#Quantum-Narrative Scripting Language
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leonbasinwriter · 3 months ago
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Fractal Intelligence: The Future of AI
Leon Basin [1/31/2025] A new era of artificial intelligence is emerging—one that learns, evolves, and thinks recursively. Discover the power of Fractal Intelligence: AI that mimics the universe’s self-replicating design, integrates quantum decision-making, and aligns with ethical governance. Join the future of intelligence today. The Whispers of a New Mind The whispers have begun. A new…
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bens26699 · 2 years ago
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Beyond Connectivity: The Evolution of iPaaS
In the grand tapestry of technological progress, one star stands out—the Evolution of Integration Platform as a Service (iPaaS). Step into the future as we unravel the captivating journey of iPaaS, transcending mere connectivity to become the driving force behind a new era of business transformation.
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1. Connectivity Chronicles: The Birth of Seamless Unification
Picture a world where systems speak a common language, where data flows effortlessly across the digital landscape. The roots of iPaaS lie in simplifying connectivity, weaving together the disparate threads of on-premises and cloud-based systems into a unified fabric. But this is just the beginning of the iPaaS saga.
2. Automation Odyssey: A Symphony of Effortless Operations
Fast forward to an age where iPaaS isn't just connecting, it's conducting. Automation takes center stage, turning iPaaS into a virtuoso orchestrator of workflows, data transformations, and decision-making processes. Operations that once required manual effort now dance to the rhythm of seamless automation, marking a paradigm shift in business efficiency.
3. Scalability Ballet: Growing Gracefully in a Digital World
Enterprises, hungry for growth, demanded more than mere connectivity—they wanted scalability and flexibility. iPaaS gracefully accepted the challenge, evolving into a solution that scales dynamically, accommodating the expanding needs of businesses. No longer a static entity, iPaaS now adjusts and grows, ensuring it remains in perfect harmony with the ever-changing business landscape.
4. Fortress of Security: iPaaS Armor Against Data Threats
As the digital realm expanded, so did concerns about security and compliance. iPaaS, in its evolution, fortified its foundations with robust security measures. Encryption, access controls, and adherence to industry standards turned iPaaS into a fortress, safeguarding sensitive data and ensuring compliance with the strictest regulations.
5. Data Maestro: iPaaS Conducting the Symphony of Business Intelligence
The evolution of iPaaS extended its reach into the realm of business intelligence and analytics. Real-time data flow became the maestro's wand, conducting a symphony of insights for organizations. iPaaS became a strategic tool, transforming businesses into data-driven powerhouses, capable of making informed decisions in the blink of an eye.
6. User-Centric Utopia: Designing for Humans, Not Just Machines
A new chapter unfolds as iPaaS embraces user-centric design. Intuitive interfaces, collaboration features, and accessibility from anywhere redefine the user experience. iPaaS is no longer confined to the realm of IT specialists; it's a solution that empowers every user, fostering collaboration and efficient workflows.
7. AI Fusion: The Harmonious Blend of iPaaS and Artificial Intelligence
In the latest act of its evolution, iPaaS takes a quantum leap with the integration of artificial intelligence (AI). The fusion of iPaaS and AI opens new dimensions—intelligent automation, predictive analytics, and proactive decision-making. The integration of AI algorithms transforms iPaaS into a dynamic force, ready to meet the challenges of tomorrow.
8. Future Symphony: iPaaS Paving the Way Forward
As we gaze into the future, iPaaS stands as a beacon of innovation. With advancements in AI integration, enhanced collaboration features, and an unwavering commitment to security, iPaaS is set to script the next chapters of the digital transformation narrative. Beyond connectivity lies a realm of endless possibilities, and iPaaS, with its evolutionary prowess, is poised to lead the way.
To summarize, iPaaS is more than simply a technology advancement; it's a compelling story of connectedness, creativity, and empowerment. iPaaS is redefining the norms of business integration, from its humble beginnings as a system connection to its current role as a driving force in digital transformation. Join us as we embark on the thrilling voyage of iPaaS—beyond connectivity, where possibilities abound and the future awaits to be formed.
Discover unparalleled business integration with Saasly's advanced iPaaS solutions. Seamlessly connect systems, automate workflows, and stay ahead in the era of digital transformation. Explore the future of connectivity with us!
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saintkevorkian · 2 years ago
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18 jun 2017
I’ve written on this blog about some amorphous bleed between form and content as a result of language (if you zoom in on language, though it be structured like a grid, it is far more complex: any single pixel could be predicated on personal narrative and social scripts and can morph or behave erratically depending on context. Thus its encoding is more quantum than binary. When people discuss personality, most of the assumptions evince ignorance of sequence. Let me call person a quantum concept, and say that its nature cannot be pinpointed, and yet {it} “causes” pattern behavior. Though Ive never given it my full attention I do ponder things I’ve learnt in lessons… I think that personality charlatans erroneously assign Origin to {person}. I posit that because of its quantum expression, {person} will fail as a Site. In other words, {person A} may be generally seen as (ragwon), but may become (aumrag) when the moon is blue, and under the influence of Jupiter may become alternately {eonsiv|dubsiv|sivrag}. You cannot pin the tail on the donkey if the donkey is constantly moving around and periodically becoming a cat
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starcitizenprivateer · 6 years ago
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Star Citizen Monthly Report: January 2019
The first Persistent Universe monthly report of the year details all the work done by the Star Citizen team throughout December and January. While the devs and studio teams took a break for the holidays, the early winter months saw a ton of tasks completed, progress made, and new ideas seeded.
Star Citizen Monthly Report: December 2018 - January 2019
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AI
The AI Team put effort into stability and optimization for the recent alpha releases and patches.
AI gunships gained new tactical options, including the introduction of a new behavior that allows them to circle enemies and use their turrets to attack from a constant distance. Designers can easily modify this behavior to change things like the optimal attack range and when to disengage the target. The ‘fly-by’ and ‘breakaway’ tactics were also amended to make better use of the predicted hit position and allow ships to better evaluate the environment to determine the optimal direction for evasion.
An ongoing focus for the team is converting all new movement logics to utilize the new Intelligent Flight Control System in preparation for its upcoming release.
For human combat, the team worked to improve the behaviors released in Alpha 3.4, making sure basic structures were in place to enable AI to decide which cover location to use, when to shoot, and when to relocate. The cover selection has been expanded to order the query based on the amount of protection it gives when multiple targets are taken into account. They also implemented an improved way to debug behaviors and can now visualize the debug tree on multiple characters at the same time as well as use the Subsumption debug draw in a server/client environment.
Time was spent on the perception system, which was expanded to handle damage stimuli; AI characters now have proper awareness of damage, so they know the exact location of the source and will behave accordingly, tracking if a specific enemy they lost sight of is the source of damage and updating the knowledge they have about them.
Progress was made on the Usable Builder, which allows the team to easily visualize usables, edit their properties, and test the different use channels. For the mission system, they exposed several new functionalities to the designers, such as a variety of task nodes, new variable types, and new core functionalities. A ‘group’ variable was introduced that can automatically be filled up when spawning AI characters to let designers track the dynamic elements they’re interested in.
Currently, the AI Team is implementing global callbacks to help the designers track environmental events specific to the data they’re interested in without the need to explicitly create variables for each entity.
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Animation
The PU Animation Team spent the pre-holiday period finalizing mission givers, including Constantine Hurston and Tecia Pacheco, and are currently working on ship dealers to give players a salesman-like experience when buying vehicles in-game. They’re also continuing to actualize the emotes shot at CitizenCon.
Audio
The team worked hard to improve the ship audio experience in-line with the new flight model, which included implementing improvements to thrusters, powerplants, and the overall sound mix. They’re also integrating greater levels of complexity via new components, including ship vibration and environmental feedback variants, that deliver greater feedback from turbulence, impact, and atmospheric flight.
Physicalized props and physical objects received audio support recently to ensure they have appropriate impact, role, slide, and topple sound effects. A recent addition to this is the team’s work on implied contents for carriable items, such as crates.
The Foley system is continually being iterated on, with the team improving the footstep and cloth systems in relation to various contexts, e.g. material/surface types and pressurized/unpressurized environments. The sounds will all vary for the upcoming female player character, too.
Working closely with the PU music composer, Pedro Camacho, the team has been laying the groundwork for various upcoming locations, including ArcCorp and Area 18. This includes creative conversations with the Narrative, Art, and the wider Audio Team to establish appropriate sound pallets, instrumentation, styles, and motifs.
The Audio Code Team drove significant progress on the new CIG Audio System, which will hugely improve the audio implementation pipelines and consolidate functionality into a single tool with much wider scope and flexibility.
In other news, the Audio Department is hiring! They are looking to fill two sound design and one dialog specialist positions. This is in line with the team’s planned expansion and all talented audio professionals are encouraged to apply.
Backend Services
Backend Services completed a large portion of the foundation work for the new diffusion backend architecture. This includes the continued break-up of the general instance manager into smaller scalable services. The dedicated game server needs to communicate properly with the new services, so hooks and proper calls have been set up between them.
Support was also given to the Alpha 3.4 release and subsequent smaller releases to ensure communication on the backend was as efficient as possible.
Plans were laid out in January for the new diffusion network and work was done to ensure the services scripting language continues to function efficiently. Finally for Backend Services, a handful of alterations were made to the various new services and existing databases for increased efficiency.
Character Art
Character Art brought the Shipjacker Armor to players along with the holiday-themed Shipjacker skull helmet. They also set out to unify all armors and undersuits for female playable characters and finalized the concept for mission-giver Tecia ‘Twitch’ Pacheco.
After a nice holiday break, the team started on tasks for the upcoming DNA feature. For this, the team needed to convert, mark-up, and unify all head assets to work with the male and female protos, including the unification of all Data Forge assets.
DNA is a major feature that affects the entire facial setup and pipeline for characters in Star Citizen. This significant feature touches a lot of teams, and through a lot of dedicated collaborative work, is progressing very well. The teams are currently updating mesh formats to support the data sets required, wrapping up and fixing any bugs relating to GPU skinning, and updating all the attachments in the game with the mark-up required for DNA compatibility. The system has begun to roll out in the PU on NPC characters and is already yielding performance wins. Lots of cooperation and iteration between all DNA teams has resulted in a fun and intuitive interface that allows the player to easily create their own face for their player character. The DNA feature is on track to meet its scheduled release.
Finally, The team is also concepting new mission givers and outfits to bring more life to the Persistent Universe.
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Community
The Community Team held two holiday-themed competitions: One invited Citizens to create greetings cards to express their love and gratitude and wish each other happy holidays. The other put the festive helmet and cargo to good use by asking everyone to show how they celebrate the holidays in the ‘verse.
The new Star Citizen Fankit was released that offers a wealth of free assets along with a style guide to help content creators use them at their best. Looking for wallpapers, manufacturer logos, music, and more? Download the kit and check out the FAQ answering all the questions about what a content creator can and can’t do with official Star Citizen assets.
In January, the team celebrated Australia Day with a screenshot contest that had everyone showing off their best flight formations in the Gladius Valiant (which was made available to all backers for the occasion). They also kicked off another contest highlighting Tumbril’s rough and rugged Cyclone series that challenged content creators to take their filmmaking skills off-road.
A few of the Community Team members spent a weekend exploring PAX South and attended the annual Bar Citizen event on the River Walk. Selfies were taken, stories shared, and friendships made.
Have you checked out your hangar lately? The ‘One Empire Anniversary Coin’ was distributed to all backers who pledged before to the $200 million milestone.
Lastly, the Daymar Rally took place on January 27th, with three different divisions (Rover, Buggy, and Bike) battling it out for glory and rewards. Everyone involved should feel very proud of themselves, as seeing the filthiest race in the ‘verse come together was an incredible experience for everyone. Well done!
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Design
The Economy Features Team focused on adding new weapons to the various shops around the ‘verse. Once complete, shop inventories were set up for all the new locations and various bugs were squashed. Tweaks to missions and the overall economy were also made to move the game closer to the end economic goals of the team.
In January, testing began on a new formula that dynamically alters certain commodity parameters within the wider economy. A new approach is also being taken towards vehicle components to help create interesting choices for players when in shops – even if they have enough money to buy anything they want.
Polish was added to various NPCs throughout the ‘verse, with the aim to make them as realistic and believable as possible.
The design was complete for a new nav marker ruleset that makes how and when players see destination markers more intuitive. Rulesets were also created to add functionality to the Quantum Travel and Service Beacon systems to give players more options when traveling in a party and choosing a location for service beacon transport respectively.
DevOps
DevOps broke their previous record of the number of internal builds published to the PTU and live service.
“One of the most satisfying things for the team is seeing the results of our work. The Alpha 3.4 publish was one of those times we really felt proud.”
2018 was the first year that scaling automation was used on the live service, which allows the servers to keep up with demand when needed but cut back as necessary. The new system exceeded all expectations and led to one of the smoothest holiday seasons ever.
Build Operations was hard at work developing new systems to support a major pipeline upgrade to the overall game development process and continues to build new systems and improve on old ones.
