#nms-modding

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dreamy tulip
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You edited it out

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Yeah

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That's what I just tried too

supple wadi
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Remember, HUD.MBIN has all the default settings right there.

dreamy tulip
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Maybe it's called elsewhere

supple wadi
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I think the individual files are in part called from there, tbh. But there's definitely some extra .exe junk going on.

dreamy tulip
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What do you tihnk the datafilenames are for?

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Currently testing by adding it to the ROOT.MBIN

supple wadi
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They're precisely for loading up the separate files.

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But there's the standard lurking .exe madness at play on some level in it.

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There's also the trick that you have to ensure you've adjusted every datafilename path.

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At least, I'm pretty positive on that from when I gave it a go with a custom file.

dreamy tulip
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Ah yeah, did you try with ROOT?

supple wadi
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Nah, didn't find any solid HUD info in there.

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As relating to the HUD files themselves, that is.

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I think I saw more to do with the .dds files?

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Reviewing prior iteration tests.

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I tested the custom file swap like 50 iterations ago.

dreamy tulip
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I know that it's possible to specify custom mbins in here

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in root

supple wadi
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If it's not where the HUD is being pulled in from tho...

dreamy tulip
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It's weird, like it works for inventory stuff

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through there

supple wadi
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HUD & GUI=Separate things.

dreamy tulip
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Yeah, fair enough

supple wadi
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I'm sure ya know that, but...Yeah.

dreamy tulip
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That's weird

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I was able to call my modified mbin

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through there

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using ROOT

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<Property name="DataFilename" value="/CUSTOMMBINS/UI/HUDHAZARD1.MBIN" />

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At line...

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581212

supple wadi
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Hmm.

dreamy tulip
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But the weird thing is...

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It still made the default one now get loaded

supple wadi
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lol

dreamy tulip
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arghhh

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And I know that there's no custom mbin in

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UI/HUD

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I just got an idea tho

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What if...

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I null the other details out

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Except planet

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So that it doesn't try to load it twice?

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wait holdon

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Gotta retry

supple wadi
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I'm just trying a quick, straight-up only root file tweak.

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It is similar enough to the HUD formatting for some of the iterations I've tried to maybe work on that.

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But I'm suspecting there'll be some distortion or somesuch in the mix.

dreamy tulip
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Actually nvm

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didn't work

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and wtheck?

supple wadi
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Heh.

dreamy tulip
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lol

supple wadi
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Oh yeah, I get that a lot.

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Like when I tried to call only the planet info from HUDHAZARD and let HUD handle the rest, it's just like: "Uh, nah, HUDHAZARD or bust, forget me."

dreamy tulip
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That happened in the inventory?

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Looks trippy

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like it's called 3x xD

supple wadi
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That's probably because you tried loading HUDHAZARD from Root.

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Custom HUDHAZARD, but still.

dreamy tulip
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There's also no extreme storm

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And whattup with the bypass chips

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lol

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Yeah man

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So, back to square one

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darnit

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Unless, maybe I try adding it to the healthbar

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asgain

supple wadi
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Won't work.

echo oxide
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Couldn't you just release this clean version as a standalone?

supple wadi
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The game is loading in the data with a sharp eye on the filename.

dreamy tulip
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Why does mountain dew smell like a summer pool?

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Random thoughts sorry

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Anyway

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I tried renaming it

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to

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hudhealth

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just now

supple wadi
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Like apparently the only way to get this even close to working is to try and move the entire dumb HUDHAZARD component to the upper left and try to move its functional parts to the lower left in a displaced HUDHEALTH or some madness like that.

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Some weird crosswiring mess, basically.

dreamy tulip
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If there was a way to

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Just move the planet name upwards

supple wadi
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Mm, yeah, like I thought, Root handles all GUI stuff.

dreamy tulip
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and bypass that cutting off limit

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None of it would be necesarry

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and the hazard data

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would still be on the bottom

supple wadi
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Or at least the tab GUI stuff.

dreamy tulip
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The first thing I tried to do was simply

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move the planet name upwards

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But it would cut off after a few inches

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as if it was trapped in the box

supple wadi
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Anyway, yeah, that's what I was trying to do with the HUDHAZARD both after the crisscrossing ideas from earlier and before the more recent crisscrossing ideas.

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But I can't seem to pin down what's defining the bounds for the component.

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Because I started upping and upping the y position/height on the planet info subcomponent, but like ya said, eventually it just gets cut off or stuck.

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And nothing in the parent hazard component seems to indicate a boundary area. Not really, anyway.

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Tbh, it wouldn't be such a problem if the data wasn't fixed to be drawn on specific components like this.

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Boundary or no, if you could just get it to draw in the HUDHEALTH/HUDWEAPON components, no big deal.

dreamy tulip
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The weird thing is that it was possible in the past via the hudhazzard

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to move it upwards

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I wonder if there is something telling it not to

supple wadi
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I mean I could still move it upwards? It just hit a certain spot where it wouldn't go up further, unless I also moved the parent up.

dreamy tulip
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In an old hud mod, it was moved upwards

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W/o cutting off

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It's weird

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But it stopped working

supple wadi
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I got it to do that? Without cutting off, I mean.

dreamy tulip
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I think

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You did?

supple wadi
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Yeah, but it just stops like halfway.

dreamy tulip
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Just the planet name?

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Oh

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Yeah

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Now

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Any idea why that is?

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Oh yeah

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you said

supple wadi
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See above: I don't know wtf is defining boundaries, lol

dreamy tulip
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"And nothing in the parent hazard component seems to indicate a boundary area. Not really, anyway."

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Weird

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Yeah

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um

supple wadi
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And given the HUD folder seems largely self-contained, whatever's handling this has to be .exe-side, I feel.

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Yup. Had that a few times.

dreamy tulip
supple wadi
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Yep.

dreamy tulip
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The hazard bar is there

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But I just added it as a direct child

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of the parent

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in the hudhealth

supple wadi
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It just can't draw the planet info on the HUDHEALTH component for dumb reasons.

dreamy tulip
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w/o modifying the hazard

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I just edited the hudhealth file

supple wadi
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Yeah, I did that way earlier.

dreamy tulip
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no file renaming

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yeah

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Maybe I can figure out why it's broken tho

supple wadi
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I had to rename to get the planet name to draw on it at all.

