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Preview a new high-octane game mode coming to Star Citizen
In-depth OCS dive the engineers given posted here https://robertsspaceindustries.com/media/i2gtpjaggpg1ir/source/JP07-10_OCS-Boot-Camp.pdf
The status update on its implementation
At the time of writing this article, not all work for Server-ObjectContainer-Streaming is finished. We have implemented the EntityStreaming-Manager as well as the StarHash logic. The Location-ID work is nearly done and should be finished soon. Because of that, ServerObject-Container-Streaming can already be used to a certain degree. And doing that shows us all the problems we have with missing Definite State and all the areas we still have to fix. Most major areas where we have such problems are known and are actively being worked
The work won’t be over when the first iteration of Server-ObjectContainer-Streaming is delivered. While the first release should give us way better content scaling on the server, we will still have several areas to work in.
It's already on implementation and as it describes on next steps the persistence front of it is not part of the first implementation. The follow-up work to that is the server-meshing.
SSOCS is meant to set a big performance gain on the server-side to allow the addition of more content to the game without sacrificing performance.
"We will give detailed information on the V4 technology during this year's "CitizenCon". The technology will be ready when the new Microtech planet is released and all existing planets will be converted to the new version."
Monthly report interesting Bits:
They also fixed a few issues with the combat knife and Animus missile launcher.
They also helped a beloved spectrum star prepare for a return to the limelight and worked on various things for CitizenCon and beyond.
Work on planetary ground fog continued too. This involved the initial release of SOCS, adjusting code to cope with very large objects, making exception handler improvements, and adding API to asynchronously create a core dump without affecting the calling process.
A lot of talk about a new and exiting feature for early 2020 will be shown in CitizenCon
Efforts were also focused on Server-Side Object Container Streaming, which is a major engineering overhaul that will eventually result in the dramatic improvement of in-game performance. The team is currently addressing several quality-of-life fixes that players have been requesting for a while.
They also finished the latest restricted area implementation. Players can expect new UI messaging and guide tunnels to help them approach spaceports when it goes live. They’re currently experimenting with improvements to atmospheric flight.
The last major task of October was designing the ‘biome accumulation’ system, which is the basis for a variety of effects such as snow, frost, dirt, mud, and dust. The system itself will require a combined effort from the art, graphics, and code teams over the coming weeks and months.
They met with Live Design to coordinate and create text for new missions being worked on for 3.8. and beyond. They named and wrote descriptions for several items ranging from mining gear, terrifying helmets, to new armor and more. The team also generated ideas for possible additional harvestables to be added in the future with a focus on microTech’s cold climate.
The development of large-size ship items continued and will be completed shortly, giving the PU its first proper large quantum and jump drives.
Planet Tech v4 was enabled in game-dev and with it came a lot of QA testing. QA regularly test each star system, with individual planets being tested daily to stay on top of any new issues that may crop up as a result of changes. The latter half of the month saw them testing and verifying new changes to moons and planets using locally exported object containers. The next step is to perform a QA test request for each location once Design have completed their re-drop of all surface-side locations.
The team are also working on a large, overarching feature that deals with quantum fuel mining and refining. As part of this, they’ve had to tackle several smaller features, such as introducing new mining lasers with different properties and consumables that can alter the mining process. A related but as-yet-undetermined feature is how to deal with dangerous and volatile cargo. To kick it off, the team are building a management interface to allow players to monitor the status of their cargo in site. They also began designing the station refining UI which will allow players to take refining jobs, choose which elements they want to refine from their mixed materials, and how they want to refine it.
Another area of focus was the new ‘actor status’ display. This is a new way to display a player character’s health and will eventually form part of the updated visor. As usual, they worked on new features for the custom UI system, including an animation system that’ll make it easier to move away from the legacy flash UI, and one to add text decals to ships.
Tech Art started a refactor of the engine code base for the DNA system pipeline (DNA v2) and the facial runtime rig logic system. Both systems have gone through phases of heavy R&D and subsequent tech-hardening, so a refactor that will lead to greater modularity and versatility is the next logical step. The methodology and code behind the existing facial runtime rig logic for human heads will be generalized so that it can be applied not only to the face rigs of other alien species, but also to their bodies. It will even work with the arbitrary rigs that drive creatures and other animated entities that will eventually populate planets and the wider universe in general. This will allow the team to dynamically and procedurally create unique-looking variants from a limited-size pool of manually authored assets.