#nms-modding
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I'm not 100% sure what you're referring to there.
But I get the gist it's a few recurring post types with little variance.
manser is the one who mainly does it/started it
the last two I've been really examining them with scrutiny ;p
Ah, so that's you. You're all over the place there. ๐
Indeed haha
I like to think I add something, an uncommon perspective
I try to be nice, it doesn't always work
Easily one of the dumbest moves HG made was pushing the "infinite variety" angle. I don't know what they were on when they did that.
That's a perfect trap for oneself.
Like selling a miracle cure, pure madness.
haha "every leaf, every tree, every rock, every etc..." yeah
I mean in terms of coloration & placement they're not wrong, I guess.
haha yeah that's the thing, they are technically all procedural
but all it takes for content to be procedural is to have one or more variable
like if they had a whole song, and then a version of the song with a synth track added on top... and allowed the game to choose one or the other based on a variable that would technically be "procedural music" on the most primitive level
An analogy would be a character creator/selection. the lowest level would be to not have a choice and be one character. Then you can choose from multiple characters. The next level is being able to choose from large variables like overall size, face, skin color. Next level would be choosing the nose, ears, eyes, mouth, and individual limb sizes, then the next level it gets more in depth etc.
This is why I'm honestly just happy they got the most basic parts of it working. You start on a mysterious planet, with a broken down ship. You can spend hours on the same rock, possibly never even repairing that ship, or you can spend an hour or two, repair it, launch off to a new world...If there's even another world in this star system.
Then after you've visited however many you want, you can set off to another set of planets, and another, and another...Ending your journey whenever you like, or never, if it keeps you interested enough to keep diving in.
That...And all in 3D. That's really nice.
Yeah, it's just so close to really being that sort of "infinite game" where you seriously just can't put it down
Like Starbound has more going on with it, but it's that extra dimension and the art direction that keeps me hooked with NMS.
Yeah I mean it has done many things many other games haven't done, but a lot of things it does that other games have done, have been done better. I posted on reddit today that the game is probably 2 updates away from being the game it should be.
Yeah it's really amazing to be able to go from a cave, to another planet under the ocean
and yeah despite the low variety (imo) everything does fit together
Oh yeah, without a doubt, NMS has a ton of little unpolished elements. I've almost certainly said it before, but I feel like a ton of the dev time was spent just getting the proc-gen tools working as well as they wanted.
Yeah lol. They're in a much better place now though it seems.
Had their technical director position filled, I think Sam swain might be the one who holds that title
and they've had job postings for artists up since right after atlas rises. next update is going to be great I can't wait. It will bring more people to modding too I think
I'm pretty sure I still baffle my friends continuing to mess around with this game, lol
Although it really blew my mind to have one of'em tell me they stuck with the mining laser as their primary weapon tech. O_o
I actually won a key for NMS in that reddit community contest.. I got voted most spammy user lmao
I gave it to a friend that I accidentally scared while we did mushrooms together while camping
Haha the mining laser can be pretty good with upgrades
The mining laser just doesn't have the right oomph to it, lol
Yeah scatter blaster feels just right to me
My god I just wish there were more enemy types
i want a slappy animal
Yeah that does look cool. Would it be possible to get those crystals to glow?
i want an entire species of slappers.
nice color tones on that last image..
Yeah! We can make that stuff glow!
Thanks man
yes Sanser.. it's just material manipulation
any name ideas for this "bird"?
but yeah the slappers are a species of creatures with a big ol' hand stuck to'em always, and they don't really do damage, they just slap ya around the environment.
Hmm. That's a good lookin' ship.
it might be.. I thought they were keyblade fighters.. but they could be from Zelda
this one definitely has a Zelda feel..
Zelda/Starfox/Nintendo feel..
Suddenly you have me thinking of Gummi Ships, lol
and thank you Gmr_Leon.. I had to get creative with the first one.. originally it looked like a shield or an oddly shaped iron..
lmao, I think that's a lot to do with the colors of the ships? but I spent hours building gummi ships
drove my roommates insane with the background music
Well that and ya mentioned keyblade, lol
lol
according to source, they came from "Kingdom Hearts: Birth by Sleep" for the PSP
oh, and these are in the non-ships proc scene.. so they'll be as rare as exotic ships..
I like the depth in that picture.. you can see close fog/smoke in the atmosphere, still see stars and the clouds of the cosmos..
Oh yeah
And the nebulae
It's like
Plasma, smoke, dust, nebula, black space and stars
it's glowing
And also dark
Looks creepy lol
looks very cool
Thanks man
@dreamy tulip Any chance we could see third person flight again?
Interested in trying it?
I have it hidden from the public, as there's been rare issues reported by people that I wasn't able to reproduce and I've been planning to get around to looking into it
but if you want it I have it
Mm, I do wonder why they haven't made that an official thing.
It's not an odd/uncommon thing in space games, after all.
So I'll just plop this into my binaries like before, right?
Yessir
I hope HG's adds it in officially
That mechanic
I assume they're planning to
But it needs work by default
It's not refined
I spent a long time refining it
as it requires adjusting multiple globals
atm
More art by Stoian/@Flameblind
https://twitter.com/flameblind/status/963873921685770242
No Man's Sky: RaYRoD's Overhaul - Ominous Jungle
https://youtu.be/koOvRs6Op48
This jungle was very ominous. I'm still working hard on the next update :)
General modding question: Will RayRod's mod break my current save? I cant find any definitive answer
For clarification I do not have any current mods installed
Hi, it's recommended to start fresh or use an unused slot for the mod... but it should work fine for you :)
I recommend saving in a space station before installing it.
okay thanks very much!
No problem!
the file on Nexus Mods is the current version of RayRod Overhaul?
Yes
No Man's Sky: RaYRoD's Overhaul v10 - Upside Down Biome
https://www.youtube.com/watch?v=juBAEW6xDeo
"No Man's Sky: RaYRoD's Overhaul v10 BETA" allows for unpredictable and consistently unique exploration. It was dark here even in the daytime. My "ecology ov...
If those creatures are already in the gamefiles, there's a good chance HG might use them one day?
Yeah me too! They look awesome, and I'd no idea they were there. So thanks for sharing
Ohhh the Upside Down, that took me too long to get
Jesus I need to get your overhaul mod again, I remember getting it back in it's first days. Looks like it's improved a lot!
I'll probably just quick go over to my desktop and get it now for later haha
I assume downloading new updates to the current mod won't affect any kind of saves?
I mean once I use the mod and a new update/hotfix gets released for it
Well, I recommend saving in a space station beforehand. It's not compatible with vanilla bases though. However, if you utiliz an unused save slot... you can use that specifically for the mod and the rest will remain untouched. ๐
I was planning to start a whole new game anyways, seems like it's significant enough and I never made any huge progress
Just put into the mods folder in pcbanks I assume?
Yep, and make sure that in PCBANKS there's no .txt file called "disablemods"
Gotcha, thanks!
How long did it take to write the mod?
Since 2016. ๐
Just fixed a rare crash
In the overhaul mod
First one in a very long time
I believe that almost all crashes, if not 100% of them are ironed out now
Noice!
@frosty vine Found another crash, fixing it. It has to do with the new planet class/planet type I added into the game
Just fixed it
About time, it took about three hours to deduce the cause
Just fixed/updated another unused and outdated grass type that was shown in E3 footage. The next overhaul update will also utilize a lot more kinds of grass. I also fixed the blur/vibrating effect on many of the assets also used in the vanilla game.