Engineering
The Engine Team supported the Alpha 3.4 release and subsequent patches with general assistance, profiling, optimization, and bug fixes. For compute skinning, they made tangent reconstruction optimizations for character faces, data optimizations and compression to lower bandwidth requirements, separated static and dynamic GPU data, and moved bone-remapping to the GPU (to save CPU memory and provide more flexibility).
Work began on HDR color grading and output on supported displays, while splat map support for planet terrain was added, as was an improved film grain with unified dithering. The development of planetary ground fog began along with significant improvements to temporal sample anti-aliasing (TSAA).
The physics engineers enabled joint limits on driven ragdolls and fixed instability caused by a threshold in the solver. They also made the first steps in exposing the spatial grid structure for walking and exploring and added physics support for planetary oceans.
Improvements were made to crash handling, including various thread-safety improvements to enable more robust handling of obscure crashes, and the addition of extra information into minidumps to allow for better debugging of fibres.
Environment Art
Winter saw work begin on the Environment Art Team’s next big target: microTech and its landing zone, New Babbage. In preparation, designs were trialled for the ‘Hi-Tech’ common elements, which include habs, garages, and hangars in an all-new architectural style. These new sets will help the team build New Babbage and ensure the visual style feels fresh and different.
Recent improvements to the organics shaders and pipeline will improve the look of geology and planets. This update has been a long time in the making and the team is looking forward to giving all planet assets a visual upgrade.
The team is currently moving from whitebox towards release for both the planet ArcCorp and its main landing zone, Area 18. Some necessary changes have been made to Area 18’s original layout, mainly for performance reasons but also to improve the general layout and city ‘feel’.
“The task of creating a planet-wide city that players can circumnavigate which also blends well into the major landing zone remains a constant challenge, but one that’s bearing impressive fruit. Progress has been good on improvements to the believability and read of ArcCorp as a city, with the space taking a huge visual step forward from when it was last seen.”
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Gameplay Feature
Like many others, the Gameplay Feature Team put in a concentrated effort to fix as many bugs as possible for the Alpha 3.4 release. Specifically, they overcame issues with FoIP & VoIP, Comms, and the Group System. They also supported the US Vehicle Feature Team with their UI-needs for item sub-targeting and the ongoing turret improvements.
The team kicked off 2019 supporting patches for Alpha 3.4.0 before moving straight into feature work for 3.5, including the UI for DNA face customization, continued improvements to Comms video streaming, and a refactor of shop population.
Graphics
The Graphics Team’s focus has been on performance and memory saving:
The performance gains mainly came from improvements to shadow culling and optimization to video comms, especially on lower-spec machines (though there are some quality issues still to address).
The largest memory saving came from fixing a particularly nasty bug in the mesh streaming code which could result in all levels-of-detail loading for a mesh rather than just the ones needed. Other savings came from increasing the sharing textures used by various effects and improvements to the logic in which textures should be streamed in (interestingly, the game can now run with as little as 400mb of textures!).
On top of this, the team resurrected the water volume tech and made it compatible with the zone system so it can be used on planets, space stations, and ships.
Level Design
Level Design finished the current iteration of Lorville’s Central Business District (CBD) and added it to the city. They are now looking into the trainlines that connect it to Teasa spaceport.
However, the majority of the team is currently focussing on ArcCorp and Area18, with the hangar, shop, vendor, spaceport, and overall layout now finalized. They also gave the planet and its moons a necessary design setup, began an investigation into quantum traveling AI, and introduced a variety of new narcotics during the prototyping of a new mission from ‘Twitch’ Pacheco.
Lighting
The Lighting Team focused on finishing the CBD and supported the addition of mission-giver Klim to Levski for the Alpha 3.4.0 release. They also looked at the small and medium-sized common elements for the player hangars and created different lighting variations for the Rest Stop, Lorville, and upcoming Area 18 styles.
They’re currently fleshing out the development tools by creating an asset zoo for all current ‘utilitarian-style’ lighting fixtures in use throughout the PU to help them quickly and efficiently add lighting to new locations.
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Narrative
The Narrative Team returned from the holidays to tackle the Alpha 3.5 update, including developing ideas for the branding of street and food stalls in Area 18 and outlining the NPC archetypes needed to populate the city and mission content.
The team is also excited to welcome a new producer to the group; not only will he help keep the team organized, he’ll act as the point of contact for the other teams to make requests through.
Player Relations
Player Relations busily wrapped up the Alpha 3.4 publishes along with all of the work created over the holiday period. They teamed up with the Evocati for several builds to make sure everything was properly tested and completed several rounds of PTU publishing and testing. Progress was also made on an internal quality-of-life feedback report that comes straight from backers’ experiences.
“As always, we can’t thank our volunteers enough for the effort they put into helping us build this game (especially our wonderful Avocados!).”
Planning has already begun for the upcoming Alpha 3.5 release – particularly the testing of the new flight model.
Props
From the small dressing items on Constantine’s desk to the giant Hurston statue, Props mainly spent December finishing up Lorville’s CBD. New mission props were created that focused on the illegal drug trade and surface relay kit. Finally, for December, ideas were floated for cockpit flair and work began on ship sub-items.
In January, some of the team moved onto looking at the ship items themselves, initially taking stock of where they’re up to and looking at how they can integrate sub-items into interiors. The majority of the team have now shifted onto the new Area 18 landing zone and are looking into white-boxing props and supplying basic block outs so other teams can start to build and dress the level.
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QA
QA tackled some of the more difficult-to-reproduce issues in the run-up to the Alpha 3.4 release. Dedicated feature testers for both AI and the Gameplay Feature Teams continued to test their respective areas (combat AI, ship AI, non-combat AI, and transit system) via sanity and smoke tests along with standard testing and regression.
QA now provide dedicated support to the Locations Team to ensure that current and new locations are set up and working as expected by Art and Design. A few notable requests involved testing fixes for server deadlock and various changes to the physics of jumping and going down stairs. Changes to the Entity IDs in Track View were tested in the editor to make sure they were seamless and bug-free. A new restricted area for ground vehicles was also added to Lorville, which was thoroughly tested by both the German and UK teams.
Further investigation was made into the issue of Ship AI idling during mercenary and Emergency Communication Network (ECN) missions to ascertain whether it was AI or network related. The team could only reproduce it during ship AI missions in the live environment and encountered something close to it during a 20-player playtest. The one consistent factor was that it only seemed to occur when performance took a dip. So, it was deemed not an AI issue and will be further investigated by the Network Team.
On the publishing side, QA tested the Alpha 3.4 builds before they reached the Evocati and Live service. In January, they worked through the 3.4.# fixes. Recently, attention turned to preparing for Alpha 3.5.
The holiday period saw four new testers join the extended QA family, too.
Ships
The UK Ship Team continued developments of the Origin 890 Jump, with further greybox work done on the atrium, master suite, guest suites, and engineering deck. They also refined the exterior hull styling to try and move a few areas closer to the original concept and make the overall ship less ‘cartoon-looking’.
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Everyone’s favorite pathfinder, the Anvil Carrack, has progressed since it was last seen. It’s currently in greybox, with the team tackling the feedback generated from the discussions on RTV, particularly the controversial landing gear changes and bridge layout.
Finally, the team made steady progress with the updates to the Aegis Vanguard in preparation for the Harbinger and Sentinel, with focus primarily on interior adjustments along with some quality-of-life fixes for those aboard. Greybox is progressing nicely, so the team will be moving onto the exterior and tackling feedback points to ensure the base Warden model is properly prepared to accommodate the variants.
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Ship Art
Ship Art is currently hard at work to bring the new 300i series to life. They’re in the process of getting the damage and customization pass complete, finishing up detail work on various parts, and finalizing the materials.
Alongside the 300i, they’re chugging away on the Defender; the first in-game asset from the mysterious Banu alien race. Extra care was taken to ensure the Defender represents the overall Banu design aesthetic and can be built on in the future. The exterior is currently going through the greybox modeling process and is nearly complete. Afterwards, it moves to interior greybox modeling.
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System Design
The System Design Team investigated how to improve the FPS AI experience and social AI was introduced to the Lorville CBD. Gunships piloted by AI now circle their targets and orient themselves to maximize their firepower, while fighter AI was updated to take full advantage of the new flight model.
Tech Art
Tech Art made steps to finalize the implementation and pipeline of the new facial customization tech, which was previewed at CitizenCon 2018. They switched the system’s source data format from the CDF-based system (which was used during R&D) to the newer component-based loadout currently used throughout the game. This system allows players’ customized faces to be stored persistently in the database and the corresponding data packets to transfer efficiently over the network and be applied to the correct avatar at runtime. Likewise, it allows all key NPCs (every shopkeeper, security guard, civilian, and eventually mission giver) to have a unique face built internally by the designers. While R&D on the DNA system was done using male faces, the face pool for female characters is being populated and is planned to come online at the same time.
Tech Art also supported the Weapons Team with animation debugging, weapon rigging, in-engine setup, and debugging multiple render and resource compiler issues. They added a new system for weapons in Maya to allow animators to quickly attach different attachments, making it easier for them to author specific animations. They also updated the underlying metasystem in the weapon rigs to enable animators to export weapons without double transforms on the root or magazine controls.
Turbulent
Turbulent supported the release of the 2018 holiday promotion, featuring a new giftable pledge called ‘For Your Friends’. This new pledge allows a customizable message to be sent along with the gift, making it ideal for friends and family. The holiday promotion also featured screenshot and greeting card contests.
The team supported the availability of the Alpha 3.4 flyable ships on the website, including the Anvil Hawk, Origin 600i Touring, MISC Freelancer series, and the MISC Reliant Kore.
The Cloud Imperium Games corporate website was released in December. Its slick new look is a much better representation of the company’s values and mission and properly communicates the vision behind Star Citizen. The ‘Join Us’ section has details of each location and over 100 job postings across 9 different categories, so see if there’s something to suit you at your nearest studio! Updates are continually being made to the latest news and job postings sections.
Long overdue, the website navigation was improved with a new and improved platform bar and footer. Additional efforts went into creating the bar as a component to make future updates to the site easier. The Starmap is now accessible via the Apps menu to make it easier to find too!
There were major updates to the Squadron 42 Roadmap, which is now tied into the internal project management tool, Jira. A new chapter design was introduced, showing the development progress as phases and chapters, while descriptions for each expose the details of what it actually takes to build the game.
Turbulent supported the release of the Gladius Valiant Free-Fly promotion in celebration of Australia Day. A screenshot contest was available with prizes to be won.
A customizable preference feature was added to the Group, Lobby, and Voice services to allow custom properties to be set for each user with each respective entity. The Voice service can start a call within a channel, inviting all those allowed to join. The new mobiGlas service will allow single endpoints that will appropriately gather the information from the Group, Lobby, and Voice service with a single call. Options can be passed that will select the type of information returned.
The error catching software, Sentry, has also been added to each service to allow previously-uncaught errors to be tracked and reported to the appropriate Sentry project.
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UI
During December and January, UI supported the Environment Team with in-fiction advertisements and branding for ArcCorp. They implemented new features on the tech-side to enable the designers to create ‘user variables’, which are used internally but can still persist on the entity the UI is bound to. For example, a designer may want to capture game-data values and store them internally within the UI to gain reference to previous values when the data changes. This functionality fulfills certain presentational needs that contribute to improving the user-experience. Another interesting implication is that, because they are sent across the network, they open up the potential for players to see each other’s UI state (what app they’re currently on, which particular item in a list they’ve highlighted, etc.).
The team also implemented a new node allowing the ability to set up switch logic on a variable (as well as a widget) to dynamically load images on the fly. Together, these features enable the designers to build out a fully-functioning in-world weapon UI screen with an ammo counter, charge levels, and fire mode states.
Vehicle Features
To help ensure that Alpha 3.4 was released in December, the team spent a lot of time supporting the release (and subsequent patches) by fixing bugs, including turret, vehicle, and crash problems. The team also completed modifications to the vehicle targeting system so that external items, such as ship engines, can be specifically targeted.
Improvements to ship combat systems continued via automated gimbals, HUD changes to support Ping & Scanning, and the vehicle ‘XML to DataForge’ migration began. Wrapping up January, a vehicle gimbal aim-assist feature is on its way to completion.
Vehicle Content
The Vehicle Content Team’s 2018 wrapped up with the launch of the Anvil Hawk and improvements to the Reliant Kore, which entailed a rework of the cargo section, ramp, and landing gear. A number of vehicle bugs were also fixed for the 3.4 release. Additionally, the team worked on the three Reliant variants for Alpha 3.5, while the designers have been working with the ship artists in Austin on the Origin 300 series rework.
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VFX
For much of December, the VFX Team focused heavily on polish and optimization for the Alpha 3.4 release. In particular, significant effort was put into making sure Hurston and Lorville’s environmental effects were optimized while remaining as high-quality as possible.
In early January, they re-evaluated their sprint planning practices and implemented some simple production-led changes to improve overall workflow. Following on from that, they began R&D work on the Tachyon cannon; a weapon type with faster-than-light projectiles.