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And not just the trash text.

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I went through HUD.MBIN/HUDHAZARD.MBIN and removed planet info from them, in HUD.MBIN I moved it under HEALTH, then added it to HUDHEALTH.MBIN, but no luck there.

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Because I thought back to what I had said earlier about it not being able to draw the same data twice, and thought that might be why it was breaking on HUDHEALTH, but it's not.

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It literally just has some hardcoded noise that only draws the text if the component file is named HUDHAZARD.MBIN.

dreamy tulip
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So, deleting the "PLANET" data

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from HUDHAZARD

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and putting it only in HUDHEALTH

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wouldn't work?

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Random idea

supple wadi
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Nope.

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I commented it out to be sure, and it displays correctly insofar as it's removed from HUDHAZARD, but then it only renders as trash text on HUDHEALTH.

dreamy tulip
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What if swapping the data from both files?

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This is the madness

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you mentioned right

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?

supple wadi
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lol

dreamy tulip
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lol

supple wadi
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Roughly speaking, yeah.

dreamy tulip
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Maybe the boundaries are relevant to the padding?

supple wadi
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If you move HUDHAZARD up and then HUDHEALTH down, it'll defeat the entire purpose by swapping the positioning. If you only move HUDHAZARD up, swap its extra subcomponents to HUDHEALTH moved down, and HUDHEALTH's subcomponents to HUDHAZARD...Bleh, I just think you'd hit a hardcoded issue with HUDHEALTH functionality or something.

dreamy tulip
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Changing this at the very top in the hudhazard

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allowed me to move it up

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w/o boundaries

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<Data template="GcNGuiLayerData">
  <Property name="Data" value="GcNGuiElementData.xml">
    <Property name="ID" value="" />
    <Property name="PresetID" value="" />
    <Property name="IsHidden" value="False" />
    <Property name="Layout" value="GcNGuiLayoutData.xml">
      <Property name="PositionX" value="0" />
      <Property name="PositionY" value="1080" />
      <Property name="Width" value="1080" />
      <Property name="WidthPercentage" value="False" />
      <Property name="Height" value="1080" />
      <Property name="HeightPercentage" value="False" />
      <Property name="ConstrainProportions" value="False" />
      <Property name="ConstrainAspect" value="1" />
      <Property name="Anchor" value="True" />
      <Property name="AnchorPercent" value="False" />
      <Property name="SameLine" value="False" />
      <Property name="Align" value="TkNGuiAlignment.xml">
        <Property name="Vertical" value="Bottom" />
        <Property name="Horizontal" value="Left" />
      </Property>```
supple wadi
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The reason you have to move them about at all like that, btw, is that I think HUDHAZARD can't replace HUDHEALTH's positioning.

dreamy tulip
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But I had to move the entire thing

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Not just the planet

supple wadi
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Yeah.

dreamy tulip
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I also made "PLANET" a direct child

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of it

supple wadi
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That's what I was trying to say a bit earlier.

dreamy tulip
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Unlesss....

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I move the rest of the stuff down

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Hmmm

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While keeping planet up there

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new idea o try

supple wadi
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Like I can move the entire HUDHAZARD component around pretty easily, and its subcomponents, but...The subcomponents are stuck in a field around the primary component.

dreamy tulip
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to try

supple wadi
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So if you try moving the primary component down, while keeping planet info up, it'll be up, sure, but like we talked about earlier, within the bounds.

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I'm pretty sure after about 60 iterations on this I've tried just about everything with these particular HUD files, lol

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That doesn't involve just scrapping some stuff altogether and building custom files.

dreamy tulip
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Yeah

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For the heck of it tho

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Currently gonna try keeping the planet up top

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But moving the rest down

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Likely a dead end

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Strangely

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think I broke the text

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in hudhazard

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Gonna try to move it down tho

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Maybe the boundaries rely on the dimensions

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at the very top

supple wadi
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lol

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I thought that too, and tried playing with them, but without much luck.

dreamy tulip
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Calling planet twice broke the text

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actually

supple wadi
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Yeah.

dreamy tulip
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In the file

supple wadi
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It does that.

dreamy tulip
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Forgot to delete the old

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yeah]

supple wadi
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I think I already tried loading in the data as its own thing without datafilename in HUD... ๐Ÿค”

dreamy tulip
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I'm like on my two hundredth test smh

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Or somewhere around there by now

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Gonna try to move this down

supple wadi
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Heh.

dreamy tulip
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The hazardbar

supple wadi
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I'm just reviewing my iterations to see if I can spot anything I might have missed.

dreamy tulip
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Oh I see

supple wadi
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Found my iteration that indicated to me that HUD.MBIN is sorta the fallback I thought it was earlier, i.e. if no file path provided it'll do its own thing.

echo oxide
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So could we technically have iterations?

supple wadi
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Oh yeah. We could have a bunch of marginally different HUDHAZARD positionings if we wanted, lol

dreamy tulip
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Hmm

supple wadi
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Same with other HUD components.

dreamy tulip
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What do you mean?

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" if no file path provided it'll do its own thing."

supple wadi
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Keep the HUD.MBIN default Hazard entry, remove the filename path to HUDHAZARD.MBIN, it'll still load up the HUDHAZARD component, even if you have a custom HUDHAZARD.MBIN with most of its subcomponents gutted, planet info aside.

dreamy tulip
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This could help with the boundary issue?

supple wadi
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๐Ÿคท

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Maybe?

dreamy tulip
supple wadi
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You might be able to work something through HUD.MBIN alone, but I sure as hell haven't figured out how yet.

dreamy tulip
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Ah

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Yeah still looking into it myself

supple wadi
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Mm, maybe gut all the filename paths and have it working straight from there... ๐Ÿค”

dreamy tulip
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"Keep the HUD.MBIN default Hazard entry, remove the filename path to HUDHAZARD.MBIN, it'll still load up the HUDHAZARD component, even if you have a custom HUDHAZARD.MBIN with most of its subcomponents gutted, planet info aside."

