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Star Citizen: Star Marine Teaser Trailer And Change Log Released Prior To CitizenCon

October 10, 2015 by Ryan Parreno

It’s heavily hinted the module is being unveiled for release at the event, but we’ll see soon enough.

Cloud Imperium Games is set to release Star Marine, and with this in  mind they have released a change log, as well as a new teaser video.

CIG won’t share much in terms of tangible gameplay details, but they say they’ve only opted not to do so until CitizenCon 2015, when they will be making the big reveal.

The pressure is on for CIG to deliver, but issues aside (which are listed below), it seems the developer can release the module now. Do you think they should just go ahead and do it? Share your thoughts with us in the comments.

Read the full list of changes for Star Marine below.

Gameplay and Engineering

  • Fixed crosshair not showing up on Arrowhead
  • Updated Grab Magazine / Insert Magazine reload animation timing
  • Added alternate fire modes (semi, burst, auto fire) to ATT-4
  • Continued investigating issues with grenades and gadgets
  • Updated P4AR shells helper to align better
  • Stripped down keyframed recoil animations from the P4-AR and made new animation files.
  • Reload animation event timing tweaks for the P4-AR
  • Working on procedural weapon sway/recoil animations for the P4-AR
  • Fixed a bug with the weapon not following when moving the camera up/down
  • Then connected these settings to the weapon data.
  • Crouch and crouch+ADS Procedural animation setup
  • Fixed an issue where guns would float in the air with the owner died. They fall to the floor now. They were leaving their attachments behind, fixed that bug, too.
  • Fixed some bad diagonal sprint strafe blends.
  • Finished first pass on cover lean system. Will need proper animation assets for the next pass.
  • Stated support for weapon changing, need animation assets to be created/implemented.
  • Next up, low cover ADS cover support.

UI

  • Worked on Quantum Travel HUD (spoilers!)
  • Working on a the Mission manager display for an upcoming release.
  • Helped the audio team with hooks for the FPS visor HUD

Technical Art

  • This week we did a huge cleanup of environmental textures that were much larger than they needed to be. This saved almost 1.7 GB in allocated texture memory. As you can imagine, that was a big performance improvement.

Animation

  • The team in the UK is making excellent progress on base locomotion as well as procedural weapon animations. You’ll see what I mean in the video.
  • Smoothing start transitions for the first person view
  • Submitted fixed Stocked motion set prone transitions
  • Cleaning up the Stocked walk start transitions
  • Revived the Weapon Pose for Procedural animation clips
  • Looked into an animation conversion issue
  • Removed all ADS and iron transitions – they looked bad
  • Added WeaponSway and WeaponPose to Stocked transitions
  • Adjusting look poses to correct aim point in ADS
  • Found an issue with another bone that wasn’t being exported by one of our internal tools.
  • Sniper rifle crosshair adjustments.
  • Started working on to/from prone animation transitions
  • Continued polishing first person movement on stocked weapon set.
  • Shotgun fire animation tweaks.

Audio

  • Working on breathing manager
  • Made another pass on the bullet cracks
  • Done a pass on EVA thruster audio
  • Debugging and fixing environment and props in Gold Horizon
  • Making another pass at ADS audio
  • Debugging audio for grenade cooking, burst fire, and destroyable props

Blocking Issues

  • Pistol animations need to be implemented and cleaned up, once we finish the stocked weapon set.
  • All Armor Types – Taking damage while swapping weapons causes character to lose weapons.
  • Stocked Weapons clip into the characters face while prone.
  • Damaging breakable objects causes random objects to move.
  • Using the Hologram causes a crash.
  • When pistol is selected user is unable to throw grenades or use gadgets.
  • All Armor Classes – Characters are missing line art/interior helmet geo/Hud elements.
  • P4-AR Ballistic Rifle – Rear sight and part of gun vanish when user goes into ADS
  • ATT-4 Energy Rifle – Rear sight and part of gun vanish when user goes into ADS. (JH edit: I think this one was fixed today – was broken yesterday, though.)
  • Devastator-12 Energy Shotgun – Rear sight and part of gun vanish when user goes into ADS.
  • Throwing a grenade can cause a crash.
  • All loadouts – Sometimes you are unable to shoot your weapon until you cycle through all of the fire modes (press V).

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