The Oria V biome now also utilizes two types of rainforest grass originally shown in the E3 2014 trailer
The next overhaul will have more varied terrain, than previously. There was near infinite terrain variety before, with the terrain overhaul... but I cranked things up a notch. Extreme terrain is surely possible and rare, but I mean terrain variety overall. Another rewrite.
Nice work man! Looks awesome! ๐
I replaced it with my original one, the one in our pictures ๐ @frosty vine
@warm thistle Thanks man!
Fixed another rare crash a bit ago that I found
Now I'm fixing a rare ecology related crash
Fixed
I don't think @dreamy tulip 's gunna be satisfied until he makes this biome.. but I think it's getting close already..
seriously tho, I think if we had waterfall assets he'd have this done already..
heh, least you're honest :D.. I fell in love with the "park" the first time I went there.. and I even almost lost my life on that trip..
wow, that's 3 days travel if you're taking a safe pace..
That's beautiful
I was ~10yrs old, at the top of the Vernal falls hike and coming down. Just as I cleared the area where the hand rail extends down the path, my feet slipped on granite that was made slippery by the water from the mist of the falls.. my legs slipped out from under me and both went skating/skiing off the edge.. Luckily I was able to grab the last pole of the foot path and catch myself before going over.. Had I slipped one step further down, I wouldn't be typing atm..
Holy crap, glad you made it
๐ ty, me too XD
and that still didn't stop me from free climbing later in my teens and early 20s.. smh
It's like somebody getting jumped then learning martial arts, a perfectly logical progression
Just repositioned the particles on scorched biomes to look more-so like yzheluez
from ign footage
Haha memory is crazy, reading Yzheluez I could hear it in the voice of that guy at ign... ryan mcaffrey! memory IS crazy, I couldn't remember it at first, completely blank.
Testin more unused weather
Haha
Yeah man
Loved those videos
back in the day
Just made some more custom weather
and custom heavyair
Thinking of doing some Achaia weather down the line
RayRod, not sure if you thought about this, or if its even feasible to get into the animation props of skeletons. Or if the creature objects even have descriptors differentiating the larger "leviathan" sized creatures.. But just as a suggestion if its possible it might make these larger creatures look a bit more realistic in their movements if you make them move at a slower rate
Thanks for the idea, I re-worked all creature animations already
Also, even the birds flap like pre release footage ๐
Working on a newer version
Ahh nice, I havent yet tried your mod because busy, but it always bothered me how in vanilla certain creatures turned on a dime and moved as fast as smaller creatures
the amount of torque on a body moving that fast would rip it apart
Just added a "flat planet" variation for all biome types
I'm not a flat earther lol
They just look cool ๐
Just make sure theyre moving upward at 9.8 m/s^2 always
~they're aliensss~
xD
Buzzfeed: Modder Of Video Gaming Community Comes Out As Flat-Earther
What is different from biome 1 and biome 232?
minor grass arrangements. ๐
๐
Too many differences to be condensed or explained here ๐
They are all unique/different from each other
You can check out how I handcraft biomes on my mod page
Still need to import the E3 weather from Achaia
Will likely do that after I wake up
Just finished creating more custom color palettes, for some biome types
I still have more pre release palettes to port over, but it's really tedious to do.
Just encountered another crash. I suspect it's a misdirected flepath. Looking into it now
Just found the cause, it was a misdirected filepath which invoked a ctd upon warping
Just deleted a bunch of .pak files from my recyling bin from today
All from various tests lol
Amounted up to 17.4GB
@dreamy tulip MsrSgtShooterPerson Is back! i loved his mods especially the constructs mod! man i wish you RaYRoD TV and MsrSgtShooterPerson would work for hello games......Sigh just wishful thinking and its just too much to ask of you amazing people.....Have a nice day mate!
Haha yeah that was quite the surprise. check out front page of reddit
We were just talking about his yesterday
HOLY SHITBALLS
Yeah it looks better than the frieghters in the game now
true
Just waking up
MsrSgt is more than capable of making an amazing mod with custom 3d parts procedurally assembled... as demonstrated in the past
@dreamy tulip https://www.reddit.com/r/NoMansSkyTheGame/comments/7xy0l8/hi_a_vision_of_things_to_come/
Nice that he's back into modding, crazy times lol
Yeah, I'm glad he's back
It's been awhile
Also, I'm more-so into working with in game assetts @frosty vine
And reviving/incorporating certain things from old footage as that's my personal vision
I love to see things like that
Yeah they can easily work together if there are no conflicts
But it's not what I do
the mods that is
No worries
I often make compatibility patches for people
I make whatever people ask for at request if it's reasonable
Yeah compatibility patches for mods are signs of a healthy modding community
Whether it be healthy or not, that's where I stand and have always been doing that
Haha I just mean it shows goodwill towards other modders, by being humble enough to let users use their mods at the same time as yours lol
Like in Skyrim modding, everybody always says to load their mod last lol
GTA San Andreas has an awesome modding scene, still active. I think it's better than the GTA V modding scene
And people would make things and showcase it but hide it from the general public
I come from the GTA V modding scene... my friend Chcniz is from the San Andreas modding scene
Ahaha a couple people still do that actually
They'll be like showing off something then say "oh this is just my personal mod I have no intention of releasing this"
Yeah it was annoying
But in general
Over there... like
People were just snobby or trying to sabatoge others in GTA V lol
I remember that from the ps3 days
When I was working on asm menus
Basically...
When someone I know named Chrome x mods, was making exclusive xsc menus for 360, a few people I knew on PS3 were making exclusive csc menus for ps3
But you needed a radically exclusive custom compiler for it
That only a few people had knowledge of
People would offer to spend tens of thousands of dollars on it
And it wouldn't sell
But someone handed me one for free
And I began to study it and write menus in asm
But a lot of people would rat other people's computers
To get access to exclusive things, or DE obfuscate certain things and write crazy stuff in it lol
And online was horrible at times lol
It was usually the average modder teleporting to you and trolling you, or smeone DDoS'ing you
I heard it's worse than ever on ps3 now
Most people either moved onto pc or the ps4 scene for gta v
My friend is modding gta v on ps4
ugh yeah I can't really play in public lobbies on PC, too many cheaters
It's like that on ps4 now lately
There's a few who have access to certain exploits, but they're trying to update old menus
One of them is mine...