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Sorry keep quoting you

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So, what you mena is...

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It's possible to have the planet name up to

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and the hazard info on the bottom left?

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Because of removing the filepath?

supple wadi
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No.

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It'll just load at default position.

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But you may be able to work more flexibly from within HUD.MBIN alone, for all I know.

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I haven't tried clearing out several more filename paths and rearranging things from there.

dreamy tulip
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Gonna try it

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Wait

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What if the reason why putting it in HUDHEALTH is breaking it

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is because it's already being called in HUDHAZARD?

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What if it's not hardcoded

supple wadi
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Thought it, tested it.

dreamy tulip
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And could delete it from HUDHAZARD

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and try only in HUDHEALTH

supple wadi
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Yep, tried it.

dreamy tulip
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Ah

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Okay

supple wadi
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That was my exact thought process and then I tried it and it still came up trash text. v_v

dreamy tulip
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I wonder what the HUD.MBIN is for though

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Seems like everything just duplicated lol

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Yet, disabling it invokes a ctd

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Just tried removing planet

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in the hud.mbin

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to see if it still gets loaded

supple wadi
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Wha, how would you even disable it? Just empty it out? lol

dreamy tulip
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Still got loaded

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Feel like I'm doing the same thing over and over

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lol

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I just replaced it with a renamed global

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lol

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To see if it was even getting loaded

supple wadi
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Which global is it being loaded from?

dreamy tulip
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Oh no, I literally renamed a global to HUD.MBIN

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And got a ctd

supple wadi
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...

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So...The global was definitely being loaded, lol

dreamy tulip
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Wanted to see if HUD.MBIN is even used

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Because so far, changing things on my end has done nothing

supple wadi
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That...Doesn't really suggest that sort of check.

dreamy tulip
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in there

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Figured it might be an unused file

supple wadi
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That means it was checking for the global and in renaming it, ya caused a CTD because that global's required. Not anything about HUD.MBIN.

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Unless I'm misunderstanding ya.

dreamy tulip
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Oh no, I put the global in the UI folder

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UI > HUD

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and renamed it

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to HUD.MBIN

supple wadi
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...

dreamy tulip
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for a .pak

supple wadi
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That's a really weird way to check that, but okay. lol

dreamy tulip
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To determine whether or not HUD.MBIN is getting loaded

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Or if it's redundant

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If it didn't CTD I would expect it to be redundant

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but it did

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So now I'm confuzzled lol

supple wadi
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Yeah, that makes more sense now. Earlier phrasing had me thinking you'd found HUD.MBIN in a global, lol

dreamy tulip
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Because changing the inside of HUD.MBIN so far changed nothing lol

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Oh, I see

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Nah

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I wish

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lol

supple wadi
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But yeah, HUD.MBIN seems to primarily be loading in the components, while also providing some weird fallback settings for if a file ends up corrupt, or something, I guess.

dreamy tulip
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Have you gotten anything to change by editing it?

supple wadi
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Yeah. I've gotten planet info to load in twice on top of itself, but the second being trash text.

dreamy tulip
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Wait, what did you do again?

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What you said earlier?

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I just tried that with no result

supple wadi
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Mainly from creating a duplicate HAZARD parent, Planet info child.

dreamy tulip
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Maybe I did it wrong

supple wadi
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With link to HUDHAZARD still.

dreamy tulip
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Confused

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Um

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Duplicate hazard parent

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In

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The HUD.MBIN?

supple wadi
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Yeah. Retrieving the iteration where I tried this.

dreamy tulip
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Okay

supple wadi
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There we go, found it. Loading in to snapshot.

dreamy tulip
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Okay

dreamy tulip
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Did you see it?

supple wadi
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Thought I'd found it, but apparently it's in one of these other iterations. Been digging through to find which, lol

dreamy tulip
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Oh arn lol

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Oh darn lol

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Yeah

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We did a lot of testing lol

supple wadi
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I mean there's also other indicators, in a way, like the basic loading in defaults stuff.

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But that's not super apparent, lol

dreamy tulip
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I really like the way it looks, just that darn missing hazard info

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lol

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Is it essential though?

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Like a needed function

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in survival or normal

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I kinda do feel like it's in the way

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And I recall i 2016, it used to be up top?

supple wadi
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Hazard info? I mean...Yeah.

dreamy tulip
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Is it also in the binoc?

supple wadi
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It indicates your life support too, and when your hazard shields are about to go off.

dreamy tulip
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Yeah

supple wadi
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Hmm. Temp is, at least.

dreamy tulip
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Maybe I can put it there instead?

supple wadi
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Maybe, yeah. Might be the clunky workaround.

dreamy tulip
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But then agan

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that bar

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which increases/decreases

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Not sure if that could work there

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yet

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I think it's HUDBINOC

supple wadi
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Yeah, I dunno what all can work moved about due to the practically invisible hardcoded side of all this.

dreamy tulip
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Ah, taking a look in the HUD binoc

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atm

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AT Gmr

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@supple wadi

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What the heckkkk

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Just loaded up normal mode and saw this

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It's not on creative tho

supple wadi
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lol

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Yeaah, gotta test this side of things more in Normal than anything else.

dreamy tulip
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Yeah

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That's a good thing though

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lol

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Doesn't even belong/need to be in creative

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lol

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Bet I could reposition it to those circles

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Or all the way down perhpas

supple wadi
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Which it? The bars?

dreamy tulip
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The life support and hazard

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Bet I could move them down to those two ticks

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So they at-least look in place

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ad set my HUD to auto fade instead

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so it's not always in the way

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Or

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Hopefully move them all the way to the bottom

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This stuff is just rediculous

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The benefit I see is that

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it's only in normal

supple wadi
dreamy tulip
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xD

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Wait wut

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You got it working?

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That seriously looks like it

supple wadi
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Nope. It only renders with garbo text.

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I just got tired of wwwwwwwwwwwwwwwwwxxx.

dreamy tulip
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Pls Work?