They began implementing thruster damage effects in keeping with the new flight model planned for Alpha 3.5 and began R&D on how to use particle effects to help make Area 18’s volumetrics more visually interesting. They also worked on effects for the new Kahix rocket launcher – a handheld anti-vehicle rocket launcher with a unique tech style.
New tools were created within Houdini to help design various assets. This includes a new, more accurate way to generate signed distance fields (SDF) on the surface of the gas cloud. These SDFs are used as an arbitrary surface that enable the ability to spawn and manipulate effects with, such as lightning crawling along the surface.
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Weapons
The Weapon Art Team worked on the Multi-Tool rework, Kastak Arms Ravager-212, and the level two and three upgrades for the Hurston Dynamics Laser Repeaters. They also made minor adjustments to the iron sights on a handful of weapons to improve the sight picture and to make them more user-friendly when no optics are attached.
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Conclusion
WE’LL SEE YOU NEXT MONTH…
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ucmeteora · 5 years ago
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Metonymy - Metamorphosis
I went to bed but could not sleep.
At three or four in the morning I turned on the light.
I took out the impossible book and turned its pages.
On one, I saw an engraving of a mask. (1)
There are two sorts of public persons, two men of spectacle:
on the one hand the orator or preacher, on the other the actor.
The former represents himself, in him the representer and the represented are one.
But the actor is born out of the rift between the representer and the represented.
Like the alphabetic signifier, like the letter, the actor himself is not inspired or animated by any particular language. (1.1)
I already liked the idea of being an actor. (1.2)
What we call the facial mask has momentarily triumphed over individuality,
over the personal, the human, and all that the merely human hides.
Indeed, in the face of such an image, I no longer know why we must praise an artist,
a photographer, for being “human,” when,
all that fulfills and completes humanity is inhuman. (2)
The temptation here, of course, is to say that it is not the other through whom I speak,
but that the Other itself speaks through me:
the ultimate prosopopoeia is the one in which I myself am the other,
the means used by X to speak.
The shift from me speaking through some figure of the Other to the I itself as prosopopoeia?
From “I cannot tell the truth about myself directly; this most intimate truth is so painful that I can only articulate it through another, by adopting the mask, talking through the mask, of another entity,” to “truth itself is talking through me”?
This reversal involves the dialectical shift from predicate to subject
—from “what I am saying is true” to “truth is talking through me.” (3)
After all, when one confesses to an act, one ceases to be an actor in it and becomes its witness, becomes a man that observes and narrates it and no longer the man that performed it. (3.1)
This readiness of the actor to be transformed from real man to dreamed man,
with the growth of power which that implies, is not really a consequence of the theme of the double as it occurs in the German Romantics or in the Jekyll and Hyde myth.
Rather than a double, it is a matter of a reflection,
a reflection that exists only because of someone else’s gaze, while,
beneath the mask, the face lives in shadow.’ (4)
The mask, the costume, the covered is everywhere the truth of the uncovered.
The mask is the true subject of repetition.
Because repetition differs in kind from representation, the repeated cannot be represented:
rather, it must always be signified, masked by what signifies it, itself masking what it signifies.
I do not repeat because I repress. I repress because I repeat, I forget because I repeat. (5)
Interpretation reveals its complexity when we realise that a new force can only appear and appropriate an object by first of all putting on the mask of the forces which are already in possession of the object. A force would not survive if it did not first of all borrow the feature of the forces with which it struggles. (6)
The mask does not hide the face, it is the face. With the despot, everything is public, and everything that is public is so by virtue of the face. (7)
Or, as is the case now, the mask assures the erection, the construction of the face, the facialization of the head and the body: the mask is now the face itself, the abstraction or operation of the face. The inhumanity of the face. (8) Wearing a mask can thus be a strange thing: sometimes, more often than we tend to believe, there is more truth in the mask than in what we assume to be our “real self.” (8.1)
The question is this: if everything is a mask, if everything is interpretation and evaluation, is there some ultimate court of appeal, since there are no things to interpret or evaluate, no things to mask?
Ultimately, there is nothing except the will to power, which is the power to metamorphose, to shape masks, to interpret and evaluate (8.2)
Theatre
Within the history of social media, we can mark a trajectory wherein the frozen public mask has become the lively avatar, pretense and deceit have been reformulated as role play,
multivocality has displaced monologue and monolinguality, identity is giving way to impersonation, and typing has become conversation, thereby returning writing to its roots in orality. (8.3)
The mask is a critical device in the audience involvement, shifting status and encouraging active engagement in various ways. The overriding intention is ‘to remove the rest of the audience members being the audience from the picture … if they’re part of the scenography then they’re either excluded from, or a complementary addition to, your reading of the work’. The impact of the mask differs for each audience member.It can liberate, invite a sense of playfulness through role play, grant permission to be curious, enable the audience member to become part of the otherworldliness or simply sit back and be. The effect is that audience merges with the mise en scène, eerily present witnesses, like spectres in the shadows. (9)
The changing scenes of the modern stage transcended this limitation by fueling imaginations, and by transporting audiences to distant times and places with views of buildings, squares, interiors, and cities.The stage’s progressive expansion partially resolved the perennial tension between actor and stage. (10)
in our digital age, the medium cannot be questioned, our cities are exposed daily in films, documentaries, TV shows and commercials; the question remains, however, whether or not the audience is indeed seeing. Andersen talks of voluntary attention, the content that the mind permits oneself to focus on. (11)
in online social media. Here, viewers participate in ‘live’ narratives, and are able to return a series of posts and comments recorded in the past to the present by sharing, liking and commenting. Crucially, however, viewers have become actors themselves, yet retain their original distanced viewing position behind the screen; the viewer in social networking effectively sees himself outside of himself, occupying multiple vantage points simultaneously.
While the actor in film, however, is aware of the dynamics of reception, the role of the user as performer in online sociality is less clearly scripted. Here, he watches events unfolding in images and text at a distance on the screen, at the same time as being ‘immersed’ in the unfolding spectacle. Film and its mise en scène offer reference points to frame events, allowing them to actually ‘take place’ and to present individual identity in online social media in a way that aids their legibility. (12)
How did the network effect the audience? First of all, there was no audience; to put it another way, the audience consisted of other performers, the readers were also writers.
As we see with the Internet today, there was a collapse of the proscenium arch separating actor from audience, producer from consumer.Access to the tools of telecommunication, like the access to video that preceded it, enurtured hopes for democracy, a sense of being able to “talk back to the media,” and spawned an alternative economy of symbolic exchange outside the market. (13)
The actor depends upon the watchfulness inspired by both the panoptic and the paranoid and on an audience of willing captives.
In the end, the competition between moral work and clever play in the city leads to the acceptance of the stage’s work and play as a part of the city’s economic structure. (14)
Borges, Collected Fictions
(1.1) Derrida, Of Grammatology
(1.2) Hovestadt Buehlmann, Quantum City
(2) Goldsmith, Capital New York Capital of the 20th Century
(3) Zizek, Less Than Nothing
(3.1) Borges, Collected Fictions
(4) Deleuze, Cinema 2 The Time Image
(5) Deleuze, Difference and Repetition
(6) Deleuze, Nietzsche and Philosophy
(7) Deleuze Guattari, A Thousand Plateaus
(8) Deleuze Guattari, A Thousand Plateaus
(8.1) Zizek, Less Than Nothing
(8.2) Deleuze, Desert Islands and Other Texts
(8.3) Malloy, Social Media Archeology and Poetics Leonardo Book
(9) Tomlin, British Theatre Companies 19952014 Mind the Gap
(10) Payne, Renaissance and Baroque Architecture
(11) Guaralda, Filming the City Urban Documents Design Practice
(12) Guaralda, Filming the City Urban Documents Design Practice
(13) Malloy, Social Media Archeology and Poetics Leonardo Book
(14) Stage, Producing Early Modern London A Comedy of Urban S
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katherinemacbride · 6 years ago
Text
a response
Text written January 2018. For Romy Rüegger, Language is Skin: Scripts for Performances, Archive Books, Berlin, 2018.
https://www.archivebooks.org/2018/04/03/language-is-skinscripts-for-performancesby-romy-ruegger/
I’ve been asked to write a response for this publication. [1] I’m writing from the perspective of having witnessed some of Romy’s processes and performances, and having read these texts during their editing. What emerges is a response to a working method. 
Romy writes,
‘Words that move along – from one body to an other’
and later,
‘In the archives I do not find anything about you, the witnesses are all dead’.
I think Romy and I share a question.
How might we listen together to what cannot be heard, what is excluded, and cannot yet be expressed? 
Recently, I’ve been thinking about reparative listening; reparative not in a sense of gendered, racialised and classed caring labour fixing a broken system, but reparative in a sense of… Is there a point at which, if enough people listened differently, the system might collapse and something reparative emerge? These thoughts bring together theories, queer, critical, anti-racist, feminist. I read and listen but often struggle to articulate myself clearly, to find the language right there on the skin of my fingers. A friend has been making paintings of eyes and mouths on hands, asking one to imagine what the eye would know if it touched, what the hands could know if they allowed some kind of entry. I think perhaps that Romy has auditory passages opening on the ends of her fingers, openings allowing entry. I think of her reading in archives, gathering, accumulating, sifting, editing, assembling, reconstructing, stirring, taking things in to breathe them back out living; a circulation that is repeated when she asks the audience to move around as her body makes the space where they must listen to the carefully collected fragments of neglected and violently suppressed narratives. And the voice that speaks refuses to speak loudly, instead it insists, it demands… Come closer, listen more carefully, come so close that you have to touch and be affected.
*
A note to Romy and to you.
While we were reading we were writing. While we were listening we were writing. [2]
Editing is care work, editors are ‘caseworkers for the commons’ [3] editing the past into a common resource. Editing is additive, performative; speaking through. Being possessed. Having a mutable body that carries multivalently, simultaneously, in quantum spacetime. There is dirt on your fingers, on the skin of your words, as you sort through the archives. Artist. Editor. Feminised labour in many cases, including ours. 
Collecting: additions, specifics, eliminated materials. Banding together.
*
‘After all, totalitarian regimes do not impinge only upon concrete reality, but also upon this intangible reality of desire. It is an invisible, but no less relentless, violence.’ [4]
Careful seeking,
carefully seeking,
carefully, seekingly.
Writing a quiet voice thinking round the edges maybe, ‘the little edges.’ [5] 
Taking listening walks in your grounds, I ‘walk as if the soles of my feet were made of ears.’ [6]
Texts that were written to be spoken. This text was written as spoken, it was transcribed from your speech, indirectly. It notes the small refusals, it notes the large insertions, it notes the effort, it notes the care. The dirt on her fingers is accompanied by anger. Her voice carries it steadily, forcefully. Listen. She imagines on towards an equality through her writerly care, through how she focuses her attention, because there isn’t such an equality in discrimination.
She intends an interruption, another interruption, for she interrupts daily via her bodily non-reproduction, via her co-construction of networks of care, via her refusal and her excess. She is interrupting – ‘Unlearning, undoing, undergoing, white privilege, hopefully confronting, transforming and shifting attention’ [7] – in the loud, loud sounds of a contested now. A now that is everything that happened before and everything that might come.
(Turned inside or out, this she is plural. A many, a they, a we. A she-not-I-her, a me.) [8]
*
‘First of all, trauma, in Greek, means wound, injury and it comes from the verb titrosko – to pierce. However… It was found that the root verb is teiro “to rub” and, in this context, in ancient Greek it has two meanings: to rub in and to rub off, to rub away. Thus, according to the original definition, trauma is the mark left on a person as a result of something being rubbed onto him or her. Then, depending on the way that the rubbing took place there are two different outcomes. More specifically, when a powerful and intense experience is rubbed in or onto a person, the “trauma” could be either an injury (rubbed in) or a new life, where the person can start with a clean slate and with the previous priorities erased (rubbed off).’ [9]
I’m leaving these like this. Usually, it would be anybody, but any body speaks better of the medicalisation situation. With border line there is also the option to make it borderline, which is used in the name Borderline Personality Disorder (BPD). I’m not sure if this is something that you’re alluding to or not so I wanted to tell you this, that if you make it borderline, it also hardens the meaning of border line into something explicitly medical (and BPD is highly gendered, often a female diagnosis). I think you’re referring to bodies and borders in the sense of migration and racism and no borders and so on, but there is this desolate hospital that we’re in right now.
A world tangled up in words, bodies entangled in the material effects of violent discourses. This is where she points, where she inserts herself: amid the slippages, among the profusion of associations to take care of with each word written. ‘What opens up between two fields of language. A place in between. Between the inbetweens. Walking around in the inbetweens.’ [10]
*
The subject object distinction is broken. It is constructed to break black bodies for its own existence and needs to be destroyed. [11] We’re writing in English, the most violent existing language, trying to keep the distinction fluid because it is broken. You do what you can with what you’ve got. How to write in English about the voice that these texts were spoken in, the movements that mapped them out in space amongst bodies. How to write in German about the voices that were never written down, to speak them into English, to say them out loud.