That and the extreme long loading times, and high difficulty of finding a match in a lot of the game types
But they don't understand it
REally not worth the time anymore to me
PS3 was the worst in loading times omgosh
When I was making a lot of mods for it
I probably loaded the game up more than 500,000 times
And it would take like 15 minutes to load the game only into story mode
each time for me
And if you made one flaw in the mod... most of the time it would freeze upon loading
Or crash/freeze up the second you got into the game or a few minutes after lol
But sometimes I'm enticed to go back
I've been in a private group of individuals who pretty much started GTA modding
Since the old days
And I've seen some of the things they work on
Some cool stuff
But I've been out of the loop for awhile since my PS3 died
I did play on PC here and there, which is where most of them transitioned to
Except a few people I know modding gta v on the ps4
lol I was involved in GTA 3 modding before scripting was possible. I wish I had continued developing the skills I learned then. I actually had a couple 3D models made. Was trying to port GTA2 into the GTA 3 engine
Yeah, I mean, those guys do more than scripting ofc
I've personally never played GTA 3
That's cool
At the time GTA 3 was amazing, but in hindsight, it was missing too many of the things that were added in vice city, and san andreas, so it feels very primitive by comparison
I made a lot of assembly mods, a few ppc mods, xml mods, some texture mods, a bit of sprx, and a few others
Gonna google what it looks like
Peaked my interest ๐
It'snot so much what it looks like, with how it handles, and how much more simple it is than later games
You can actually mod a lot of those features into it though
Oh no it's a 3d game lol
GTA 1 and 2 had 3d worlds, with sprites for pedestrians and vehicles. Then GTA 3 onwards it's been fully 3d
https://www.youtube.com/watch?v=2Bsr0tlDv9s this is one of my fav mods for GTA 3, VC, and SA
- Download Mod โ https://yadi.sk/d/1GBxPTzEqqwCB โบ SUBSCRIBE TO CHANNEL โ http://goo.gl/tvKa9Z ----------------------------------------ยญยญยญยญยญ-----------------...
makes the draw distance much further and adds the LOD lights making it look sooo much better
I would send you some of the things those guys work on
But oddly with gta v
The craziest modders usually keep their work secret
Same with some older versions
It's weird
Like stuff people would never hear about because they don't showcase it, but they don't need to showcase it
Lmao yeah some stuff just disappears forever
I mean, I know the dev of OpenIV he's in that group
Alongside Alexander Blade
but
Oh cool
They share some things
But CHCNIZ is a friend of mine
He's a year older than me but
It's like the way his mind works is on steroids
You see...
haha
9 years ago, I bought a ps3
And I joined the mortal kombat vs dc universe community
But somehow, I knew that there was a backdoor server
where people could watch you speaking
I ended up infiltrating it (Crazy days)
Where I was invoking server sided commands and moderating crazy chats and hosting tournaments and also reversing engineering the ps3 game and adding custom characters, certain memory hacks, and other stuff.
But CHC had hacked into gamespy's server pretty much
And made himself a full fledged admin
And he legit cloned the server
When gamespy shutdown and failed as a business pretty much
And redesigned/rewrote the thing from scratch (Not sure about what really went into it)
And is working on it to do this day
For clients
But
I thought the guys in those groups were really smart, which they are
But when I invited CHC in... he started to ask a few questions and
People there were like "Huh? xD"
No one understood what he was saying... it was hilarious
9 years ago, these were some of the things he was fluent in
looking for it
Apache, C Programming, C++ Programming, Customer Support, Data Entry, Data Processing, Desktop Support, DNS, Java, Linux, MySQL, Perl, PHP, Script Install, SQL, Technical Support, UNIX, Web Search, Web Security, Website Testing and Windows Desktop .
Chcniz from Exeter, Canada is interested in Technical Support Engineer, SQL Programmer & Script Install Installer
Not sure what he's doing now, apart from "OpenSpy"
That's from like 9 years ago
A few other people there were Alexander Blade, Greg Slomin, funmw1 - funmw2 - funmw4 , Tustin, R* (we had someone who worked for rockstar in our group), Threesocks, Toufik-Benjaa, the dev of OpenIV, Zorg, Proditaki
Sony recently hired CHC though for certain things
Interesting
Second's an oldish one, no?
@supple wadi yeah, was about to say that
Hello...once again I'm tired of spamming the same thing over and over again,and right here and now I declare I'm going to start a huge SPAM,about this same thing,until I FINALLY GET A RIGHT ANSWER.
I pre-ordered No Man's Sky before it's release
I have waited a month,before I can finally start the game
I have experienced all kinds of bugs incl. FPS DROPS and STUTTERING
I bought a new PC incl. i3 6100,GTX1050ti,8GBRAM - win.7
The problem I'm having for a very long time is called "Slow terrain procedurally generation" which means the flora/fauna/rocks/etc..spawns very slow,right in front of me,expecially when driving Nomad and FLYING the ship here's a video - https://www.youtube.com/watch?v=x4sGNKlm4BU
I've been searching for solution.. some kind of a hidden settings,programs = NOTHING Constant emails to HG,new threads in reddit,asking in DISCORD = results in NOTHING
I decided - probably I should buy a better CPU,because it's very heavy in that set I bought - Intel Core i7-7700 3.6GHz STILL THE EXACT SAME PROBLEM 300$ wasted again for NMS
Foundation and PathFinder didn't had these problems.
Can someone finally help me?
Here's a video,about how slow does the terrain generate it's flora/fauna,while driving the nomad,flying the ship and sometimes even by just walking.. Also a ...
Is there any mod that can fix this?
toaster or potato mod maybe?
TBT, I still have that generation issue on an i7 6700k with an ASUS GTX1060 (6GB OC from factory) and 16gigs of ram..
and you probably have a better chance at changing someone's opinion on the internet than getting HG to respond to an email..
@lime mesa Hi, can you send me your TKGRAPHICSETTINGS.MXML file located in your No Man's Sky\Binaries\Settings directory?
There's a few things that I know which can cause that to happen, shown in your video.
A random mod idea. Dark space with super rare nebulas
Hey, I have ssomething like that
Except
Space is occasionally dark, and there can be rare nebulas
Not always dark, the overhaul mod does that. There are some really dark systems... in which the planets at night time can glow and be darker than normal, even in the day time and the nebulas stick out from the surface and in space
While other systems can be colorful, or often darker than normal
It's really dynamic
Is that incorporated in your mod or a seperate download? I love dark space mod with nebulas because i got tired of all the bright colours in space. But even the nebula version is kinda too bright for me haha. And no nebulas is kinda boring. Im looking for something inbetween those two
I'm also considering doing 20 million procedural lighting colors... which will push things even further. The mod already has 20 million procedural fog colors for day time, 20 million procedural fog colors for dusktime, 20 million procedural fog colors for nighttime, and 20 million procedural fog colors for space. There's also 20 million procedural height fog colors for day time, 20 million procedural height fog colors for dusk time, 20 million procedural height fog colors for night time, and 20 million procedural height fog colors for space.
It's incorporated into my overhaul
Lo2k granted me permission to use his shaders as a base, to expand on and do my own work
And there's other things that I did in there too, which also produce this dynamic result with the mod
Some not being shader related
Actually, most of it isn't shader related
Did you see the ringed planet mods? You come across a ringed planet like every 10 solar sistems or so. That rarity applied to nebulas in a dark space would be awesome for people like me that like the toned down version of space :D
That's incorporated too. ๐
I use your overhaul when i play my survivak save. For normal mode i dont use mods that affect procedural generation since i want my universe to be consistent with other peoples universe. So im asking if thet variation on the dark space mod is available as a separate mod :)
Here's a few of the shader related things in my mod
That I've done
sec
-Made clouds slightly more transparent (Used Lo2k's true clouds as a base to make my changes)
-Higher Resolution Cloud Noise
-Distant Planet Color Adjustments
-Adjustments to the global coloring, now less red
-Landscape fog slight reduction
-Made skies even more clean than before
-Adjusted rim lighting
-More Level Of Detail Adjustments
-Subtle nebulae
-New Transparent/clean Binocular UI (Thanks to Lo2k for helping me with this file)
-Re-made an Instagram filter removal shader in my own way
-Greatly increased the E3 styled Shaders, DOF, Gaussian Blur, and Lensflare effects
-Slight Terrain Adjustments
-Improved FXAA subpixel anti-aliasing
-The core mod now contains a version of space that I altered, which is dark; but not fully black and has space clouds with nebulae. The space dream mod by Lo2k still works (included in the space dream folder as an optional replacement if you would an alternate version)
- E3 Style Glowing Cubes that visibly glow slightly longer and also glow slightly longer underground
- Fog adjustments
- Configured E3 Style Shaders with Dof, Gaussian Blur, and Lensflare adjustments
- HD Cockpit Screens
From an older changelog
There's a lot more in there
In regard to your question, no not at the moment
It will be released in my next version
Those visual features
Also, it will require a lot of files for it to work
As it's toggling in-between various global files, several other mbins that are like 80mb each
a ton of shaders that will require some model files to work
And some other crazy things
Alright sweet :D ill be patient then. I hope you manage to do it!