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O

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Oh

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xD

supple wadi
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Yeah.

dreamy tulip
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I'll send the file on my end if you want

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Not sure if it could help

supple wadi
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But I still needed/felt like I needed something to indicate to me, "Okay it's doing something, but not what we're after"

dreamy tulip
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Ah yyeah

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yeeah*

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yeah*

supple wadi
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Like that file was actually a TITLE id test.

dreamy tulip
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Dumb blutooth keyboard lagging

supple wadi
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'cause I also glanced at the binoc info since I saw it also draws the planet name there.

dreamy tulip
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Yeah it does

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Different ID right?

supple wadi
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But I didn't see it matching the HUDHAZARD stuff.

dreamy tulip
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It's weird

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Yeah

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I tried changing stuff in there a bit ago

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no difference

random flint
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Hey, um @dreamy tulip. Thank you again for making me realise I was on 1.3, lol. I likely wouldn't have ever figured it out myself. I found the patch and updated to 1.38 and your overhaul works flawlessly now. =)

dreamy tulip
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Wonderful! I'm glad to hear that ๐Ÿ˜ƒ

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And I'm glad that I was able to help

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@supple wadi This finally looks feasable

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To do what I was trying to do

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As the life support and hazard bar still shows up

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and the temp is already in the binoc anyway

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Just needs a bit of adjusting

supple wadi
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Hey, if that arrangement works for ya, ๐Ÿ‘

dreamy tulip
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Yeah... thanks for the help :)
Will add you to the credits for that

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Hoping this all turns out well

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The lifesupport is the

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"Energybar"

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apparently

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Need to reposition it

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Might also make the dds a bit more transparent

supple wadi
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also this is my fav. dumb find:

<Property name="Data" value="GcNGuiElementData.xml">
                <Property name="ID" value="DISCOVERER_NAME" />
                <Property name="PresetID" value="DEFAULT" />
...
<Property name="Text" value="xXSephirothXx2017" />```
dreamy tulip
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Oh yeah

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haha

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Wait

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that's in my hud right now

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binoculars

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i mean

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the hgeck?

supple wadi
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lol

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did you set it to true? ๐Ÿ˜›

dreamy tulip
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I don't think so lol

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Think I broke something in there

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xD

supple wadi
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oops

dreamy tulip
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Any idea what the icon dds is

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Bottom left

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For the energybar?

supple wadi
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Umm, not offhand.

dreamy tulip
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Okay, will keep looking for it

supple wadi
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Wait, do you mean for the bar itself that continually decreases or for the Life Support?

dreamy tulip
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Yeah, just trying to find the right area

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in the hudhazard

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so that I can move it down

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Figured that

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If i can find wherer the dds is referenced

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I can just adjsut the bar

supple wadi
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You may just have to cut out a bunch of bar lines.

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I may be wrong, but I don't currently see any apparent .dds files for it.

dreamy tulip
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Ah, yeah that's weird

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Same

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Looks like a shader

random flint
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Weird request... maybe. Is there a mod that makes the windowed game client resizable? Like, without having to manually specify in the mxml settings file. I'd love to be able to drag to resize it like any other window.

dreamy tulip
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Sadly there isn't :/

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It's an exe issue

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Hoping HG's does the same actually

random flint
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Aw, okay. Was worth a shot I guess lol.

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I hope they do it too.

smoky wing
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Oh, xXSephirothXx2017! I remember people talking about coming across things discovered before the game's release by some player named xXSephirothXx2017. Speculation was some random beta tester. A placeholder name in the code explains that.

supple wadi
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That sounds vaguely familiar, lol

dreamy tulip
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Still testing

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Figured I'd disable the that hazard thing

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Since E3 didn't have it xD

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Certainly better than being in the way

supple wadi
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that moment when you accidentally just recreate the E3 scripted scenes and everyone thinks you broke the game because they can't leave the system. ๐Ÿ˜›

dreamy tulip
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xD

echo oxide
#

PERFECT!

#

Please, release the standalone

dreamy tulip
#

Still doing final touches on some things ๐Ÿ˜›

#

Notice the top right boxes are grey

#

Just fixed it to make it blend better

#

Also, further positioning the name a tad bit

echo oxide
#

One more thing if I may suggest

#

Can you capitalize the planet's name?

dreamy tulip
#

Sadly not

#

It works for the weapon, but in this case for some reason not the planet

tawny peak
#

๐Ÿค”

#

Thatโ€™s odd

echo oxide
#

Then could we change the font universally to Bold Geosans?

dreamy tulip
#

It's the E3 font

#

I prefer that

#

But I made it bolder

tawny peak
#

Also holy balls does that UI look slick af ray

echo oxide
#

The E3 font is geosanslight but anyway

#

I remember a Pathfinder font replacer that made it universally bold

dreamy tulip
#

@tawny peak Thanks!

echo oxide
#

I'll link it when I get home

dreamy tulip
#

I can make it bolder

#

Than it is

#

But it is universally bolder atm

#

I edited the actual font

#

for all things in-game

#

If you want

echo oxide
#

A completely captalized version, I mean

dreamy tulip
#

That's not going to work well unfortunately

#

Because

#

Everything in the game would be capitalized

#

And some things are meant not to be

echo oxide
#

It was quite heavy on the eyes though, yes

dreamy tulip
#

Maybe I can force the proc name in the language file to capital letters

supple wadi
#

@dreamy tulip, you sure on that? There's ForceUpperCase as an option in the styles below the GcNGuiElementData.

dreamy tulip
#

Yeah, I tried it

#

I marked them all to true

#

for this file ahead of time :/

#

Didn't prevail though

supple wadi
#

Wait...Hmm. Is that using your adjusted font?

#

I suspect it might work for vanilla font?

dreamy tulip
#

In the picture?
There's a few things going on... There's a custom font, but the black outlines and thickness is done through this UI file

#

But by default the font is bolder

#

I haven't tried with vanilla font though

echo oxide
#

It worked with the E3 font back then

#

If the horribly outdated Destiny font mod that modifies quite a few files still works, I guess that might too

dreamy tulip
#

It definitely did, in the trailers

echo oxide
#

Back in Pathfinder/Foundation I mean

supple wadi
#

Giving it a quick little peek.

dreamy tulip
#

What do you mean?