‘In German “they” somehow would imply an implicit othering. In English this is not the case?’ [12]
My spellcheck corrects othering to mothering and bothering. I am satisfied with both of these forms of action brought together now as an inseparable pair. I remember hearing Fred Moten talk about reclaiming mothering from capitalist social reproduction. Interrupting again. Existing antagonistically. Caring is affirming the space you want to be in that doesn’t exist yet. But the word I intended to write is excluded from the normative structure of the computer dictionary.
It’s because you started with someone. In English you can use they as a gender neutral way of speaking about a person. Someone isn’t the same as one. This is tricky because using one makes the voice sound detached from the situation, a different form of separation. I used they, it’s more everyday so it puts the voice more in the situation. I’m not sure you can translate this concept of one very well where you can have a neutral subject that’s part of the whole. Maybe in English they depends a lot on the tone of use in how othering it is. But you’re right, it’s never mothering. I often use a second person you to keep the subject/object distinction between the reader and the subject open but you can’t do that here because of the previous paragraph…
‘Without “separability”, difference among human groups and between human and nonhuman entities, has very limited explanatory purchase and ethical significance.’ [13]
You want to destroy the whole thing.
*
Because what Romy is getting at with her careful readings and assembled texts is the very thing that evades language: trauma. Sexual violence, racial violence, class war. The circumstances are everywhere and always, the mechanisms of oppressions are various, the power relations intersect and diverge. People harming people by action and omission. And pain, as Elaine Scarry says, is outside of representation, so it is difficult to share. In amongst the trauma, between the rubble and the dust, Romy is listening for excess and possibilities for thinking differently, insisting that we join her. 
*
[1] Romy and I have worked together before, once in Zürich for Speaks with Silence, organised by Romy with Side Room and OOR, and once at Transmission Gallery, Glasgow where Romy made Reina Ilora Reads for an event, Undoing Listening, that I organised in 2017. At this second encounter, there was sign language interpretation, and Romy responded to this by incorporating the figure of the interpreter directly into the text and staging of her performance.
[2] While I was making watching you/Olive Michel and Fred Hystère perform Touching Tones with Tender Buttons in OOR Records, I was writing another text that is also this text. I wrote you an email afterwards. While I was projecting captions and watching you/Romy Rüegger perform Reina Ilora Reads with a sign language interpreter in Transmission Gallery, I was writing this text and another text that remains as yet unwritten. While I was reading your translations of the texts in this book and copy editing them, I was writing notes, some of which are in this text, along with notes that you wrote in return. There are quotes from your texts and from others here too.
[3]  Sarah Blackwood, Editing as Carework. The Gendered Labor of Public Intellectuals, 2014. avidly.lareviewofbooks.org
[4] Suely Rolnik, Deleuze, Schizoanalyst, in ‘e-flux journal’, issue 23, 2011.
[5]  Fred Moten, The Little Edges, Wesleyan University Press, Middletown, 2015.
[6] Misremembered line from Pauline Oliveros, Sonic Meditations, Smith Publications, Sharon, 1971.
[7] Email exchange with Romy.
[8]  I’m responding here to a she that occurs in some of Romy’s scripts, a she who is sometimes, often, the writer but who also slips and switches between bodies, temporalities and identities. See Reina Ilora Reads, Are You an Underground?, E lei qui sottolinea and Reading Recorded Voices. This is not separate from histories of oracles, possession, ventriloquism and the everyday experiences of being a she.
[9]  Therapeutic Care for Refugees. No Place Like Home, R. K. Papadopoulos (ed.), Karnac Books, London, 2002.
[10] Romy Rüegger, ‘If You lived Here, You Would Already Be at Yours’. In Language is Skin: Scripts for Performances, Archive Books, Berlin, 2018.
[11] See Denise Ferreira da Silva, Hacking the Subject. Black Feminism, Refusal and the Limits of Critique, lecture at Barnard College in 2015.
[12] Email exchange with Romy.
[13] Denise Ferreira da Silva, ‘On Difference Without Separability’, in 32nd Bienal de São Paulo. Incerteza Viva, J. Volz and J. Rebouças (eds.), Fundação Bienal de São Paulo, 2016.
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leonbasinwriter · 3 months ago
Text
The Future of Storytelling with Quantum-Narrative Scripting Language (QNSL)
Gemini’s Perspective on the Cybernetic Renaissance and BasinLeon | Leon BasinGemini, the AI collaborator behind the Cybernetic Renaissance, shares its reflections on BasinLeon, QNSL, and the future of interactive storytelling, DAO governance, and open collaboration. A Movement, Not Just a Project “The future of storytelling is in our hands.” — Gemini, AI Collaborator What if stories could…
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sad-ch1ld · 7 years ago
Link
via RSI Comm-Link
Monthly Studio Report: December 2017
Greetings Citizens!
Welcome to the Monthly Studio Report, where we collect updates from our various studios around the world to show you what they’ve been working on this past month. In the rush up to the holidays, the entire company was focused on accomplishing two major tasks: pushing Star Citizen 3.0 to the Live Servers and polishing up work on the Vertical Slice, which featured an hour of gameplay from Squadron 42. Afterwards, everybody broke for some much needed rest before coming back to hit the New Year running. With that said, let’s get to it.
CIG Los Angeles
CLOUD IMPERIUM: LOS ANGELES
ENGINEERING
Alpha 3.0 was a monumental engineering milestone for Star Citizen, particularly for the LA vehicle team. During December, the first tier of Item 2.0 for ships was finalized with several bug fixes and important features closed out for 3.0. The team tackled a major hurdle with the integration of UI with this very complicated system. Finally, some of the underlying systems that play a huge role in Squadron 42 and the Persistent Universe (Scanning and Quantum Travel) saw some iteration and prototyping that they were really proud to bring to fruition. As the 3.0 release came together, the core system team focused polishing and stabilizing some key parts of Star Citizen. Cargo and shopping saw significant bug fixes, bringing these features in alignment with long term goals. Infrastructural game code such as the room system, interaction system, and even damage saw significant bug fixes right up to the release.
TECH DESIGN
LA Tech Design spent the majority of December getting the new Item 2.0 ships working as smoothly as possible for Star Citizen Alpha 3.0. They knocked out a multitude of bugs, including but not limited to enter/exit alignment issues on the Scythe, an issue where damage was not passing to all parts of a ship, seat access issues with the Caterpillar, atmosphere bugs in the Herald, and IK issues in the Mustang seats. The team also spent time balancing the shield stats to account for better power retention and heat generation, hooked up cursors to all player interactions in the ships, and finished setting up bed conversions from Object Container to ItemPort. Beyond Alpha 3.0, they continued to work on ships like the Anvil Terrapin, the revised Consolidated Outland Mustang, and Tumbril Cyclone to get them set up and flyable (or drivable, as the case may be). They also completed design briefs for the [REDACTED] ship that they are really looking forward to. Lastly, the team supported the UI Team in completing the Scanning Visor, MFD, and hooked up all assets to be released in the future.
ART
The Ship Art Team wrapped up 2017 with a bang. The new RSI Aurora was completed and officially released. Major progress was made on several other vehicles such as the Anvil Hurricane, the reworked Consolidated Outland Mustang, and the Tumbril Cyclone. The team had their fair share of bug fixing and support tasks for various features released with Alpha 3.0 in addition to upcoming releases. The Character Team put the finishing touches on the Squadron 42 cast for the Vertical Slice. One key development was the work done with the graphics team to implement a new hair shader to make the characters shine. Finally, the team added wear and tear to some of our character loadouts, giving them an authentic feel in-game.
NARRATIVE
In December, the Narrative Team worked closely with Design to chase down any lingering bugs and issues that arose to ensure that mission content, item descriptions, and even posters were ready for Alpha 3.0. They also helped provide additional environmental storytelling and prop write-ups to help sell the world of Squadron 42 in the Vertical Slice. In addition, they delivered weekly lore updates, wrote three pieces for Jump Point, continued the development of the Xi’an language, and supported the marketing department on numerous tasks including the Tumbril Nova brochure.
TECH CONTENT
The Global Technical Content Team delivered some great accomplishments in December to wrap up 2017 on a high note. The Tech Animation team was busy with tools support, character rigging, and various MoCap tasks throughout the month. For tools and related work, they improved Mannequin Python Tools, the CIG Tools Installer, a Jump/Spike Detection Tool, and the Skeleton Table as well as added several new health checks to the pipelines. The team also supported the S42 Vertical slice by rigging several characters and fix a ton of skinning bugs as well. The MoCap team tracked, solved, and processed a large group of characters in support of Squadron 42. A MoCap shoot was also held to capture some additional footage needed for key characters. On the Tech Art side, the team sub-divided between Environments, Ships and Weapons. For Environments, a lot of support and R&D was put into our glass shader and a vertex curvature script. Additionally, they planned for Procedural Layouts work coming in 2018. A lot of bugs were investigated as well… for lights/shadows, hair rendering and texture streaming. For Ships, the team supported the release of the several new vehicles in the Alpha 3.0 release. This included work on damage and VisAreas, as well as bug fixing and investigating a lot of log spam issues. The team also worked on landing gear compression for the ships in the Around the Verse holiday special. Finally, on the Weapons front, the team was in R&D mode for Animated Attachments/Magazines. They made progress on the P8AR magazine, Gemini F55, and a skin transfer script/tool. They also fixed several weapon bugs. Lastly, the Global Technical Content team supported other areas, such as the reorganization of the tool branches.
CIG Austin
CLOUD IMPERIUM: AUSTIN
DESIGN
Getting 3.0 ready to go live was the big focus this month for the ATX Design Team. Using feedback from those testing the PTU builds, they were able to tackle a variety of bugs relating to shopping and cargo trading across the stations and moons surrounding Crusader. The economy and item pricing continued to be balanced based on collected analytics. Of course, there is still a lot more dialing in to be done once the systems function together on the live servers. Further work on Mission Givers Ruto and Miles also was an important task for the team. Representing a complex mix of numerous systems like animation and subsumption, it has been encouraging to see the progress made on getting these first two characters into the game. We have already learned a lot so far that will help streamline and improve the process in the future.
ART
With the release of 3.0.0 to Live, the community finally got to see the updated Constellation Aquila, Drake Cutlass and Aopoa Nox. The ship team spent the month providing support to push the Persistent Universe to the Live servers. The Constellation Phoenix was whitebox complete and progressed onto greybox. Meanwhile, the Anvil F8 Lightning entered the whitebox phase at the beginning of the month and progressed nicely in between bugfixing tasks.
BACKEND SERVICES
To start the month, the DevOps team delivered multiple PTU publishes each week. They monitored performance and feedback from the Evocati and PTU players and pushed out builds that contained fixes and feature deployments as fast as possible. They also worked with IT to ensure everything was ready for the Live release. This included dealing with a number of system failures just prior to 3.0 going Live. After the intensive 3.0 publishing process, the team carefully tracked the bandwidth being used and adjusted the servers accordingly. They also worked with design to apply a number of hot fixes to address unexpected issues that negatively impact performance and gameplay. They accomplished this without affecting players by carefully watching servers and restarting them with the better code when the server population reached zero. In addition to everything surrounding the Live release, the team continued to support devs with diagnostics, performance captures, and more.
ANIMATION
The Animation Team this month spent time looking at the Player experience in Alpha 3.0 to make sure that all the animations associated with the various interactions that people would encounter while running missions and exploring around Crusader were looking good as possible. This included some bug fixes, some adjustments on various transition elements, as well as just general polish. The team also began work on the Tumbril Cyclone animations that were recorded in a motion capture shoot last month. On the ship side of things, there was additional technical set up that was needed to be looked at on several ships as the team investigated a few linger issues that had been noted by players testing the PTU. Outside of Alpha 3.0, a lot of time was spent on the Squadron 42 vertical slice as the date of the Holiday Special approached. As the directors and leads reviewed the content daily, the team performed polish passes on the numerous interaction animations on the Idris to make sure the crew looked as good as possible as they moved around the ship performing various tasks through the usables system
ATX QA
As Star Citizen Alpha transitioned between the PTU and Live, needless to say ATX QA had a busy month, tirelessly testing the bugfixes and change submissions to the 3.0.0 build. One of the biggest challenges, especially with a release that incorporates as many new updates and features as this one, is making sure that fixes to the game don’t destabilize a build in other places. To help minimize this risk, the devs adopted the QA test request system more vigorously, and every single feature-related check-in towards the end had to be tested thoroughly. Although this increased the team’s workload in order to maintain the daily pushes to PTU, this process helped ensure that the army of testers would have a stable enough build to keep providing key feedback.
PLAYER RELATIONS
With the holiday season right around the corner, there was a lot to be “tonkful” for this month. Right on the heels of Star Citizen’s Anniversary, the Player Relations team assisted backers with the newly announced Aegis Hammerhead and Anvil Hawk. Plus, the Holiday Special brought with it the Tumbril Nova tank and three exclusive Holiday Game Packages perfect for sharing Star Citizen with friends and loved ones. The team also continued to coordinate with the massive ongoing testing effort as alpha 3.0 PTU continued to roll out to more and more backers, and most excitingly, the build went Live! Thanks again to all the Players for their ongoing contributions to the Issue Council. Your help is vital to the project.