Down the line, I might see what I can do to isolate that, but it might get kinda iffy. ๐
But the thing about my mod is...
The 7000+ handcrafted biomes are a key/major aspect of the mod for sure... but a lot of people forget that it's also an entire game overhaul. It touches nearly every aspect of the game. Not just biomes. It's like the scale of a custom NMS build. However, most files require other files that require other files that require other files that require other files that require other files that require other files (in which many of those files do multiple things each).
Which is why it's really one singular mod on a large scale (with some contributed and credited components of course), and pretty much everything is connected. The contributed components amount up to 110MB, but my work consists of about 2GB's of files at this point.
Also, something that I'm not fond of with a lot of mods, and also what I think that people typically think of about mods in general is over saturation and the breaking of immersion.
Very often when someone installs a mod, it doesn't typically feel like it's meant to be in the game, is over saturated and is bombarded with those changes/modded features, or is completely outside the core focus and lore of the game. I mean, on rare occurrence I'd call for an exception... as I think having some outside ships is cool (to my personal preference). However, the goal here is to shape the overhaul in such a way where it doesn't feel modded, but as if it's from Hello Games.
๐ค Assets rescaled to be massive seems counter to that, then.
Y'know, back in the day... I used to see some mods that allowed the possibility for "rescaled massive objects" and it wasn't really my cup of tea. I felt like it broke immersion. While others who disagreed with me (to their preference) and also disagree with what you just said felt that it was really immersive. As time went by... I creatively found ways to implement the possibility for rescaled massive objects in certain circumstances where I personally feel that it does not break immersion, and so-far I've heard the same thing from other's who have used it.
I don't just do things, I strategically implement them to accommodate the perspective of all potential user's sides from past experience of listening to feedback from different people.
Another thing that was common place with some massive object mods (in the usual) back in the day... was that horrible pop in. Things would pop in like every 100 feet. That's extreme over saturation and immersion breaking. It's a result of a lack of testing, a lack of studying the files, and a lack of research within the way the files work prior to publishing the mod. Because the data to fix that is literally right there. These things take time to refine. Then there was really bad clipping with objects that lack collision. (Naturally, because many of those objects from HG's are unfinished). I took the time (sometimes 30+ minutes per object, for hundreds of objects, to calculate the geometrics and add collisions and test a lot to adjust it properly and attach those objects to custom entities that are setup in a particular way so that it feels like it belongs with that object). No one else has done that. I don't blame them.... lol I'm just an O.C.D perfectionist who would rather go the long, hard, tedious, and difficult way with things... even if there's an easier way because I'm willing to invest my time into it and I love this game.
It really all depends on how you set things up. If a mod is low effort and the author didn't take the time to do much testing... stuff like that is more than likely to happen. In my case, I've spent hundreds of testing to get this configured a certain way for one method. Then I've spent hundreds of hours of testing to get this configured another way for another method. The same applies for the other methods. Some took more time to adjust, some took less. However, for the most part... it's unlike what you've seen and what would typically expect from other generation mods so far.
Now, Hello Game's certainly doesn't have "massive objects". That's obvious. However, as I said... there are some rare exceptions that I'd personally be willing to settle for. Those massive object moments, that are carefully implemented, are rare.
๐คท It's still honestly not to my tastes, regardless of implementation. And some 3D artists tend to agree with me. It's much better to put in extra effort to make an object larger, rather than rescale it, to achieve the right look for it.
That extra effort mentioned will vary for each model, of course.
But it's your work, so nevermind my preferences on it. Ya do your thing.
I totally respect that. We all have our own tastes/preferences with things. One person may like something, another may not. Also, yup! It does vary depending on the object. In regard to implementation, that could apply to size... and also the way they spawn. There's hundreds of ways that you can spawn things in the game at minimum. It's pretty awesome how HG's put so much detail into their engine like this. There was this time, that a planet was a flat grassland and in the distance was this singular, tall, massive tree, and the custom lighting was awesome. The sky was glowing with that space plasma but the procedural palette on that planet happened to make the plasma a red color and other different colors... and the sky looked stormy and gloomy. It looked like lightning. I really liked that. There was also a thickfog and dust. I would prefer cinematic feeling moments like that, which sort of feel like there's a purpose over random large objects everywhere. Like... in a way it feels as if it was made by hand, but done so with rules. In such a way that it gives different vibes.
I guess my approach with these things... (Considering that I also personally used to refuse to use mods that allowed massively scaled things)... was to sort of try to fit myself in both perspectives in a way. I began to tinker around and I got things the way that I like it to my tastes. With the mod... since I primarily made it for myself... I made it the way that I like it and I also took heed of user suggestion and made relevant changes and also made some personal design decisions based upon weighing the possibilities of how one person might react with one preference or another, so rather than going to one extreme or the other... I sorta tried to find a balance compromised that's rare, while the mod overall feels close to vanilla. However, in the event of someone not liking something... I always enjoy tailor adjusting/editing/making them hotfixes that will change it to their liking. Or custom mod requests. Or compatibility requests I like to do. This way, they can just pop in a custom file into the MODS folder and it will overwrite the mod with those requested changes so it all works out in the end. ๐
o.o
That person who drew that is really talented...
I didn't expect that
Working on custom wave flora now, making it procedural. Flora that will float on the waves... like in the pre release footage
Maybe floating wave structures, locations... Not sure yet
didn't you already make floating plants ๐ค
Yeah. However, in the past... I specified a particular appearance for it (to resemble the old footage). This time I'm looking to make it all procedural, and add more different kinds of floating flora, or other things. ๐
There we go, managed to implement all kinds of procedural wave flora for certain biome types. The next thing that I want to do is test with 20 million new procedural lighting colors.
If that works as I'd like it to, then I'll likely add 20 million to the other times of day, and space. If that works as I like it, I'll try the same with cloud colors.
Getting 100+FPS in very dense forests now
MsrSgtShooterPerson is soo talented โค just love his design
So this procedural lighting turned out very well so far. I wonder how procedural night time lighting will work. I need to adjust this python script for a more reasonable value for that purpose. ๐
Excited to see how it turns out
Just got the right min/max float format
There is something that I have not seen in a very long time on planets
Which would be a red sun
I could've sworn that used to be a thing on former versions... anyone know/remember?