#

@echo oxide

echo oxide
#

The E3 font could be forced into capitalization back in Foundation/Pathfinder

dreamy tulip
#

Hmm, have you seen it done before?

echo oxide
#

Yes, there was a mod, around the release of Megaliths

dreamy tulip
#

Do you remember what it's called?

#

Was it a font mod?

echo oxide
#

Yes, it was a font mod

#

On nomansskymods, not nexus

dreamy tulip
#

Sure, it wasn't just...

#

The font itself edited

#

to be captialized

#

for all font

echo oxide
#

Didn't really get to play with it

#

But yeah..

dreamy tulip
#

Okay

#

Yeah, that's a bit diff.... as it would make all font capitalized

#

But in this case, what GMR is looking into atm

#

Is maybe if forcing the planet name there only

#

or so

#

can make that only capital

#

via ui configuration

#

which would be much better if it works

#

It didn't for me though, for the planet name

supple wadi
#

Yeah. I mean we could swap out fonts all day, I guess, but doing it via the files themselves would be much nicer.

#

Hmm. Damn, no go even with ForceUpperCase set in both HUD & HUDHAZARD under the Planet entries.

dreamy tulip
#

I was thinking it might be related to

supple wadi
#

Do we know what's up with the FontIndex?

dreamy tulip
#

%PROCNAME%

#

for eg

#

I wonder if it's in the METADATA > UI files

#

weird

#
    <Property value="TkImGuiWindowData.xml">
      <Property name="Type" value="GcPlanetData" />
      <Property name="WindowX" value="0" />
      <Property name="WindowY" value="0" />
      <Property name="WindowW" value="440" />
      <Property name="WindowH" value="600" />
      <Property name="WindowMinW" value="200" />
      <Property name="WindowMinH" value="100" />
      <Property name="WindowResize" value="True" />
      <Property name="WindowScroll" value="0" />
      <Property name="WindowTab" value="0" />
      <Property name="WindowOpen" value="False" />
      <Property name="WindowMinimised" value="False" />
      <Property name="WindowUsed" value="True" />
    </Property>```
#

This stuff is maddening

supple wadi
#

oh.

#

wait.

#

duh.

#

why haven't we been looking through there to begin with anyway

dreamy tulip
#

I was looking all through them yesterday

#

But didn't see what I was looking for

#

Was trying to see if there was anything for boundaries

#

Would be nice to have it uppercased/equivelant

#

I'm afraid that they may have forced the planets named

#

with a static text

#

but maybe not

#

because I think they transitioned into space and it changed

#

Yeah, they had it functional

#

not forced

#

unless

#

It's being forced as capital through the e3 scripts

#

as they did force the name there

#

for the planet and system

#

bout to check

supple wadi
#

lol

#

setting font index to 1 just made it smaller

dreamy tulip
#

hmmm

#

metadata > ui?

supple wadi
#

Nah, just in HUDHAZARD

dreamy tulip
#

weird

#

but not capital right?

#

setting font height makes it bigger/smaller

#

too

supple wadi
#

Yeah, not capital.

dreamy tulip
#

Cool

#

This is what it looks like now

#

I adjusted the outline size a bit

#

to give the name a subtle glow

#

like I did on the right side

#

Noticeable in game

tawny peak
#

cool

dreamy tulip
#

Just made adjsutments to the right and left hud

#

Gonna load up and see

dreamy tulip
echo oxide
#

Wow

#

Thanks so much Rayrod

#

So should I just drop it in?

dreamy tulip
#

Yeah, that will work ๐Ÿ˜›

marsh aurora
#

Tbh the glow at the text seems a bit odd

#

I liked it better without

dreamy tulip
#

Thanks, trying without

echo oxide
#

Noticed a few weird issues

#

Names flow out of the box

#

And the hint tab is half transparent

#

Also, the white health bar really sticks out

dreamy tulip
#

No problem, taking a break right now... but I will get around to fixing it

#

Only thing I have left to fix now is

#

the bar

dreamy tulip
#

@echo oxide

#

Looking better so far

#

left side

echo oxide
#

Yeah

dreamy tulip
#

Fixed + No glow

#

Took an hour to figure out

#

But was worth it

#

@echo oxide
New version with a few extra options

exotic violet
#

What's the best place to get the most up to date version?

dreamy tulip
#

Currently on Nexusmods. The version that I am working on still isn't released yet

frosty vine
#

You got rid of the hazard thingies!

exotic violet
#

Great thanks

west moat
#

Can I use the e3overhaul by its self or does it comes as part of your whole rayrod overhaul package

frosty vine
#

...its one thing, my dude

#

He might make a special version, if you just want the hud

dreamy tulip
#

I don't follow

#

@west moat

#

Are you referring to the E3 2013 HUD?

west moat
#

Yes sir

dreamy tulip
#

Oh cool, yeah... I posted a standalone for it above ๐Ÿ˜ƒ

supple wadi
dreamy tulip
#

lol

echo oxide
#

shadow of the NOPE

supple wadi
#

can only hope that's a super rare occurrence

dreamy tulip
#

Yeah

#

Moments like this will be possible, but extremely rare.

#

It's from a test overhaul version

#

Oppressor11 is AssassinsSteed11

supple wadi
#

Aaah, I suspected that might be the case.

echo oxide
#

If they could have other means of attacking other than melee ramming..

dreamy tulip
#

They attack like spiders

#

Would love to see more advanced creature ai though

#

The kind of advancement beyond the game's current limitations

#

HG's mentioned awhile back that they have little experience in animation, and only a few people their worked with it

#

But I assume that they hired people for it by now, or learned more

supple wadi
#

stick a laser bit on the creatures and change the laser look to spittyglobbygunk? ๐Ÿ˜›

dreamy tulip
#

Maybe that could actually work? xD

supple wadi
#

๐Ÿค”

echo oxide
supple wadi
#

Probably not though. If the AI doesn't know to use it, I can't imagine it'd be used...