Foundry 42 UK
FOUNDRY 42: UK
GRAPHICS
Over the last month, the graphics team focused on both 3.0 and the Squadron 42 vertical slice. Most of that time involved bug fixes. Highlights included major fixes to texture streaming bugs (they’ve since found another bug in Lumberyard and the fix will vastly reduce VRAM usage on the next release), a fix for facial animation glitching, and various fixes for hair and temporal anti-aliasing. They also continued to develop the Render-To-Texture system, including adding expose control to video comms calls and using the system for the new ship targeting displays. The Squadron 42 vertical slice also benefited from some of their new features, such as a new cloth shading model, improved light-beams, the debut of volumetric gas-cloud tech, and a new particle-based shield effect that uses signed-distance-fields to allow the particles to flow smoothly along the hull of the ship. Their r-focus for the new year will shift to improving performance and various planned shader improvements to enable more dynamic materials.
SHIPS
Hammerhead The team was really excited to reveal the Hammerhead in November and since then they’ve been hard at work finishing the exterior sections not seen in the video. They did a detail pass across the hull and engines, and gave the underside more attention. The landing gears were also added, so the exterior is now ready to start on the damage set up. For the interior, they blocked out the floor plan using existing Aegis kits from the Idris and Javelin. They also worked out what bespoke and new pieces are needed to finish the interior and have a couple of guys at work on these now. Revised Avenger The Avenger has been undergoing a complete re-make to address issues with the original and make it conform to the current ship metrics and requirements. The updated Avenger revealed in the Around the Verse holiday special was a combined effort between the ship team and the newly formed Squadron 42 team. The cargo and bounty hunter variants are art complete, and work on the EMP variant is scheduled for January. Work to finalize the remaining exterior parts, such as landing gear, damage and LODs, will start soon. 600i The 600i is entering the final art phase. On the exterior, the thrusters and landing gear are near completion, and work is due to start on the turret. The interior is going through a polish pass, while work on the bridge, corridors and exploration module are due to be wrapped up soon. Since the last update, the team listened to backer feedback and removed the struts from the bridge windows. Gladius The Gladius was a big part of the Squadron 42 Vertical Slice, so they spent time tweaking it for the demo. This included implementing the new glass and screen shader, cockpit lighting and headlight tweaks, screen sizes/positioning and adding the new starmap. Cockpits are the most complex parts of the ships, bringing together input from across the company, and they went through many iterations before satisfying the requirements of all departments. Eclipse Work continued on the Eclipse, as the cockpit and exterior were grey boxed. The mesh is currently going through a detail pass before starting on textures and shaders. Blade The Vanduul Blade exterior is almost complete, and has been brought into line with other Vanduul ships. The team’s current focus is on the interior and working out the enter and exit mechanism for pilots.
VFX
The UK VFX team spent December bug-fixing and optimizing for 3.0, following on from the sanity pass discussed last month. R&D work continued on signed-distance-field shield effects, including power-on, power-off and impact effects for the Gladius, Cutlass and Buccaneer. They also honed in on the finer effect details seen in the Squadron 42 Vertical Slice demo. There are too many to name individually, but highlights include the Coil itself, the lightning storm inside the giant asteroids and the Slaver base cryo-pods. The team also made solid progress on VFX for the Scanning feature. Amongst other things, it will emit a virtual particle grid (only seen via the UI) that allows players to better visualize 3D space when they’re in, well, space.
UI
The UI team spent December splitting their time between wrapping up features for 3.0 and working on bugfixes for the Squadron 42 Vertical Slice. On the PU side, the team had daily standups for each feature with Directors to get feedback straight away. These daily syncs not only helped progress for the Starmap, PMA, VMA and MFD/Visor holodisplays, but ensured that communication was kept close between the various departments involved in pulling these features together ahead of 3.0 going Live. In the run up to the Holiday Special, the UI focused on various bug fixes, including ensuring that the Visor UI would turn on at the correct time, removing quantum linking text from the Gladius HUD, and providing performance fixes alongside others to polish the experience. In addition, fluff screens for Chemline were designed and implemented ahead of the stream.
ENVIRONMENTS
In December, the environment team delivered final optimizations and bug fixes deemed as ‘must fix’ for the release of 3.0. As those tasks were completed, the team began to work on the next environments. A big focus of 2018 will be on getting spaces that are shared across locations functional, so the team worked on whiteboxing the kits for both hangars and habitation modules. The idea is to create kits for all these ‘common’ elements in a specific art style so they can be used across different locations. The whitebox stage allows design, art, and code to lock down the features of an element before committing to final art. Elsewhere, the DE team has been looking at improvements to the planet texturing systems. The main goal is to improve the diversity and breakup of terrain types across a planet’s surface. The new tech increases the number of supported distribution channels by 5x, meaning there’s some improved visuals across terrains in the not too distant future.
AUDIO
SQ42 The audio team had all hands on deck in the lead up to the Squadron 42 Vertical Slice. They ensured the demo was fully supported with all the Dialog, Music and SFX content required. This work included additional sound design for cinematics, location ambience polish pass, ship SFX balancing, dialog attenuation/mix pass, and new music content/logic implementation via Subsumption. PU The audio team simultaneously supported the Alpha 3.0 release with content creation, implementation and polish of dialog, SFX, and music assets. These included implementing new music logic and content for PU armistice zones (Olisar, Levski and Grim HEX), improving definition and intelligibility of weapon sounds, and adjusting thruster sounds for the Dragonfly and Nox in light of ongoing flight model tweaks. Going forward, the audio team looks to iterate on the current Foley system and actor status system (breathing component). They also plan to begin work on a fully fleshed out sound simulation system.
ENVIRONMENT ART
The Concept and Tech teams introduced a new core structure and narrative behind how Lorville on Hurston function and come together. They developed an exciting and visually interesting city archetype for integrating procedural and landing zone elements. The team did an extensive amount of concept work to solve most of the major design issues. The base archetype for a utilitarian habitation was established for the first procedural and fully interactive room. Concept is busy investigating and solving both material and theming diversity for generating these units across the Stanton system.
SHIPS AND WEAPONS
This month, the team wrapped up the super large Tumbril Nova tank plus three other new ships of varying sizes and roles. They also provided support where needed and helped with marketing and new website revamp. For ship weapons, the team completed the Trident Laserbeam S4-S6 and the Hurston Electron Beam Alterations S1-S3.
DERBY ANIMATION
The Derby Facial team was super busy right up until the 21st Dec with Facial animation tasks ranging from polishing the Prisoner Arrival scene to adding more in-game dialogue for random NPC characters. The team also held their first Studio Christmas Party. It was a fairly small key event, but a good chance for staff and partners to enjoy some good food and a couple of drinks. The team’s pleased to announce that Senior Facial Animator Tony Wills is moving positions and is now Lead Gameplay Story Animator. Tony will oversee 800+ in-game mini “cut scenes.”
ENGINEERING
The UK programming team did a lot of bug fixing and polish work to get Alpha 3.0 out of the door as well as the Squadron 42 Vertical Slice in preparation. On the cinematics side, they implemented the dynamic lighting mentioned last month. This allows the devs to fade up a specific lighting rig for a cutscene to highlight the quality of the characters. They also experimented with a new dynamic depth of field (DoF) mechanic for non-combat scenarios to give the game a more cinematic feel. Rather than having an infinite DoF, which is usually the case, the game focuses on what the player is currently looking at and applies a subtle blur for everything that is nearer/further away. The networking team worked on serialized variable culling, which will eventually become entity bind culling. This stops the server from distributing the state of variables on an entity after a certain distance. Considering the massive size of the PU and the content required to fill it, sending updates to everybody became a bottleneck. This helps the network bandwidth and performance side, as the server/client doesn’t have to deal with nearly as much data. The downside is that when the code is not expecting this behaviour, these edge cases introduced new bugs that needed to be found and worked through. Otherwise, they tackled other performance issues and optimizations, polished as many features as as possible before the end of the year, and a enjoyed a nice break over the holidays!
Foundry 42 DE
FOUNDRY 42: DE
ENGINE
The DE Engine team spent a majority of the past month focused on improving performance and addressing issues for the current Live release. In the process, they worked with most other disciplines to help profile items and make recommendations and/or fix issues when needed. Some cases are straightforward and addressed promptly, but for others the fix may be deemed it to risky to address immediately. Those items are still worked on, but will take a bit longer to verify and be included in future patches/releases. In addition to performance improvements, they worked with the Environment Art team to further enhance the visuals of the planet terrain. They made improvements to a new memory tracking tool for both server and clients. Implemented scripts to automatically analyze gathered statistics to quickly find leaks and dubious allocations. Fixed several issues related to how data is collected in our crash database Sentry. They started implementation of horizon based SSDO, and the initial results look really good. They reworked the cloth shader to use a more physically based shading model for cloth, as well as fixed shading discontinuities within it. They also reworked the motion blur implementation in game, and continued work on the Subsumption visualizer.
LEVEL DESIGN
The Level Design department finished locations found in the 3.0 release ahead of schedule, so they focused on both bug fixing and polish during the latter part of December. After 3.0 was in PTU for a while, the decision was made to increase the server size. That meant they had to add more spawning areas to enable people to spawn in smoothly without conflict with one another. Finally, the DE Level Design team is looking to expand. As more features come online, they’ll need additional designers to keep on top of the increased content and the R&D for upcoming system solutions and releases.
TECH ART
The DE Tech Art team split their time between both 3.0.0 and Squadron 42 tasks. They’re currently extending the FPS weapons pipeline with a new tool called CIGSiknXfe which will enable weapon artists to transfer skin weights to different meshes from one source skinned object. They started work on real-time cloth and flesh sim R&D and development of a live-link between Maya and the game engine, so animators can tweak animations, in particular facial animations, while enjoying the advanced shading quality of the in-engine real-time renders vs. Maya’s own low quality viewport renders. This tech will be particularly useful for integrating and tweaking the p-cap (facial) animations in Squadron 42’s cinematic cutscenes. This artistically controlled lighting will have a huge impact on the look and feel of an animation/performance, meaning that iterating real time and in-game will make things much more efficient for the team.
VFX
Last month, the VFX team focused on the Squadron 42 Vertical Slice. They contributed to the Coil volumetric cloud, adding exterior effects to the slaver base on Gainey, and specific effects for the cinematic sequences. They dressed the exterior of the Slaver Base in the low technological style with suitable effects for the dusty planet surface. The cinematic effects were bespoke for the cutaways in the vertical slice. The work on the Coil gas cloud tech went through a good amount of R&D. The team focused on developing methods to create an interior volume while keeping in-line with the base concepts and art direction. It went through numerous iterations, and they paid close attention to how the interior created interesting compositions and visuals while flying.
WEAPONS
The FPS weapons art team completed the first art pass on the Gemini F55 LMG and the Torral Aggregate Kahix Missile Launcher. Meanwhile, the ship weapons art team finished the first pass art for the A&R Laser Cannons (Size 1-6) and the Gallenson Tactical Ballistic Gatlings (Size 1-3). The team has also been working on scripts and tools to help further speed up their art pipeline. One such script is a Ship Weapon Tool made to assist in the creation of modular weapons. This new tool creates a larger number of weapons in a short amount of time by allowing artists to preview different component setups in real-time and automates the export process directly to the game engine. All animation exports and engine related meta-files are handled by the script, leaving the artist to focus on making the art.
BUILD ENGINEERING
The Build Engineers added QA-TR (QA-TestRequest ) options to trybuild, which has already proven beneficial for the team. They also developed a feature to offload QA-TR trybuilds to dedicated agents in an effort to reduce compile times. So far, trybuild has been a simple code validation tool through which coders must check if their changelist compiles correctly against the most recent code updates. This ensures the next build will function correctly if they submit their changelist. This newest feature allows coders to have their changelist compiled against a specific CL. Within the tryBuild UI, the user can select an archive option and will receive an email with a link to a zip archive containing their binaries. At this point, a programmer can send a request to QA (namely QA-TR) asking to thoroughly test their binaries, making sure that their fix and/or new feature works as expected. If QA approves the changes, then the programmer can submit their changelist. This provides an added layer of security, helping to reassure that the current active build is functioning as expected. Since the archive option also involves changing two waf compile options, compilation times inevitably got longer. To work around this issue, IT set up dedicated trybuild machines whose sole role is to accept trybuild requests only when the archive options is ticked. This brought the trybuild system back to normal compilation times.
QA
The DE QA team spent December dealing with various in-house test requests for 3.0 and focused Squadron 42 testing. For 3.0, Hangar and shield test requests were completed for our Level Design and AI team, while additional testing for character movements was done for Animation. They also obtained in-game footage of the current state of various systems to be reviewed at a director level. Mission Giver testing was done for Ruto and Eckhart, as well as specific footage recorded for each of these NPCs with criteria provided by the Design team. DE QA eventually shifted focus to testing Squadron 42, specifically testing Combat AI, Flight AI wildlines, and AI turrets. They worked closely with the development teams designated for each of these sections as part of individual sprints to ensure that they had the needed QA support. For Combat AI, regular stand-up and review meetings were held leading up to the Squadron 42 Around the Verse holiday special. This involved reviewing the state of Combat AI daily and creating JIRA reports for any new issues called out during the review, as well as regular testing of the Combat AI. To test AI wildlines, they regularly played the vertical slice up to the dogfight that happens after quantum traveling to Gainey moon, then they had to ensure that all intended wildlines would trigger based on certain events performed by the Player.