Managed to hit the MBINCOMPILER compiling limit at line 45,547,073 ๐
The procedural visual color aesthetics have now been upgraded with RaYRoD's Overhaul from 120 million to 2 billion, 400 million procedural colors... which transition in real time with the dynamic weather and should now feel near infinite and blend together very nicely.
Formerly, it was at 120 million with the overhaul mod (work in progress version). Which allowed for 20 million procedural heightfog, and 20 million procedural fog colors for daytime. 20 million procedural heightfog and 20 million procedural fog colors for daytime. 20 million procedural heightfog and 20 million procedural fog colors for dusk time, 20 million procedural heightfog and 20 million procedural fog colors for night time, 20 million procedural height fog and 20 million procedural fog colors for space.... to now 100 million each.
Also, I just introduced (on rare occasion) new procedural lighting colors for all times of day, and in space with different rules. 100 million each kind. I also did the same thing with 100 million each, for all times of day in relevancy (to each time of day individually) for procedural cloud colors so that it makes sense. I may need to specify certain procedural rules for procedural sun colors manually down the line whenever I get to it... as I want it to match the spectral classes (in which there are only so many), but maybe there's something that I'll be able to do about spectral classes to an extent. Gotta look into that still.
So...
100 million proc height fog colors - Daytime
100 million proc fog colors - Daytime
100 million proc lighting colors - Daytime
100 million proc cloud colors (1) - Daytime
100 million proc cloud colors (2) - Daytime
100 million proc height fog colors - Dusktime
100 million proc fog colors - Dusktime
100 million proc cloud colors (1) - Dusktime
100 million proc cloud colors (2) - Dusktime
100 million proc height fog colors - Nighttime
100 million proc fog colors - Nighttime
100 million proc lighting colors - Nighttime
100 million proc cloud colors (1) - Nighttime
100 million proc cloud colors (2) Nighttime
100 million proc height fog colors - Space
100 million proc fog colors - Space
100 million proc lighting colors - Space
100 million proc cloud colors (1) - Space
100 million proc cloud colors (2) - Space
100 million proc height fog colors - Rare Space Type
100 million proc fog colors - Rare Space Type
100 million proc lighting colors - Rare Space Type
100 million proc cloud colors (1) - Rare Space Type
100 million proc cloud colors (2) - Rare Space Type
= 2,400,000,000 procedural colors.
In total now... there's 2 billion, 400 million new procedural, visual aesthetic color possibilities designed in relevancy to the time of day, and scenario systematically so that it should make sense. The colors also dynamically change (in a blended way) - (in real time) as the time cycle changes and also blend/coincide with the dynamic custom weather and E3 weather that I've made which varies and intensifies in a gradual manner depending on the kind of weather it is and the kind of storm as those all have their own kind of custom and unique rules too and it will expand the visual effects further.
Quality over quantity, however... I aim for quality and quantity.
Lol
Talking about tons of colors, instead of simply showing some examples. Something about it strikes me as really amusing.
@frosty vine I love the screenshots that you often take with the overhaul mod. You remind me of Dead End Thrills.
Many, if not all of them, which already showcases those "tons of colors" that I allowed to be possible. :)
Keep doing what you do! I'll keep doing me. I'm my own worst critic.
Beautiful
Are those from the latest iteration? But yeah, your shots are always great @frosty vine!
Thx, Gmr.
Those screenshots are from a test version that I sent him, with the 120 million procedural colors.
Not the upgraded one that I just did.
Anyway, ๐คท That's exactly what I described it to be.
Yeah I don't have the new one yet
We've been seeing those screenshots everyday now lol
art dude: "my work has like a hundred million color variations to it" audience: "oki, show painting?" art dude: "oh. right. that's what you do with those." ๐
I don't see the need to prove something that's already been demonstrated/showcased for the past several days.
If you scroll up or down, it's there.
Also in #nms-photomode-gallery
Perhaps it would've been better to ask for pictures of it if you were curious, instead of laughing/scoffing ๐
Anyway, yes... those are some of those awesome colors. Oppressor11 took some nice shots.
So, you're suggesting that your additional effort on color variations is essentially indiscernible from your prior effort.
Sorry, on mobile, hence the dumb pin for a sec.
No, however... what I'm saying is that it is the literal exact same feature that has been seen in like 50 pictures within the last few days.
Sending more pictures of the same feature, will be like looking at another unique picture of the same feature. Likely, another blend of colors that can be of infinite variation. But it's the same feature. A beautiful feature. I cranked it up and did more things, yeah... but now it should feel near endless.
It's the same feature
I expanded/added more possibilities for that feature
It's alright, it happens with mobile phones. Sometimes on facebook my phone accidently calls random people lol
And now that there's this annoying "wave" button I accidently wave random people and it's super awkward. lol
An example of that would be... there are like 50 pictures that Oppressor11 took recently with that mechanic. They are all unique/different from each other but utilizing that feature. That is with the 120 million version. What's 50 compared to 120 million? Not much. There's so much that could be fleshed out of that lesser upgraded version. Yes, now that it's upgraded to 2 billion, 400 million... it surely will make a huge difference in the possibilities of exploration.
However, the solidity of the mechanic has already been shown and that's what matters. Users will be able to experience that when I'm done with the immersion update.
Actually
I create new mods on the fly (sometimes 10 before breakfast) on a daily basis. I'm weird. My mind perseverates.
The most recent uploaded version from like 3 weeks ago already has some expanded colors and E32015 + multiple pre release skies. So it's not that new, news. Though, there's new things about it. The other weather effects and custom weather has also been there for a long time.
I'm often very secretive with certain things that I make or find/learn, as I prefer people to be able to experience it first hand w/o spoiling it. Then there's the fact that there's too many things to list. Nor do I have a reason to. So... yeah. lol
The amount of things I talk about are miniscule to the amount of things I haven't
Just had an idea
Thinking of finding a way to disable the hardcoded check which prevents basebuilding in space
I also need to update the photomode generation unpauser originally made by my friend LawnReality
And something that I personally feel that NMS really, really, needs is a photo mode hotkey.
I had one of those in the past via cheat engine that I configured. Never updated it yet
It can get really tedious to go through all the stuff in the quick menus to take a screenshot in time sensitive moments.
Sometimes I accidently hit the tech rather than the camera button and end up missing the perfect moment lol
Has anyone else experienced this?
quite a bit, the game really needs a hotkey for photo mode
especially if you want to get good photos during combat
just because of how slow the menu is, you usually lose a second just going forward
Srsly
Oh yeah, those too. Like... especially because you're using your weapons a lot
And it will put up the recharge icons a lot
and you cant fire while the menu is up, so you can almost never get your own projectiles
unless you screenshot from the cockpit
Sometimes I just disable the HUD and use F12 via Steam
Or map it to my ps4 controller
Also sorry, was making plans to see Black Panther, but to clarify the earlier "lol" a tad, it wasn't meant as a scoff just a legitimate laugh after I thought about it for a sec and was like, "but wait, wouldn't this be better shown?"
It just strikes me that there should be some sliver of colors added to the mix that could be shown, but ๐คท
At any rate, the new color variations is easily becoming your signature, "Minor text fixes," lol
Oh, I see!
Thank you, for taking the time to clarify that. I understand what you meant. Also, I apologize for taking a bit of offense at that. I thought that it was a scoff... but I understand you now.