#

You'd have a better chance of smashing pirates down to surface level and changing the ship model to a bird or somethin'

#

But even then, they probably won't attack you when you're on foot.

dreamy tulip
#

I read someone saying that Sean once accidently possessed a shark

#

in nms

#

And was playing as it

#

In early testing

dreamy tulip
#

@supple wadi

#

Do you think these sounds are still in the files?
They are there in the rc1 version

supple wadi
#

Mm, they might be? But there are a ton of audio files.

dreamy tulip
#

Yeah, I was looking throug hthem

#

Need to check again

supple wadi
#

I'm not sure what they might even be tagged as. Ambient bird calls? Ambient [setting descriptor]?

dreamy tulip
#

Gotta check again, I forgot

#

I'd replace it

lime mesa
#

I actually like those sounds a lot

#

though admittedly a lot of them are the same as they are now, besides some out in the wild. though I can hear a little bit of a freighter change

#

the exosuit sounds are a LOT cooler and less noisy, though. wow.

dreamy tulip
#

@lime mesa

#

Have you heard that ship cockpit sound

#

in the portal trailer?

lime mesa
#

nope. gonna check it out now

dreamy tulip
lime mesa
#

everything about that ship UI I love

#

also, huh

supple wadi
#

dat artificial busyness

lime mesa
#

haha right

dreamy tulip
#

I'd add the cockpit sound myself, but it would be interrupted by the trailer music

#

Don't think I can isolate it with pro tools

lime mesa
#

does the B roll footage contain audio tracks that are the same in the cockpit?

dreamy tulip
#

I don't think so, but that's a good question

#

I never checked

#

That sound effect in the portal trailer is really early

#

E3

#

Also, that walker sound man

#

You can also see the eclipse

#

And the ship doesn't take off so high

lime mesa
#

^^^^

#

that's the biggest thing I've noticed of all the trailers. it's more free in general

dreamy tulip
#

There's alienbiome and rainforest biome asetts there

#

and some other stuff

#

Yeah

#

Cool stufff

lime mesa
#

the exosuit sounds way more ambient in the b roll footage

dreamy tulip
#

Oh, and a few glowingbiome trees

lime mesa
#

not sure why they changed it

dreamy tulip
#

I love, love, love it

#

Am planning to see what I can do to replicate everything but the sound

#

The sound I want to do too

#

but

#

Haven't started planning for it yet

lime mesa
#

first off, there isn't a voice nagging you in the b-roll afaik, and the sounds of your exosuit being damaged are less obnoxious as well. a bit jealous actually

#

even tho the sound design now is good

dreamy tulip
#

Also, @supple wadi

#

That warp at

#

1:08

#

I wonder what that's about

#

54 seconds in I mean

lime mesa
#

is there anything in the game files where the original text overlayed on the top of the cockpit remains or was that edited in during the post processing phase? from the way it looks, it may have actually been edited in there as placeholder

dreamy tulip
#

Which one?

lime mesa
#

the original warp text

#

hang on

#

not saying that it looks better. just curious

dreamy tulip
#

Yeah, I believe it is

#

Also, that's a crystal biome

#

at 1:27

#

But it's sorta mixed in with some other stuff

lime mesa
#

most of the HUD elements seem like they were edited in near the first few trailers

dreamy tulip
#

I believe that I've seen that beacon, and that warp texture

lime mesa
#

especially the discoveries in the oria V footage

dreamy tulip
#

Also, that cockpit stuff I believe is there too

lime mesa
#

oh

#

huh

#

also

#

portals' mechanics seem really cool

#

I don't know why they changed them. having some type of procedural puzzle to open each one in a solar system would be cool and better than just filling in the glyphs

supple wadi
#

54 seconds in the portal vid?

#

...What's particularly weird about the warp?

#

What is interesting to me on reviewing that, is that they never went into the main portal itself.

dreamy tulip
#

Nothing weird about it, but it's cool

#

Because they just warped to another system

#

w/o the map

#

Also...

#

Yeah man

#

I'm planning to try that

#

myself

#

With that model, it has an entity

#

just curious about it

supple wadi
#

The main portal was probably intended for system jumps. I suspect this may provide some light evidence for inter-planetary travel running off the sub-portals.

#

Which would then explain the smooth transition.

dreamy tulip
#

That unused model has an entity

#

still

#

Not sure what for

#

but it's interesting

#

I did not look enough into it

#

But yeah man

supple wadi
#

It's nothing interesting anymore.

#

Or maybe never was. The entity's just for some ambient audio now.

dreamy tulip
#

Where are you looking?

supple wadi
#

MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\MONUMENTS\STARGATEMAIN\ENTITIES

dreamy tulip
#

I'm looking in stargattemple

supple wadi
#

It just references the different parts.

#

And otherwise refers to the rotating bits.

dreamy tulip
#

Yeah

dreamy tulip
#

Still working on this water, it may need more work though

dreamy tulip
#

Getting 100FPS in this forest with all 8K textures

lime mesa
#

Wow very pretty pictures, great work ray @dreamy tulip

dreamy tulip
#

Thank you ๐Ÿ˜ƒ

dreamy tulip
lime mesa
#

hello

#

I need help from modders

#

While playing NMS,the terrain produce its flora/fauna/animals,/rocks very slow they keep popping up right in front of me. I got a decent PC,so I don't think its from my computer. Is there any mod that fixes this?

#

Please help

dreamy tulip
#

Do you have a mods folder?

#

Currently with mods in it?

#

@lime mesa

lime mesa
#

Nope,I deleted every mod

#

but the pooping is annoying

#

spawns very slow

dreamy tulip
#

Can you send me your TKGRAPHICSSETTINGS file?

#

I saw the video the last time you shared it

#

No Man's Sky > Binaries > Settings

lime mesa
#

sure

dreamy tulip
#
    <Property name="NumHighThreads" value="1" />
    <Property name="NumLowThreads" value="1" />```
#

Try changing these both to 10

#

And see if it still occurs

#

You can open it in notepad

lime mesa
#

Tried it,didn't work

#

maybe if I try changing the number more than 10?

dreamy tulip
#

How many frames per second does your PC average on with vanilla NMS?