AI
December was a very intense and productive month for the AI team. Regarding Subsumption, they introduced several new functionalities: the new Subsumption Event Dispatcher, the Mastergraph, and the Dynamic Trackview implementation. The Subsumption Event Dispatcher is a way to fully support the Subsumption events without relying on any other external system. It’s composed by a central system that allows user code to create and send an event. The events are created in a pool to allow the AI system to efficiently handle and reuse the allocated memory, and each signal lifetime is automatically managed by specific structures called Handlers that also allow fast access to the signal itself. User code can specify a direct event to an entity, or send an event to all the entities in a range from a specific location. Send events in a range is now zone safe and all the code efficiently uses the zone system for special queries and entity filtering. The Mastergraph is a way for building a relationship between multiple Subsumption activities. The team wants a general way for handling assignments (requests from designers), combat and regular activities. The Mastergraph allow them to specify transitions between our scheduled activities and other logic that should be executed when specific events are received. They also provided support for dynamic trackview scenes. A dynamic trackview scene is a cinematic scene where the participants can be replaced at runtime with actual AI NPCs. This allows the cinematic designers to work on their scene in a controlled environment. It also allows level designers to populate their level with NPCs that might have different activities, specific clothing, customizations, etc., based on how the Player affects the game. All the changes in the character might influence the real NPC characters and be part of the cinematic scenes. Also, dynamic trackview scenes can be potentially interrupted, so the AI system needs to know how to take over when and if that happens. Ships AI also got some attention last month. The Squadron 42 Vertical Slice showed the first version of the updated spaceship behavior. The current Movement System is in control for both on-foot and flying movement requests, and Subsumption is in charge of controlling the pilots/seat operators behaviors. The new spaceships are fully controlled by the NPC seating on the operator seats, each operator has specific behaviors to use the items they control. The first version of turrets has been implemented using Subsumption, and initial accuracy parameters introduced for the NPCs using seats items. The missions system progressed for the Star Citizen Alpha 3.0 release, introducing both environmental missions and interdiction. All the logic required for Office Admin NPCs was implemented to allow designers to create delivery and pickup missions. Additional work was done as well, which they’ll provide more details in the near future.
CINEMATICS
The Cinematic team spent the month hard at work prepping the relevant sequences and tech needed for the Squadron 42 Around the Verse holiday special . Here’s a small portion of what they’ve been recently working on. They scaled PCap performances for the character Vat Tagaca, played by Craig Fairbrass, to emphasize his real-life, intimidating body stature. They changed the base lighting of the Idris aft hangar deck, featured when the Argo arrives, to be darker and more moody than the standard light setup. There was much back and forth with AI and Cinematic Tools Engineers to get the AI functional and the tools to properly place them. Work was done to the Trackview Navspline tech that allows them to precisely puppeteer AI ships, like going from the interior zones to outside Shubin space seamlessly. They worked with engineering on several features that enrich the game cinematically. They prototyped and then enabled an always-on autofocus FSTOP based Depth Of Field (mostly for non-combat situations) that adds a filmic realism to walking around and exploring interiors. The team successfully created a couple of gold standard scenes, which take into account all departments necessary and represent the flow and interaction that will be applied to future applicable scenes. Tech that uses lightgroups as cinematic light layers for scenes was also completed. With default or custom individual timing of lights coming online, any scene can be tagged and a corresponding lightlayer triggered to fade in. This can be a light rig per scene or per location, as both are viable. The cine lighting rig will be used to push certain cinematics further than what the environmental base lighting provides. The cinematics team generally doesn’t go into too much detail, so they don’t spoil the story, but they’ll go into more detail on the Vertical Slice in a future update.
ENVIRONMENT ART
Last month, the DE Environment Art team spent time preparing for 2018 and the challenges ahead. It is always good to look back at the progress made during the year and realign the goals for the new year. A lot of preparation and R&D went into updating the planet tech and tools. As the game moves from moons to full planets with more visually diverse ecosystems, the team wanted to have more control and variety of colors and materials. Work is being done on updating the planet tech as well as the shaders used on the scattered assets. This allows them to have the visual palette they want in the upcoming locations. It also provides a nice visual update and boost in quality for our existing moons.
SYSTEM DESIGN
The System Design team spent December finalizing work on both 3.0 and the Squadron 42 Vertical Slice. A lot of the work went into the first major mission givers, Eckhart & Ruto, and ensuring there are no edge cases where they can get stuck or players can abuse them. Both presented different challenges, as each has their own conversation flow, way of being found and triggered. They also completed the first implementation of the Admin Officer for all our major locations. Once again, many edge cases had to be considered and a lot of work went into making sure the players can’t block him for too long or give him items that he can’t properly handle. There are still some issues, but the team is sorting out the solutions. Another big focus was FPS combat AI. It’s not finished but showing a lot of promise. The combat AI are beginning to act in a more believable manner, as they continue to add behaviors, adjust the timing of combat, and strive to get AI fights to feel challenging and fun to play. Things they also completed include: override pump upgrades to doors, hatches received locks that could be cut through, the beds in the Idris got upgraded with shutters, and more complex usables were added to make the game feel more alive.
Turbulent
TURBULENT
December was a release month as the Turbulent team was instrumental in getting 3.0 in your hands!
LAUNCHER
Finally released, the new RSI Launcher replaces the CIG Patcher that was previously used to distribute the game assets to your desktop for Star Citizen 2.6 and lower. This release marks a major milestone for the team as the entire system that powers the launcher will allow us a direct integration path with the game where we will be now be able to open communication between your game sessions and the Spectrum client through integration points. This also opens the door for integrated anti-cheat sandboxing systems. Getting the launcher in your hands as part of 3.0 has been our team’s main focus for while as multiple rounds of testing on multiple platforms have taken place to ensure the new delta patcher, UI, installer and application shell perform well in all supported machine types and versions. 3.0 release also marks the deployment of the launcher backend which provides a new and secure way to distribute game update notifications and asset authorization to backers.
ROADMAP
A separate team was split from the main group to work on a new and updated Roadmap display engine for the producers at CIG to use to update the community on the schedule and plans for the game. This new engine will allow the producers to create releases, place them in time and have feature cards on each to describe a feature of the game planned for a specific period. We hope this new format will make the schedule updates more fun to read and will also help the teams produce more updates, as the backend systems provide more tools to update the schedule per feature card.
SHIP SALES
Our design team added life to the Tumbril Nova concept in December, fleshing out the first ground vehicle tank in the Star Citizen universe, inspired by 1980’s action figures. This week is your last chance to pick up a Tumbril Nova in the concept phase!
WELCOME TO STAR CITIZEN
Throughout December, the web team has been hard at work on the next iteration of the Star Citizen site. You can view a full report of our work on Welcome to SC in the January episode of ATV! We are hoping to launch a first pass of this new iteration in the first month of the year.
Community
Community
While December is traditionally an action-packed month for Star Citizen, the team took it to the next level in 2017. On December 22nd, the Squadron 42 Vertical Slice was revealed during the Around the Verse holiday special and shared more than one hour of raw gameplay, including a special version with Director’s commentary from Chris Roberts himself. If you’re interested in more information about Squadron 42, you can enlist now to receive regular updates and exclusives on the updated Squadron 42 page here. The holiday special also introduced the legendary battle tank — the Tumbril Nova. This battlefield dominator is available through January 15, and you can find all of the details here. If the Holiday Special was not enough, the team published Star Citizen Alpha 3.0 to Live servers just before the holidays. This required a herculean effort by teams around the globe and we’re not finished just yet! Releasing Alpha 3.0 has opened the gates for what promises to be an exciting new year of updates to the Star Citizen universe. If you’re curious to see what’s next, you’ll be able to check in with our updated roadmap for 2018 that will come online with the revised RSI website. We said it last month, but we’ll say it again — thank you to each and every one of the dedicated testers who helped make the release of Alpha 3.0 possible. We truly appreciate you and your efforts! Thanks to the release of Alpha 3.0, we have also seen a massive influx in community-created content submitted to the website. We highly encourage you to browse the Community Hub and check out all of the new videos, screenshots, guides, music, 3D prints, and more. Keep ‘em coming! Lastly, we’ve taken the time to go through and organize your feedback on a variety of topics. We’re in the process of planning and executing some fun changes that you’ll see rolled out during the new year. And with that, we’ll see you in the ‘Verse!
Conclusion
WE’LL SEE YOU NEXT MONTH…
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inexcon · 7 years ago
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RSI Comm-Link: Monthly Studio Report: December 2017
Monthly Studio Report: December 2017
Greetings Citizens!
Welcome to the Monthly Studio Report, where we collect updates from our various studios around the world to show you what they’ve been working on this past month. In the rush up to the holidays, the entire company was focused on accomplishing two major tasks: pushing Star Citizen 3.0 to the Live Servers and polishing up work on the Vertical Slice, which featured an hour of gameplay from Squadron 42. Afterwards, everybody broke for some much needed rest before coming back to hit the New Year running. With that said, let’s get to it.
CIG Los Angeles
CLOUD IMPERIUM: LOS ANGELES
ENGINEERING
Alpha 3.0 was a monumental engineering milestone for Star Citizen, particularly for the LA vehicle team. During December, the first tier of Item 2.0 for ships was finalized with several bug fixes and important features closed out for 3.0. The team tackled a major hurdle with the integration of UI with this very complicated system. Finally, some of the underlying systems that play a huge role in Squadron 42 and the Persistent Universe (Scanning and Quantum Travel) saw some iteration and prototyping that they were really proud to bring to fruition. As the 3.0 release came together, the core system team focused polishing and stabilizing some key parts of Star Citizen. Cargo and shopping saw significant bug fixes, bringing these features in alignment with long term goals. Infrastructural game code such as the room system, interaction system, and even damage saw significant bug fixes right up to the release.
TECH DESIGN
LA Tech Design spent the majority of December getting the new Item 2.0 ships working as smoothly as possible for Star Citizen Alpha 3.0. They knocked out a multitude of bugs, including but not limited to enter/exit alignment issues on the Scythe, an issue where damage was not passing to all parts of a ship, seat access issues with the Caterpillar, atmosphere bugs in the Herald, and IK issues in the Mustang seats. The team also spent time balancing the shield stats to account for better power retention and heat generation, hooked up cursors to all player interactions in the ships, and finished setting up bed conversions from Object Container to ItemPort. Beyond Alpha 3.0, they continued to work on ships like the Anvil Terrapin, the revised Consolidated Outland Mustang, and Tumbril Cyclone to get them set up and flyable (or drivable, as the case may be). They also completed design briefs for the [REDACTED] ship that they are really looking forward to. Lastly, the team supported the UI Team in completing the Scanning Visor, MFD, and hooked up all assets to be released in the future.
ART
The Ship Art Team wrapped up 2017 with a bang. The new RSI Aurora was completed and officially released. Major progress was made on several other vehicles such as the Anvil Hurricane, the reworked Consolidated Outland Mustang, and the Tumbril Cyclone. The team had their fair share of bug fixing and support tasks for various features released with Alpha 3.0 in addition to upcoming releases. The Character Team put the finishing touches on the Squadron 42 cast for the Vertical Slice. One key development was the work done with the graphics team to implement a new hair shader to make the characters shine. Finally, the team added wear and tear to some of our character loadouts, giving them an authentic feel in-game.
NARRATIVE
In December, the Narrative Team worked closely with Design to chase down any lingering bugs and issues that arose to ensure that mission content, item descriptions, and even posters were ready for Alpha 3.0. They also helped provide additional environmental storytelling and prop write-ups to help sell the world of Squadron 42 in the Vertical Slice. In addition, they delivered weekly lore updates, wrote three pieces for Jump Point, continued the development of the Xi’an language, and supported the marketing department on numerous tasks including the Tumbril Nova brochure.
TECH CONTENT
The Global Technical Content Team delivered some great accomplishments in December to wrap up 2017 on a high note. The Tech Animation team was busy with tools support, character rigging, and various MoCap tasks throughout the month. For tools and related work, they improved Mannequin Python Tools, the CIG Tools Installer, a Jump/Spike Detection Tool, and the Skeleton Table as well as added several new health checks to the pipelines. The team also supported the S42 Vertical slice by rigging several characters and fix a ton of skinning bugs as well. The MoCap team tracked, solved, and processed a large group of characters in support of Squadron 42. A MoCap shoot was also held to capture some additional footage needed for key characters. On the Tech Art side, the team sub-divided between Environments, Ships and Weapons. For Environments, a lot of support and R&D was put into our glass shader and a vertex curvature script. Additionally, they planned for Procedural Layouts work coming in 2018. A lot of bugs were investigated as well… for lights/shadows, hair rendering and texture streaming. For Ships, the team supported the release of the several new vehicles in the Alpha 3.0 release. This included work on damage and VisAreas, as well as bug fixing and investigating a lot of log spam issues. The team also worked on landing gear compression for the ships in the Around the Verse holiday special. Finally, on the Weapons front, the team was in R&D mode for Animated Attachments/Magazines. They made progress on the P8AR magazine, Gemini F55, and a skin transfer script/tool. They also fixed several weapon bugs. Lastly, the Global Technical Content team supported other areas, such as the reorganization of the tool branches.