If there's anything else that I can do a better job to clarify/show/explain in regard to something that I'm doing, feel free to let me know whenever you're curious and I'd be more than willing.
And yeah... that's one of those things that would also be better expressed with some pictures.
Testing out some of the 2 billion, 400 million procedurally possible lighting/fog height/fog effects on planets depending on the time of day
This one was really misty
Gonna keep traversing diff planets/systems to get a better look, with the new version
Here's another random one
@proven escarp
Here's a brief example of how I'm handcrafting procedural biomes as you asked:
https://justpaste.it/1h74g
๐ฎ thanks!
No problem!
so... when will they hire you ? ;-p
@frosty vine, This is one of the planets with the new proc heightfog, fog, and lighting
https://youtu.be/eOrByjoUjJE
Hmm, image didn't refresh
Oh well
๐คท
when you add a biome, won't it just appear somewhere, maybe on the twentieth planet you visit? do you have to search for it? or can you set the probability to 100% during testing?
As mentioned in the link/paste that I sent, sometimes I force a specific biome to test when handcrafting it so that I don't need to search for it. It's really helpful and speeds up the process.
However, the mod is of a large scale... especially biome wise. There are a few non proc static biomes made as replica of E3 footage or ign footage that exist. There are some biomes that I've put in here that I know exist that I haven't found in 3 months of playing
Sometimes it's taken like 2 weeks to find two specific ones, it's all by chance... but there's a lot in here
๐
The overhaul mod is at almost 7,000 unique, handcrafted biomes now; in which each biome has it's own levels of individual sub-biomes, alongside other biomes that can be in biomes in general.
holy shit
98% of them are also procedural, but set with rules and can all be different/unique each time
And there's infinite terrain variety
I rewrote the game's voxel gen 9x over
After studying it to get it right
... why did HG not do that themselves?
And there's infinite biome color palette variety
And today I added 2 billion, 400 million procedural fog colors, height fog colors, lighting colors, cloud colors, space cloud colors, space lighting colors each depending upon the time of day
And a lot of other things ofc
Not sure, but I'm also an avid vanilla player
and PS4 player
I love nms in general
HG's did awesome stuff
I hope to see the base game fleshed out and pushed further even more
And I'm excited to see what's next
I'm in one of those situations again where I keep making new slots, and ran out of new slots.... lol
Because every planet one each slot is a planet I don't want to leave....
In a way it's angering me lol
nice problem to have ๐
Because I know there's something crazier out there somewhere that I've never seen xD
mod a save game manager
i bet
Idk what's in them anymore lol
yeah we can't name them...
That would be cool, I mean... tall heights and mountains
For sure
It's possible in here
Like
Every planet is different terrain wise now
unique
Screenshot by Oppressor11
are they worried that too much terrain variation slows down the game for slower hardward maybe? do you have some super fast gaming pc?
Anything in this game, if set in a particular way can be well optimized
and perform wonderfully
did the animals slide down that hill on their butts?
Haha, nah xD
๐
why do you have to find that out, why not them, i don't get it ๐ค
if you can do it, why don't they do it?
oh
they=HG
I believe that they can if they want to
because they have an artistic vision that don't include "everything randomly generated" I guess
๐ vision shmision
"Everything Randomly Generated"
we want colourful stuffs!
The overhaul mod isn't randomly generated, per say.
That is not what I said
it's procedural :-p
but when there is 2 billion possibilities, procedural turns to random, in fact, isn't it ?
NMS in itself isn't necessarily random. It's procedural, with some random elements. Rules that sort of function as ropes and guidelines to prevent certain random elements from not doing unexpected things.
No, because of rules.
random would be, if trees are in lakes and monoliths between two rocks
if the rule is "pick a color in 2 billion possibilities", this is almost "random" imo
the rule is "pick three colours that match in this and that property"
Right, that's is why NMS is procedural, there is no tree in water, hopefully
Here's the thing....
If you set rules and algorithms, it's not random.
For example
You can set a rule for a creature size and specify a min/max value
It can only be anywhere between "this small" and "this tall"
Take 1 - 12 for example
Will the game select any value of 1 - 12? Yeah for sure
But those are rules
I know exactly what you mean about procedural in NMS, for sure, this is why the options are limited in the game, like skies color or so
It's not necessarily random
do you have a bell curve, can it be "mostly 4-8, and sometimes 1-3 or 9-12"?
It's possible to do things on a massive, strategic, structured scale.
W/o getting unexpected/negative results
It depends on whether the designer knows what they are doing
HG's does know what they're doing
what i try to explain, is that mathematicaly, when you pick up a number from a 2 billion options, no matter the rules, this is almost some random pick up
@proven escarp Yeah, I specify rules with all things
As I'm an o.c.d perfectionist
And it needs to meet at-least vanilla quality
or surpass it
๐
That's not true either
Because when you set an input with math, you will always get the expected output
based upon that algorithm
Even Sean talked about this in pre release videos
sure, as Sean said
and you never pick one colour without context
Yeah, there's a context and a purpose for everything
It's the beauty of their engine
which makes it not random, even if it's a million (billion... whatever)
well Rayrod you are working on some "2 billion color" stuff isn't it ?
Yes, all done with rules.
between 2 billion colors ?
Imo, 2 billion colors option, even with rules, turn to random stuff, because, the quantity break the rules
1 million + 1 million always = two million.
That's not going to change.
With the colors, I set rules. A certain kind of configuration after studying these files... so that it won't go in and outside a particular range. It's not necessarily random.
And it's also structured a particular way
It's just the way it works
I know that it's a lot to fathom
But it is that way
If you were to count from 1, to 2 billion.... that's not random either... just a lot to count
so can you remember me how many skies color there is in NMS vanilla ?
I can check right now
64
do they prefer certain colours (e.g. blue), or do they use the whole palette within the 64?
That's wrong.
what is skies palette then ? i must have misunderstood
There's 40 sky colors for the day time. There's 4 sky colors for dusk time. There's 8 sky colors for night time.
There's 62, not to mention the space skies.... and the rare space skies.
And here's the thing
There's multiple things going on per palette
SkyColour, SkyUpperColour, SkySolarColour, HorizonColour, SunColour, FogColour, HeightFogColour, SkyGradientSpeed, LightColour, CloudColour1, CloudColour2,
sure, but how many base colors ? 64, like a square of 8 pixel x 8 pixel
This is relevant to the night time sky
question was about the sky colors
There are literally 40 palettes for sky color possibilities inday time in vanilla
And each palette consists of a blend of the rest of those parts of that struct that I posted afterwords
And the same with dusk and night time (except the other two aren't 40)
if you say so, ok
where are the 40 palettes located then ?
Thanks, perfect !
No problem
Anyway, this is a major component of my work/mod
It handles a lot of things visually, and the stuff cannot be activated w/o altering other files outside of it
So it's more than value editing within those files
It's connecting to probably a hundred other things
I know, making a game, especially procedural, is a real work, for sure ๐
I really enjoy working with NMS
I'm primarily working on things for myself... I see it as like preserving a custom build
And I see it as a great learning experience
making it as a full time hobby is crazy,and trying to advertise and making video to show your stuff must take a lot of time. I guess you don't have much time to really play the game
Honestly, all I have is time. I freelance from home... and I live my life doing my hobbies. :)
I like to make videos to sorta keep people who might be interested in the loop about some cool things that I'm working on and excited to share. I usually record videos when I happen to land on a planet that I really, really, like.
