing, local reconnaissance and fast combat.
Backers who own the Constellation Andromeda and the Constellation Aquila can fly their Merlins today! Additionally, pilots who have a Constellation Phoenix, 890 Jump, Idris or Carrack in their fleets will be awarded a loaner Merlin in place of their parasite ships that are still in development. Anyone else interested in trying this new fighters can pick one up in the RSI Pledge Store
Vanduul Scythe
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Fast becoming the symbol of the Vanduul Race, the Scythe is the foot soldier in every raid and the target of every human fighter pilot. Featuring a hefty weapons payload, the Scythe’s real asset is its maneuverability, found in the twin main and twelve maneuvering thrusters.
The Scythe is now flyable, which means that early backers who picked one up during the initial campaign can now access them! Additionally, Imperator Subscribers will have access to fly the Scythe in Arena Commander based on their subscription time. You can learn more about the Subscription program here.
Wwise
Star Citizen Alpha 1.1.5 overhauls our audio system with the new Wwise system! We asked the audio team to put together an article on what this update means, which you can access here.
Quelle: https://robertsspaceindustries.com/comm-link/tran…en-115-Now-Live
Hi Starmyth,
we wish you a lot of fun in our community.
Time: Jul 24th 2015, 5:56pm
Profile: Starmyth
Your Serverteam.
Hi IronRaptor,
we wish you a lot of fun in our community.
Time: Jul 24th 2015, 5:48pm
Profile: IronRaptor
Your Serverteam.
Hallo Lancer,
wir wünschen Dir viel Spaß im Forum.
Zeit: 24. Juli 2015, 13:49
Profil: Lancer
Das Serverteam.
Alles anzeigenAs the Omicron Update is still MIA, in the next patch Omicron Zeta will receive a set of changes in order to improve server gameplay.
The general layout has been severely reduced, halving travel times in general. This system has been a severe pain for a large amount of Omicron players. Nobody really wants to fly 200/300k to encounter a player. Mu JH<>Delta JH and Rho JH<>Delta JH have been reduced to ~30k. Nomads have been brought closer as well as the average distance from Iota's JH to any other in Zeta is between 30k to 40k.
Rho/Delta/Mu/Iota JHs have been placed relatively close to field edges to avoid problems with capital ships stuck in rocks.
Do not build a POB in Zeta until the update, otherwise your base will end up most likely anywhere but where you'd like it to be.
Here's how the map is going to look like.
Externer Inhalt i.imgur.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Quelle: http://discoverygc.com/forums/showthread.php?tid=131858