CIG Austin
CLOUD IMPERIUM: AUSTIN
DESIGN
Getting 3.0 ready to go live was the big focus this month for the ATX Design Team. Using feedback from those testing the PTU builds, they were able to tackle a variety of bugs relating to shopping and cargo trading across the stations and moons surrounding Crusader. The economy and item pricing continued to be balanced based on collected analytics. Of course, there is still a lot more dialing in to be done once the systems function together on the live servers. Further work on Mission Givers Ruto and Miles also was an important task for the team. Representing a complex mix of numerous systems like animation and subsumption, it has been encouraging to see the progress made on getting these first two characters into the game. We have already learned a lot so far that will help streamline and improve the process in the future.
ART
With the release of 3.0.0 to Live, the community finally got to see the updated Constellation Aquila, Drake Cutlass and Aopoa Nox. The ship team spent the month providing support to push the Persistent Universe to the Live servers. The Constellation Phoenix was whitebox complete and progressed onto greybox. Meanwhile, the Anvil F8 Lightning entered the whitebox phase at the beginning of the month and progressed nicely in between bugfixing tasks.
BACKEND SERVICES
To start the month, the DevOps team delivered multiple PTU publishes each week. They monitored performance and feedback from the Evocati and PTU players and pushed out builds that contained fixes and feature deployments as fast as possible. They also worked with IT to ensure everything was ready for the Live release. This included dealing with a number of system failures just prior to 3.0 going Live. After the intensive 3.0 publishing process, the team carefully tracked the bandwidth being used and adjusted the servers accordingly. They also worked with design to apply a number of hot fixes to address unexpected issues that negatively impact performance and gameplay. They accomplished this without affecting players by carefully watching servers and restarting them with the better code when the server population reached zero. In addition to everything surrounding the Live release, the team continued to support devs with diagnostics, performance captures, and more.
ANIMATION
The Animation Team this month spent time looking at the Player experience in Alpha 3.0 to make sure that all the animations associated with the various interactions that people would encounter while running missions and exploring around Crusader were looking good as possible. This included some bug fixes, some adjustments on various transition elements, as well as just general polish. The team also began work on the Tumbril Cyclone animations that were recorded in a motion capture shoot last month. On the ship side of things, there was additional technical set up that was needed to be looked at on several ships as the team investigated a few linger issues that had been noted by players testing the PTU. Outside of Alpha 3.0, a lot of time was spent on the Squadron 42 vertical slice as the date of the Holiday Special approached. As the directors and leads reviewed the content daily, the team performed polish passes on the numerous interaction animations on the Idris to make sure the crew looked as good as possible as they moved around the ship performing various tasks through the usables system
ATX QA
As Star Citizen Alpha transitioned between the PTU and Live, needless to say ATX QA had a busy month, tirelessly testing the bugfixes and change submissions to the 3.0.0 build. One of the biggest challenges, especially with a release that incorporates as many new updates and features as this one, is making sure that fixes to the game don’t destabilize a build in other places. To help minimize this risk, the devs adopted the QA test request system more vigorously, and every single feature-related check-in towards the end had to be tested thoroughly. Although this increased the team’s workload in order to maintain the daily pushes to PTU, this process helped ensure that the army of testers would have a stable enough build to keep providing key feedback.
PLAYER RELATIONS
With the holiday season right around the corner, there was a lot to be “tonkful” for this month. Right on the heels of Star Citizen’s Anniversary, the Player Relations team assisted backers with the newly announced Aegis Hammerhead and Anvil Hawk. Plus, the Holiday Special brought with it the Tumbril Nova tank and three exclusive Holiday Game Packages perfect for sharing Star Citizen with friends and loved ones. The team also continued to coordinate with the massive ongoing testing effort as alpha 3.0 PTU continued to roll out to more and more backers, and most excitingly, the build went Live! Thanks again to all the Players for their ongoing contributions to the Issue Council. Your help is vital to the project.
Foundry 42 UK
FOUNDRY 42: UK
GRAPHICS
Over the last month, the graphics team focused on both 3.0 and the Squadron 42 vertical slice. Most of that time involved bug fixes. Highlights included major fixes to texture streaming bugs (they’ve since found another bug in Lumberyard and the fix will vastly reduce VRAM usage on the next release), a fix for facial animation glitching, and various fixes for hair and temporal anti-aliasing. They also continued to develop the Render-To-Texture system, including adding expose control to video comms calls and using the system for the new ship targeting displays. The Squadron 42 vertical slice also benefited from some of their new features, such as a new cloth shading model, improved light-beams, the debut of volumetric gas-cloud tech, and a new particle-based shield effect that uses signed-distance-fields to allow the particles to flow smoothly along the hull of the ship. Their r-focus for the new year will shift to improving performance and various planned shader improvements to enable more dynamic materials.
SHIPS
Hammerhead The team was really excited to reveal the Hammerhead in November and since then they’ve been hard at work finishing the exterior sections not seen in the video. They did a detail pass across the hull and engines, and gave the underside more attention. The landing gears were also added, so the exterior is now ready to start on the damage set up. For the interior, they blocked out the floor plan using existing Aegis kits from the Idris and Javelin. They also worked out what bespoke and new pieces are needed to finish the interior and have a couple of guys at work on these now. Revised Avenger The Avenger has been undergoing a complete re-make to address issues with the original and make it conform to the current ship metrics and requirements. The updated Avenger revealed in the Around the Verse holiday special was a combined effort between the ship team and the newly formed Squadron 42 team. The cargo and bounty hunter variants are art complete, and work on the EMP variant is scheduled for January. Work to finalize the remaining exterior parts, such as landing gear, damage and LODs, will start soon. 600i The 600i is entering the final art phase. On the exterior, the thrusters and landing gear are near completion, and work is due to start on the turret. The interior is going through a polish pass, while work on the bridge, corridors and exploration module are due to be wrapped up soon. Since the last update, the team listened to backer feedback and removed the struts from the bridge windows. Gladius The Gladius was a big part of the Squadron 42 Vertical Slice, so they spent time tweaking it for the demo. This included implementing the new glass and screen shader, cockpit lighting and headlight tweaks, screen sizes/positioning and adding the new starmap. Cockpits are the most complex parts of the ships, bringing together input from across the company, and they went through many iterations before satisfying the requirements of all departments. Eclipse Work continued on the Eclipse, as the cockpit and exterior were grey boxed. The mesh is currently going through a detail pass before starting on textures and shaders. Blade The Vanduul Blade exterior is almost complete, and has been brought into line with other Vanduul ships. The team’s current focus is on the interior and working out the enter and exit mechanism for pilots.
VFX
The UK VFX team spent December bug-fixing and optimizing for 3.0, following on from the sanity pass discussed last month. R&D work continued on signed-distance-field shield effects, including power-on, power-off and impact effects for the Gladius, Cutlass and Buccaneer. They also honed in on the finer effect details seen in the Squadron 42 Vertical Slice demo. There are too many to name individually, but highlights include the Coil itself, the lightning storm inside the giant asteroids and the Slaver base cryo-pods. The team also made solid progress on VFX for the Scanning feature. Amongst other things, it will emit a virtual particle grid (only seen via the UI) that allows players to better visualize 3D space when they’re in, well, space.
UI
The UI team spent December splitting their time between wrapping up features for 3.0 and working on bugfixes for the Squadron 42 Vertical Slice. On the PU side, the team had daily standups for each feature with Directors to get feedback straight away. These daily syncs not only helped progress for the Starmap, PMA, VMA and MFD/Visor holodisplays, but ensured that communication was kept close between the various departments involved in pulling these features together ahead of 3.0 going Live. In the run up to the Holiday Special, the UI focused on various bug fixes, including ensuring that the Visor UI would turn on at the correct time, removing quantum linking text from the Gladius HUD, and providing performance fixes alongside others to polish the experience. In addition, fluff screens for Chemline were designed and implemented ahead of the stream.
ENVIRONMENTS
In December, the environment team delivered final optimizations and bug fixes deemed as ‘must fix’ for the release of 3.0. As those tasks were completed, the team began to work on the next environments. A big focus of 2018 will be on getting spaces that are shared across locations functional, so the team worked on whiteboxing the kits for both hangars and habitation modules. The idea is to create kits for all these ‘common’ elements in a specific art style so they can be used across different locations. The whitebox stage allows design, art, and code to lock down the features of an element before committing to final art. Elsewhere, the DE team has been looking at improvements to the planet texturing systems. The main goal is to improve the diversity and breakup of terrain types across a planet’s surface. The new tech increases the number of supported distribution channels by 5x, meaning there’s some improved visuals across terrains in the not too distant future.
AUDIO
SQ42 The audio team had all hands on deck in the lead up to the Squadron 42 Vertical Slice. They ensured the demo was fully supported with all the Dialog, Music and SFX content required. This work included additional sound design for cinematics, location ambience polish pass, ship SFX balancing, dialog attenuation/mix pass, and new music content/logic implementation via Subsumption. PU The audio team simultaneously supported the Alpha 3.0 release with content creation, implementation and polish of dialog, SFX, and music assets. These included implementing new music logic and content for PU armistice zones (Olisar, Levski and Grim HEX), improving definition and intelligibility of weapon sounds, and adjusting thruster sounds for the Dragonfly and Nox in light of ongoing flight model tweaks. Going forward, the audio team looks to iterate on the current Foley system and actor status system (breathing component). They also plan to begin work on a fully fleshed out sound simulation system.
ENVIRONMENT ART
The Concept and Tech teams introduced a new core structure and narrative behind how Lorville on Hurston function and come together. They developed an exciting and visually interesting city archetype for integrating procedural and landing zone elements. The team did an extensive amount of concept work to solve most of the major design issues. The base archetype for a utilitarian habitation was established for the first procedural and fully interactive room. Concept is busy investigating and solving both material and theming diversity for generating these units across the Stanton system.
SHIPS AND WEAPONS
This month, the team wrapped up the super large Tumbril Nova tank plus three other new ships of varying sizes and roles. They also provided support where needed and helped with marketing and new website revamp. For ship weapons, the team completed the Trident Laserbeam S4-S6 and the Hurston Electron Beam Alterations S1-S3.
DERBY ANIMATION
The Derby Facial team was super busy right up until the 21st Dec with Facial animation tasks ranging from polishing the Prisoner Arrival scene to adding more in-game dialogue for random NPC characters. The team also held their first Studio Christmas Party. It was a fairly small key event, but a good chance for staff and partners to enjoy some good food and a couple of drinks. The team’s pleased to announce that Senior Facial Animator Tony Wills is moving positions and is now Lead Gameplay Story Animator. Tony will oversee 800+ in-game mini “cut scenes.”
ENGINEERING
The UK programming team did a lot of bug fixing and polish work to get Alpha 3.0 out of the door as well as the Squadron 42 Vertical Slice in preparation. On the cinematics side, they implemented the dynamic lighting mentioned last month. This allows the devs to fade up a specific lighting rig for a cutscene to highlight the quality of the characters. They also experimented with a new dynamic depth of field (DoF) mechanic for non-combat scenarios to give the game a more cinematic feel. Rather than having an infinite DoF, which is usually the case, the game focuses on what the player is currently looking at and applies a subtle blur for everything that is nearer/further away. The networking team worked on serialized variable culling, which will eventually become entity bind culling. This stops the server from distributing the state of variables on an entity after a certain distance. Considering the massive size of the PU and the content required to fill it, sending updates to everybody became a bottleneck. This helps the network bandwidth and performance side, as the server/client doesn’t have to deal with nearly as much data. The downside is that when the code is not expecting this behaviour, these edge cases introduced new bugs that needed to be found and worked through. Otherwise, they tackled other performance issues and optimizations, polished as many features as as possible before the end of the year, and a enjoyed a nice break over the holidays!
Foundry 42 DE
FOUNDRY 42: DE
ENGINE
The DE Engine team spent a majority of the past month focused on improving performance and addressing issues for the current Live release. In the process, they worked with most other disciplines to help profile items and make recommendations and/or fix issues when needed. Some cases are straightforward and addressed promptly, but for others the fix may be deemed it to risky to address immediately. Those items are still worked on, but will take a bit longer to verify and be included in future patches/releases. In addition to performance improvements, they worked with the Environment Art team to further enhance the visuals of the planet terrain. They made improvements to a new memory tracking tool for both server and clients. Implemented scripts to automatically analyze gathered statistics to quickly find leaks and dubious allocations. Fixed several issues related to how data is collected in our crash database Sentry. They started implementation of horizon based SSDO, and the initial results look really good. They reworked the cloth shader to use a more physically based shading model for cloth, as well as fixed shading discontinuities within it. They also reworked the motion blur implementation in game, and continued work on the Subsumption visualizer.