#

Nah, don't do that. That will crash the game.

lime mesa
#

What is vanilla nms?

dreamy tulip
#

Sorry, I mean without mods

lime mesa
#

I think since I changed those settings to 10,I got lower FPS,just checked its around 40,dropping to 30 constantly

#

On low settings,resolution 1600x900 I don't get any lag,but the slow popping still happens the same way like high settings

#

My specs are ram 8gb,intel i7 7700,gtx 1050ti 4gb

dreamy tulip
#

And you're sure that you aren't running any mods at all?

lime mesa
#

When I press shift + F2 a window pop up reshade 3.0 by crosire

#

Is this some mod?

dreamy tulip
#

That's not a mod, but ReShade can lag performance a lot

#

You must've added the .dll

red iron
#

Modding talk makes my head throb ๐Ÿ˜„

dreamy tulip
#

into your binaries folder

red iron
#

How is everybody this evening?

dreamy tulip
#

I'm well/sleepy... how are you?

lime mesa
#

I have a configuration setting file reshade in my nms folder

#

every time I delete it,it gets back on its own

red iron
#

Pretty much the same. I tried installing a few mods just before and I'm trying them all out for the first time. Have to pick my moments these days because of most of them being taken up with Uni

dreamy tulip
#

Look for opengl32.dll in your binaries folder and try moving it out or deleting it... in-case ReShade is lagging your PC

lime mesa
#

recently I completely removed my game,and downloaded it

#

it was again there

dreamy tulip
#

@red iron That's awesome.

#

What mods did you try?

#

@lime mesa

#

Opengl32.dll doesn't get regenerated

#

it's in your binaries folder

#

Which is for ReShade

lime mesa
#

Yeah I deleted it

dreamy tulip
#

Cool

lime mesa
#

Ive tried many mods,for dark space,sweetfxs,rayrod overhaul

#

currently not having any mods

echo oxide
#

Cleared shadercache?

lime mesa
#

yeah

#

I think this problem started shortly after the release of Atlas Rises

echo oxide
#

Try a new save?

lime mesa
#

tried it,with Creative mode

#

still slow pop up

#

Please help I just bought the intel core i7 7700 few days ago to fix this problem,but no luck

#

I tried setting the lowest settings and resolution,I got very huge FPS,but the slow terrain popping generation is the same like in highest resolution/settings

dreamy tulip
#

Are you able to send a screenshot of your PCBANKS folder?

lime mesa
#

In my nms folder I got 4 folders, CommonRedist,Binaries,GAMEDATA,steam_shader_cache

dreamy tulip
#

That's really bizarre.

#

Have you tried resetting your settings to default in-game?

lime mesa
#

Nope,I'll try this now

#

still the same

#

can my Hard Drive Disk cause this problem?

dreamy tulip
#

Maybe so? Depends. How does your PC run apart from NMS

#

Are you low on disk space?

#

On my old HDD sometimes when I would get out of my ship it would freeze for like 50 seconds

#

Was really bad

lime mesa
#

I have space,total 1TB where my game is located (C) I got 200GB free space

dreamy tulip
#

Maybe not then

lime mesa
dreamy tulip
#

Windows 7?

lime mesa
#

yes

dreamy tulip
#

Likely irrelevant

lime mesa
#

Disk data transfer rate is 5.9

#

I don't know what to do to fix this problem

#

anyone else having it?

dreamy tulip
#

I'm currently stumped, will let you know if I have any other ideas.

#

Hopefully someone else here might know, but it sounds like it's non nms related partially.

#

Not sure

lime mesa
#

I send Hello Games a message few weeks ago,but they didn't respond

clever adder
#

they usually dont salsasean

supple wadi
#

Sounds like it may be a 5400 RPM hard drive.

#

That's typically related to slower read/write speeds. Have you noticed other games having a bit lengthy load times?

lime mesa
#

I just checked my hard drive is 7200 RPM

#

And I haven't noticed long load times in other games

supple wadi
#

๐Ÿค” Strange.

lime mesa
#

But its an old HDD,I think I bought it 2013

#

Hitachi

supple wadi
#

The game just looks normal though, right? Nothing indicating reshade running?

lime mesa
#

yeah no reshade,I deleted it

#

It looks everything normal,except the slow pop in

supple wadi
#

Hmm, running current drivers?

lime mesa
#

yeah updated my newest GPU drivers few days ago

#

Well I suppose when they release the new update,it will fix this problem

#

hope its soon,I'm very serious about game graphics,and I cant play with this slow pop in

#

tired of killing invisible animals and hitting rocks

warm thistle
#

@lime mesa I have the same slow pop in from time to time, usually when using the buggy exocraft. Not entirely sure what causes it but it does bother me

lime mesa
#

To be honest,the fix RayRod said (about changing NumHigh and Low Threads settings from 1 to 10 have a little improvement,but it's very slightly. Also decreases FPS a lot.

junior furnace
#

I think you are trying to remove something that is basically an engine mechanic

lime mesa
#

perhaps ur right

random flint
#

Um, might be silly question... but, would a USB x-box 360 controller work for NMS, better than mouse/keyboard? I noticed Rayrod has a Ps4 controller handling thingy, in the \Optional Mods\ folder.

#

Or, would it require a mod made specifically for the 360 controller?

inland sky
#

it works fine

#

I use an xbox 360 controller sometimes, though I mainly use mouse and keyboard

random flint
#

Okay. I was kinda curious, because controlling my ship's flight with the mouse is a bit... awkward/clunky feeling. Like, I move my mouse and then afterwards (1-3 sec) my ship responds and slowly changes to that direction.

#

Is there any way to make it control like StarFox 64? Instant response to movement, without a delay.

#

Mm. Seems googling my query shows a number of people with the same nitpicks about the delay.

#

Oh, I see. It's the flight simulation thing; an attempt to be "realistic".

#

So, I guess my last question is kinda what I asked above - Could someone please make a mod, to control ships like how a ship is controlled StarFox 64? I really don't enjoy simulated realism for controls on anything. I like the cartoony/videogamey instant response that games of old had.

inland sky
#

try setting flight sensitivity higher

#

I play with it on 100, and while it took a bit to get used to tethered, it can switch turn direction very fast

random flint
#

Okay, I'll give that a try. Thank you. =)

inland sky
#

the farther away from the center the cursor is, the faster it moves

#

put the cursor in the middle to stop turning

#

at 100 the cursor moves almost as fast as in the menues

random flint
#

Yup, I didn't know what to call that, but tethering makes sense. It is mildly annoying, though... >.>

#

Is there a way to make it not tethered?