I do play a lot of No Man's Sky. More of my time is given to testing and studying though.
However, I'm excited for that moment to just really dive further into it... but there's just so much that I wanna do
I'm glad that a lot of others are enjoying it though
I ment, playing the game, not testing your mods
Oh nice, I won't bother you then, you must have a lot to explore ^^
nope, PC
@proven escarp RaY could force the different biomes to check them. Can't really say if they test every one of them. Given some bugs cropping up in some, I can only guess those are ones they might not have checked.
@supple wadi That has happened a few times as you said. Also, sometimes because I've made the mistake of working on things when half asleep. lol
I recall there being times where I tried over 20x to get an XML file to compile with errors, only to go to sleep and wake up to it working on the first attempt.
No Man's Sky: RaYRoD's Overhaul - A Few Random Planets (Part 2)
https://youtu.be/9oOjFcCZ36s
- Exploring a few random planets on the work in progress "Immersion" focused RaYRoD's Overhaul update that's almost ready for public release.
Extra Credits For This Video:
Glowing E3 Drone Ship - Courtesy of Hello Games and Krem
Thumbnail - Courtesy of Oppressor11
Exploring a few random planets on the work in progress "Immersion" focused RaYRoD's Overhaul update that's almost ready for public release. ------- The pro...
immersion is going to be the main focus of this next update?
Yessir, after that... I will focus on the gameplay update. ๐
Sounds nice ๐ gameplay in which sense of the word? Like, new mechanics or what?
In my free time, I'll compile a list of anything and everything that I can creatively think of that will make every core gameplay aspect of No Man's Sky more fun with the overhaul mod.
All of the updates that I release are from rough draft todo lists that I write and try to find ways to bring to life or create
The immersion focused beta covers some gameplay aspects though, but not to the extent that I want to take it
This will be purely immersion focused.
@dreamy tulip is there a place to learn about installing the mods I was scrolling and didnโt see one most likely just blind
Go into PCBANKS, delete DisableMods.txt, create a folder named Mods, toss in the downloaded .pak files.
That accounts for the majority of mods, anyway.
None yet just bought for pc cause the idea of overhauling some of the game is neat so wanted to learn more
For example: No Man's Sky\GAMEDATA\PCBANKS\MODS
What Gmr_Leon said is what you should do
If you happen to download my mod
there's included instructions
But that's pretty much the jist of it
Cool beans
replace everything beans beanmod go
lmao, make sure to add audio mods with fart noises..
Flat desert looks epic. Deserts are my fav biomes.I found once an extremely flat ice planet. Im sure i have a screenshoot somewhere.
No Man's Sky: RaYRoD's Overhaul - A Few Random Planets (Part 2)
https://youtu.be/9oOjFcCZ36s
Exploring a few random planets on the work in progress "Immersion" focused RaYRoD's Overhaul update that's almost ready for public release. ------- The pro...
No Man's Sky: RaYRoD's Overhaul - Foreign Marsh
https://youtu.be/2pj96eqL_ww
This was a random marsh (sub-biome) that I came across on a random planet while exploring. I have been exploring while looking for bugs on the next "immersion focused" RaYRoD's Overhaul major-update that is almost ready for release.
Extra Credits For This Video:
Water Buggy by Krem
Thumbnail and a few images by Oppressor11
Song Credit: Closer In The Water by Hello Meteor
This was a random marsh (sub-biome) that I came across on a random planet while exploring. I have been exploring while looking for bugs on the next "immersio...
@dreamy tulip in a few days ill have acces to my pc. I came to my hometown to visit my family for a few days and the screenshoot is on my pc. Ill tag you so you dont miss it. I havent found a planet like that since
@dreamy tulip here you go
Flatest ive ever seen in vanilla
There were some random small canyons but the planet was 90% flat like in this picture
That's cool. That would be more-so categorized as hills.
Nice
Had a really nice short forest on the whole planrt
pretty
Thanks, landed there a bit ago
No Man's Sky: RaYRoD's Overhaul - Cloudy Mountain
https://youtu.be/zOj4iCW35VI
RaYRoD TV YouTube: https://goo.gl/U3kU2w Twitter:@RaYRoD_TV MY REGULAR NO MAN' SKY SERIES: https://goo.gl/1H5LNV WAKING TITAN PLAYLIST: https://goo.gl/WoDbQd...
time paradox created, implosion
xD
also wouldn't it be a touch easier restoring the time from the disc version? ๐ค
I was playing the rc1 disc build just now, and noticed that on the hud there is still a time indicator
Man, why'd they drop that. =/
Prior to the first patch
Not sure
I prefer it over the tox/rad
Found it on PC tucked away, I hope it works
If it works, I'll send the .pak
Okay, so unfortunately it's still disabled. However, if you would like to take a look... check inside of "HUD.MBIN".
There's a few Boolean values that are marked as true, for "IsHidden". The few values that you are looking for are... "NIGHT" "DAY" "TIME"
I believe that there is something telling the game to actually not load this file, which I'm about to double check on. (Likely, the ROOT.MBIN)
I know for certain, that in the past... this file was used to put the planet name on the top left HUD
I'm going to try disabling this file or replacing it with something else to see if the game crashes
In this case, the night, day, time, next to the hazard bar in that file... should work by doing what I did. It's likely something else causing it. My current thoughts that I need to verify are... either a. The file isn't loaded. or b. It might be a child of a certain graphic struct that is currently overwriting that overlay that I need to double check on.
Yeah, I ran a quick search for "clock" outta curiosity and got some results, but all looks to be stuff linked with other files around it, as expected for all the HUD/UI stuff.
Something that I've noticed with the UI files, are the ID's. There are a lot of id's. Different ID's have different functions and it peaks my interest. I've been using some of them. I've seen some of the UI files link to the language file. I wonder if there's a particular library for them
Maybe, a search for night, day, or time might find something. I don't have all of the mbins decompiled atm... so, can't do a global search right now.
About to test what I mentioned above quick
The HUD.MBIN is indeed getting loaded.
Replacing the file with something else invoked a CTD.
What I'll try next is replacing a few ID's with the night, day, and time
That didn't suffice
The next thing I'll do is look for any other isolated hazard related ui files
Or maybe adding a struct and positioning it
Just realized something
I can just decompile, the mbins only in the UI folder and just search
Gonna do that
So three files use the word "TIME" @supple wadi
HUD, HUDHAZARD, HEADSUP
I think it's likely HUDHAZARD for this purpose
to do this
<Property name="ID" value="TIME" />
<Property name="PresetID" value="DEFAULT" />
<Property name="IsHidden" value="True" />```
It's also set to be hidden
Night, and day are in here too
Gonna test this
Located in UI\HUD\
Might also need to disable whatever ID handles the rad and tox indicator (didn't check for it yet), as it will likely be in the way
This is definitely the file
Just saw a string in here
/TEXTURES/UI/FRONTEND/COMPONENTS/TIME.NIGHT.DDS
/TEXTURES/UI/FRONTEND/COMPONENTS/TIME.SUNRISE.DDS
I'm 99.99% that .DDS will be that crescent moon symbol
that was always visible next to that time indicator
Yeah, doing this should work
About to load up
Oh, also would like to mention the X positioning for "TIME" for example
<Property name="PositionX" value="18" />
<Property name="PositionY" value="0" />```
Yep, that would put it pretty close to the center, but not directly. About the exact spot where the rad/tox is
I love this stuff
Making sense out of it, excited to do a lot more ui stuff than formerly
Just found something else that I'm looking for in here. ๐
Which is... what I need to put the planet name on the top left HUD
Perhaps, I was mistaken about the HUD.MBIN.