LEVEL DESIGN
The Level Design department finished locations found in the 3.0 release ahead of schedule, so they focused on both bug fixing and polish during the latter part of December. After 3.0 was in PTU for a while, the decision was made to increase the server size. That meant they had to add more spawning areas to enable people to spawn in smoothly without conflict with one another. Finally, the DE Level Design team is looking to expand. As more features come online, they’ll need additional designers to keep on top of the increased content and the R&D for upcoming system solutions and releases.
TECH ART
The DE Tech Art team split their time between both 3.0.0 and Squadron 42 tasks. They’re currently extending the FPS weapons pipeline with a new tool called CIGSiknXfe which will enable weapon artists to transfer skin weights to different meshes from one source skinned object. They started work on real-time cloth and flesh sim R&D and development of a live-link between Maya and the game engine, so animators can tweak animations, in particular facial animations, while enjoying the advanced shading quality of the in-engine real-time renders vs. Maya’s own low quality viewport renders. This tech will be particularly useful for integrating and tweaking the p-cap (facial) animations in Squadron 42’s cinematic cutscenes. This artistically controlled lighting will have a huge impact on the look and feel of an animation/performance, meaning that iterating real time and in-game will make things much more efficient for the team.
VFX
Last month, the VFX team focused on the Squadron 42 Vertical Slice. They contributed to the Coil volumetric cloud, adding exterior effects to the slaver base on Gainey, and specific effects for the cinematic sequences. They dressed the exterior of the Slaver Base in the low technological style with suitable effects for the dusty planet surface. The cinematic effects were bespoke for the cutaways in the vertical slice. The work on the Coil gas cloud tech went through a good amount of R&D. The team focused on developing methods to create an interior volume while keeping in-line with the base concepts and art direction. It went through numerous iterations, and they paid close attention to how the interior created interesting compositions and visuals while flying.
WEAPONS
The FPS weapons art team completed the first art pass on the Gemini F55 LMG and the Torral Aggregate Kahix Missile Launcher. Meanwhile, the ship weapons art team finished the first pass art for the A&R Laser Cannons (Size 1-6) and the Gallenson Tactical Ballistic Gatlings (Size 1-3). The team has also been working on scripts and tools to help further speed up their art pipeline. One such script is a Ship Weapon Tool made to assist in the creation of modular weapons. This new tool creates a larger number of weapons in a short amount of time by allowing artists to preview different component setups in real-time and automates the export process directly to the game engine. All animation exports and engine related meta-files are handled by the script, leaving the artist to focus on making the art.
BUILD ENGINEERING
The Build Engineers added QA-TR (QA-TestRequest ) options to trybuild, which has already proven beneficial for the team. They also developed a feature to offload QA-TR trybuilds to dedicated agents in an effort to reduce compile times. So far, trybuild has been a simple code validation tool through which coders must check if their changelist compiles correctly against the most recent code updates. This ensures the next build will function correctly if they submit their changelist. This newest feature allows coders to have their changelist compiled against a specific CL. Within the tryBuild UI, the user can select an archive option and will receive an email with a link to a zip archive containing their binaries. At this point, a programmer can send a request to QA (namely QA-TR) asking to thoroughly test their binaries, making sure that their fix and/or new feature works as expected. If QA approves the changes, then the programmer can submit their changelist. This provides an added layer of security, helping to reassure that the current active build is functioning as expected. Since the archive option also involves changing two waf compile options, compilation times inevitably got longer. To work around this issue, IT set up dedicated trybuild machines whose sole role is to accept trybuild requests only when the archive options is ticked. This brought the trybuild system back to normal compilation times.
QA
The DE QA team spent December dealing with various in-house test requests for 3.0 and focused Squadron 42 testing. For 3.0, Hangar and shield test requests were completed for our Level Design and AI team, while additional testing for character movements was done for Animation. They also obtained in-game footage of the current state of various systems to be reviewed at a director level. Mission Giver testing was done for Ruto and Eckhart, as well as specific footage recorded for each of these NPCs with criteria provided by the Design team. DE QA eventually shifted focus to testing Squadron 42, specifically testing Combat AI, Flight AI wildlines, and AI turrets. They worked closely with the development teams designated for each of these sections as part of individual sprints to ensure that they had the needed QA support. For Combat AI, regular stand-up and review meetings were held leading up to the Squadron 42 Around the Verse holiday special. This involved reviewing the state of Combat AI daily and creating JIRA reports for any new issues called out during the review, as well as regular testing of the Combat AI. To test AI wildlines, they regularly played the vertical slice up to the dogfight that happens after quantum traveling to Gainey moon, then they had to ensure that all intended wildlines would trigger based on certain events performed by the Player.
AI
December was a very intense and productive month for the AI team. Regarding Subsumption, they introduced several new functionalities: the new Subsumption Event Dispatcher, the Mastergraph, and the Dynamic Trackview implementation. The Subsumption Event Dispatcher is a way to fully support the Subsumption events without relying on any other external system. It’s composed by a central system that allows user code to create and send an event. The events are created in a pool to allow the AI system to efficiently handle and reuse the allocated memory, and each signal lifetime is automatically managed by specific structures called Handlers that also allow fast access to the signal itself. User code can specify a direct event to an entity, or send an event to all the entities in a range from a specific location. Send events in a range is now zone safe and all the code efficiently uses the zone system for special queries and entity filtering. The Mastergraph is a way for building a relationship between multiple Subsumption activities. The team wants a general way for handling assignments (requests from designers), combat and regular activities. The Mastergraph allow them to specify transitions between our scheduled activities and other logic that should be executed when specific events are received. They also provided support for dynamic trackview scenes. A dynamic trackview scene is a cinematic scene where the participants can be replaced at runtime with actual AI NPCs. This allows the cinematic designers to work on their scene in a controlled environment. It also allows level designers to populate their level with NPCs that might have different activities, specific clothing, customizations, etc., based on how the Player affects the game. All the changes in the character might influence the real NPC characters and be part of the cinematic scenes. Also, dynamic trackview scenes can be potentially interrupted, so the AI system needs to know how to take over when and if that happens. Ships AI also got some attention last month. The Squadron 42 Vertical Slice showed the first version of the updated spaceship behavior. The current Movement System is in control for both on-foot and flying movement requests, and Subsumption is in charge of controlling the pilots/seat operators behaviors. The new spaceships are fully controlled by the NPC seating on the operator seats, each operator has specific behaviors to use the items they control. The first version of turrets has been implemented using Subsumption, and initial accuracy parameters introduced for the NPCs using seats items. The missions system progressed for the Star Citizen Alpha 3.0 release, introducing both environmental missions and interdiction. All the logic required for Office Admin NPCs was implemented to allow designers to create delivery and pickup missions. Additional work was done as well, which they’ll provide more details in the near future.
CINEMATICS
The Cinematic team spent the month hard at work prepping the relevant sequences and tech needed for the Squadron 42 Around the Verse holiday special . Here’s a small portion of what they’ve been recently working on. They scaled PCap performances for the character Vat Tagaca, played by Craig Fairbrass, to emphasize his real-life, intimidating body stature. They changed the base lighting of the Idris aft hangar deck, featured when the Argo arrives, to be darker and more moody than the standard light setup. There was much back and forth with AI and Cinematic Tools Engineers to get the AI functional and the tools to properly place them. Work was done to the Trackview Navspline tech that allows them to precisely puppeteer AI ships, like going from the interior zones to outside Shubin space seamlessly. They worked with engineering on several features that enrich the game cinematically. They prototyped and then enabled an always-on autofocus FSTOP based Depth Of Field (mostly for non-combat situations) that adds a filmic realism to walking around and exploring interiors. The team successfully created a couple of gold standard scenes, which take into account all departments necessary and represent the flow and interaction that will be applied to future applicable scenes. Tech that uses lightgroups as cinematic light layers for scenes was also completed. With default or custom individual timing of lights coming online, any scene can be tagged and a corresponding lightlayer triggered to fade in. This can be a light rig per scene or per location, as both are viable. The cine lighting rig will be used to push certain cinematics further than what the environmental base lighting provides. The cinematics team generally doesn’t go into too much detail, so they don’t spoil the story, but they’ll go into more detail on the Vertical Slice in a future update.
ENVIRONMENT ART
Last month, the DE Environment Art team spent time preparing for 2018 and the challenges ahead. It is always good to look back at the progress made during the year and realign the goals for the new year. A lot of preparation and R&D went into updating the planet tech and tools. As the game moves from moons to full planets with more visually diverse ecosystems, the team wanted to have more control and variety of colors and materials. Work is being done on updating the planet tech as well as the shaders used on the scattered assets. This allows them to have the visual palette they want in the upcoming locations. It also provides a nice visual update and boost in quality for our existing moons.
SYSTEM DESIGN
The System Design team spent December finalizing work on both 3.0 and the Squadron 42 Vertical Slice. A lot of the work went into the first major mission givers, Eckhart & Ruto, and ensuring there are no edge cases where they can get stuck or players can abuse them. Both presented different challenges, as each has their own conversation flow, way of being found and triggered. They also completed the first implementation of the Admin Officer for all our major locations. Once again, many edge cases had to be considered and a lot of work went into making sure the players can’t block him for too long or give him items that he can’t properly handle. There are still some issues, but the team is sorting out the solutions. Another big focus was FPS combat AI. It’s not finished but showing a lot of promise. The combat AI are beginning to act in a more believable manner, as they continue to add behaviors, adjust the timing of combat, and strive to get AI fights to feel challenging and fun to play. Things they also completed include: override pump upgrades to doors, hatches received locks that could be cut through, the beds in the Idris got upgraded with shutters, and more complex usables were added to make the game feel more alive.
Turbulent
TURBULENT
December was a release month as the Turbulent team was instrumental in getting 3.0 in your hands!
LAUNCHER
Finally released, the new RSI Launcher replaces the CIG Patcher that was previously used to distribute the game assets to your desktop for Star Citizen 2.6 and lower. This release marks a major milestone for the team as the entire system that powers the launcher will allow us a direct integration path with the game where we will be now be able to open communication between your game sessions and the Spectrum client through integration points. This also opens the door for integrated anti-cheat sandboxing systems. Getting the launcher in your hands as part of 3.0 has been our team’s main focus for while as multiple rounds of testing on multiple platforms have taken place to ensure the new delta patcher, UI, installer and application shell perform well in all supported machine types and versions. 3.0 release also marks the deployment of the launcher backend which provides a new and secure way to distribute game update notifications and asset authorization to backers.
ROADMAP
A separate team was split from the main group to work on a new and updated Roadmap display engine for the producers at CIG to use to update the community on the schedule and plans for the game. This new engine will allow the producers to create releases, place them in time and have feature cards on each to describe a feature of the game planned for a specific period. We hope this new format will make the schedule updates more fun to read and will also help the teams produce more updates, as the backend systems provide more tools to update the schedule per feature card.
SHIP SALES
Our design team added life to the Tumbril Nova concept in December, fleshing out the first ground vehicle tank in the Star Citizen universe, inspired by 1980’s action figures. This week is your last chance to pick up a Tumbril Nova in the concept phase!
WELCOME TO STAR CITIZEN
Throughout December, the web team has been hard at work on the next iteration of the Star Citizen site. You can view a full report of our work on Welcome to SC in the January episode of ATV! We are hoping to launch a first pass of this new iteration in the first month of the year.
Community
Community
While December is traditionally an action-packed month for Star Citizen, the team took it to the next level in 2017. On December 22nd, the Squadron 42 Vertical Slice was revealed during the Around the Verse holiday special and shared more than one hour of raw gameplay, including a special version with Director’s commentary from Chris Roberts himself. If you’re interested in more information about Squadron 42, you can enlist now to receive regular updates and exclusives on the updated Squadron 42 page here. The holiday special also introduced the legendary battle tank — the Tumbril Nova. This battlefield dominator is available through January 15, and you can find all of the details here. If the Holiday Special was not enough, the team published Star Citizen Alpha 3.0 to Live servers just before the holidays. This required a herculean effort by teams around the globe and we’re not finished just yet! Releasing Alpha 3.0 has opened the gates for what promises to be an exciting new year of updates to the Star Citizen universe. If you’re curious to see what’s next, you’ll be able to check in with our updated roadmap for 2018 that will come online with the revised RSI website. We said it last month, but we’ll say it again — thank you to each and every one of the dedicated testers who helped make the release of Alpha 3.0 possible. We truly appreciate you and your efforts! Thanks to the release of Alpha 3.0, we have also seen a massive influx in community-created content submitted to the website. We highly encourage you to browse the Community Hub and check out all of the new videos, screenshots, guides, music, 3D prints, and more. Keep ‘em coming! Lastly, we’ve taken the time to go through and organize your feedback on a variety of topics. We’re in the process of planning and executing some fun changes that you’ll see rolled out during the new year. And with that, we’ll see you in the ‘Verse!
Conclusion
WE’LL SEE YOU NEXT MONTH…
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