I think that's actually for another purpose, that I haven't discovered... just yet.
But there's other isolated files for different purposes.
Another thing
I mean they're all so piled on each other in this part of the files that...Yeah, good chance of missing how they're interacting.
So... when it comes to forcing a particular text in No Man's Sky on the UI.... you need to mark a particular Boolean to true and then specify that static text. There is also a way (depending on the mechanic that you're using, which you also need the ID for) to set the UI to auto-grab the relevant text during progression.
Just something I found in the past
So, for example...
The nanite count uses the ID "NANITE"
And if you were to mark a particular Boolean to true and specify a specific string... you can force the game to say that
Is what I mean
If marked to false, because of the relevant ID "NANITE" the game will auto grab your current nanite count
There are some better tools for injecting specific messages tho, that's for sure.
What do you mean?
Like for popping in some notifications in the lower right, probably the center too, but haven't messed with those yet.
But that's a good bit to know for variable info!
Oh, I see and that's cool. What I'm more-so referring to in this case is.. say, you ever wanted to put a static text on the screen that would always stay there.
You would do that and then change the animcurvetype
This would do the trick:
<Property name="AnimCurve1" value="TkCurveType.xml">
<Property name="Curve" value="Linear" />
</Property>```
Oh yeah, I follow that. I'm just not sure when you'd want constant text like that.
I would personally use it when working on the inventory for example
Like say...
"Exocraft" "Starship"
If I wanted to define a particular menu text
Oh right, right. My head's more in the HUDspace.
The time is now working, but as I predicted... I need to disable the rad and tox.
As it's overwriting it lol
Or, I could actually expand it and reposition
But... imo I don't think I should do it, because my purpose is to replicate the ign footage
Oh, I see
Yeah, with the HUD I don't see any benefit for that
Unless, it had to do with some kind of logo/visual aesthetic
idk
Not image related
But an iconic text
I know Sean did that at E3
lol, ya mean overlapping?
"JOURNEYMAN"
Overlapping is the right word
Yeah
Whatever that green thing is...
That's the "DANGER" ID
That figures, lol
That I set to not be hidden
It's clear weather
I don't think that belongs there
Likely just a visual thing for a particular purpose
Unless
Oh weird. I was thinking the green might be showing due to a toxic environ.
There's a way to get it to recognize the biome
or weather
not sure
Yeah
I sort of managed to create an extra inventory tab before, I want to design it specifically for creature discovery.
Like I once saw was there
a long time ago
Also, considering that it was once possible to select a creature and have the box enlarge
I'm still looking for the data for it
And apart from that, in 2016, the game had larger creature inventory boxes
For discoveries
I kinda miss that
Even with the new UI, if it were possible to select the creature box and have it open up a popup dialog
That would make creature discovery more special
imo
I miss the images just being larger in general. >_> I dunno why in the redesign they made them smaller. I feel like that has to be a mixup.
Like the waypoint shots don't even fill the new space at all.
The UI does look a lot cleaner/more simplistic... but I feel the same about it
It feels better organized in some ways, but retaining or worsening the faults of the previous designs.
Like the creature/waypoint preview shots were always pretty bad, and the new design took steps even further back from that.
At least before you might be able to just say, "Just let us select it and enlarge it pls?" Now we have to say, "Could we get a space filling shot and an enlarge option?"
Yeah, that's right
I don't like that it's stuck in the bottom left
I mean
I'd prefer an entire page for it tbh
lol
Have you seen the orig?
Yeah.
It was alright but still not up to what I'd like to see. Ideally speaking I'd like to see the different creature parameters alongside the shot, day/night settings, toggle through the anims, etc.
So glad they threw out that background, tbh.
A bit of that, and the coloration just isn't to my tastes.
It's also so clearly a WIP with the light text against light background, lol
Oh okay.
There is something there that I really like..
That reflective ship
There's actually quite a few backgrounds in the files still
including the greenone
They've used a few different ones on the released versions
I do dig the reflective part of it, a bit.
I like the remake that Cyrus and Stoian did of it
Amazing what a few drop shadows can do for a design.
What I think could have been cool about the old design is the possibility for background customization through color tweaking.
Oh yeah
The simplicity of it seems begging for that.
That can be done still
What do you think about this?
https://twitter.com/flameblind/status/936548477412274177
Yeah, but I mean as a built-in feature surfaced for players. ๐
That's a really solid mockup.
Yeah, something like that... I think would be nice to see
I suspect part of the reason they tossed out the more zoomed in Discoveries menu was to obscure the similar variations from becoming wildly apparent.
Like if they kept the old menu, I can just imagine people taking shots of it and being a bit jerkish and going, "Oh yeah infinite variety ๐"
Currently refining the hazard bar...
Oh
Yeah... I'm trying to bypass that in a particular way
Prior to trying something more advanced
I'm going in the pre release biomes and assembling the same creatures and their appearences shown in the trailers or not shown in the trailers, porting over their rules and roles into the new game format, while also adding other custom rules. At about 100,000 so far.
And then I'm restricting some creatures to certain biome types
And altering their spawn probabilities
And chances of ecological life
And working on herds, etc...
And new creature function types
Like, flying predators, I'll test for example
And I'm also working with the creatures already used in the game still
There's a lot that could be done from HG's side which is not currently do-able w/o official tools
But I like making use of what's here, but not utilized... or pushing what's already utilized further or adding additional ways for them to be used creatively
I realized that there were also a lot of creature function changes in-between 2016 and now
So I ported all ecology versions of nms into AR
So we got the former nms version ecology rules, e3 ecology rules, other pre release ecology rules, atlas rises ecology rules, and numerous modifed ecology rules
I like how it is so far A LOT
But it gets really tedious at times to work with
I wonder if HG's is working on ecology
I remember what you said, in regard to how creatures should have better presence, I think
Like
Idk, more functions, more animations, etc...
Would be cool to walk on a planet and get swallowed whole by something lol
I was gonna say, I've been prodding about some of the ecosystem stuff lately too, and it's proven frustratingly limited for my tastes.
Hmm, in what particular aspect?
I can think of a few myself ofc
Like the parts... for one, that could at-least be expanded upon
There are a lot of rules for groupings, appearance frequencies, and so on, but for anything more interesting, e.g. meaningful behaviors, it's just bleh.
There's also the variation issue, sure, but that's the least of the issues imo.
You can make each variation we see now feel more different through some clever behavioral differences.
Yeah, I think it's also vice versa
I mean
You can make it feel really different appearence wise...
But
But so far I've not been able to dig out stuff to work with from our end towards that.
Need more mechanics
There are some things that can be done already
But as far as like scripted events
or
Something spectacular... meh
I mean I was trying the simplest dumb junk, just making them drawn to certain objects with the bait component, and that does next to nothing from what I've been able to see.
StarGate is an obsolete id tho.
Likely unused
I did find the portal from the portal trailer
I added it in to a flat desert biome I made
rare though
I mean yeah, several of us did. ๐คท
The old portals.