#

Like, just turn when I move?

inland sky
#

yes, locked mode, but for me that feels sooo slow

random flint
#

Oh

inland sky
#

like it doesnt respond very well to fast turns for some reason

#

it worked much better right before they added tethered mode

smoky wing
#

I liked the better control of tethered, but just couldn't get used to the lack of instant/accurate recentering so I went back to the classic controls... If they added a key for that I'd definitely stick with tethered.

dreamy tulip
#

@random flint My ship handling mod does that. I specifically made it for my PS4 controller for that purpose. Try it out. ๐Ÿ˜ƒ

random flint
#

Okay, I'll give it a shot in a bit. I was playing RuneScape when I asked about that. Thank you.

random flint
#

Um, when a custom mapped keybind is red, does that mean it didn't apply? When trying to remap the thrust to the right trigger, it remains red. It also won't let me reassign the break keybind at all.

#

Er, I guess I should ask this in #no-mans-sky, since this doesn't relate to mods specifically. Sorry.

exotic violet
#

Rayrod im really digging your mod but I think it might have done something to the scanner, I've found a crashed freighter and im supposed to scan for buried lootboxes but when i press c nothing shows up

dreamy tulip
#

@exotic violet Hi

#

Survival mode?

exotic violet
#

yeah

dreamy tulip
#

\Optional Mods\Rare+Unique Bug Hotfixes\Scanner Hotfix

#

I need to find out why the scanner messes up in survival mode only

#

But that should fix it for you in survival

random flint
#

Oh, that reminds me... I've been encountering a crash, when enabling 5 wanted stars on that cheat engine table. It only happens a few minutes after, and usually when in combat against the sentinels. I was having fun goofing around in creative with that bit.

exotic violet
#

thanks man

dreamy tulip
#

Cheat engine can be really complex and if not careful, it will invoke a CTD

#

As it's changing the executable memory

random flint
#

Mm.

#

Okay.

exotic violet
#

is that something i put into the mod folder like a standalone?

dreamy tulip
#

Yessir

#

I'll take a look inside the CE table

#

To see if there's any remainder of keyboard hotkeys getting invoked

#

and turning on certain settings that might invoke a ctd randomly

random flint
#

Um, okay. I have a bunch of stuff enabled on that, but it only seems to crash when/if I do the wanted stars. So I kinda assumed it was the culprit. However, maybe it could be something else interacting weirdly with it? I'll try enabling it by itself, and seeing if I crash.

#

Okay, it works fine by itself.

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I'll enable stuff one by one, until it crashes again.

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Found it.

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'Build anywhere'

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Crashed within a minute of enabling that whilst in combat with sentinels.

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It's in the Extra bit.

dreamy tulip
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Cool, thanks for the heads up

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yeah some can't be used together

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Apparently

random flint
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It's being weird now, lol. I tried enabling just build anywhere and just wanted lvl 5. No crash yet. Before, I started enabling them one at a time, and had no pause, and all recipes unlocked. Right after I enabled build anywhere, that's when the above crash occurred. So, maybe it's a combination of a few?

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Okay, that's why. There's two Build anywhere options; I had a different one enabled both times. Just tried both alone, with just 5 stars. Only the top one under 'Unlocks' causes the crash. The one under 'Extras' does not.

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Is there any reason why one would cause it, and the other wouldn't?

dreamy tulip
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If there's more than one, the other is redundant and I'll update the file

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Nice find

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It's likely an outdated one that I left behind awhile back

random flint
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Oh, okay.

exotic violet
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Does your mod take place in a different galaxy than Euclid? I noticed it says rayods galaxy whenever I jump into a new system

inland sky
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Its just a rename of euclid, but the generation is very different anyway

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if it wasn't just a re-name then then you couldn't switch back and forth with a save

dreamy tulip
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Must be using an old version

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What's the version on your file?

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It should say Euclid

dreamy tulip
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@supple wadi

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It is semi hardcoded

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Within the weapon HUD

supple wadi
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Hm? The HUD name stuff? Yeah. I mean seemed pretty clear from our extensive tests.

dreamy tulip
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Yeah

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Still working on it

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Stoian did his take on the left side (Looks beautiful and so much cleaner)... and I'm working on the right atm. He hasn't gotten around to the right yet. I'm configuring the game mechanics for the UI within the UI configuration. (Weapon info, width, colors, positioning, opacity, etc...) In the meantime, I just made a right HUD texture for testing.

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I managed to get a little glass effect working too

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Have been adjusting this stuff through the executable for the past 9 hours

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Alongside making the right HUD

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It's extremely tedious

lime mesa
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You're doing God's work

dreamy tulip
dreamy tulip
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Testing a custom critter Krem found on Sketchfab. Working on new creatures.
It's Dave 2.0 blob

cyan oracle
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๐Ÿคฃ Dave2.0

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I know it's not a plant, but whenever I look at it I hear: "Feed me Seymour!".. probably the mouth and all the teeth...

echo oxide
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Delightfully devilish Seymour!

dreamy tulip
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๐Ÿ˜‚

lime mesa
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RaYRoD

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Are you the same that RaYRoD TV guy,that makes these cool No Man's Sky mods,that are everywhere in the news?

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the overhaul

echo oxide
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Yes, he is

lime mesa
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Cool,I though he was an imposter

echo oxide
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๐Ÿค”

dreamy tulip
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Hi

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I'm a shy guy who gets attention

echo oxide
dreamy tulip
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That's weird, I saw that image coming ahead of time xD

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I legit pictured you posting a "Shyguy" xD

echo oxide
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Me specifically?

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๐Ÿ˜‚

dreamy tulip
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Yes

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I felt like you would do that lol

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Before you did xD

lime mesa
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If I use a sweetfx preset with RayRod overhaul,will there be any problems?

dreamy tulip
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Likely not, but there's a visual overhaul in there already

exotic violet
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@dreamy tulip I have the v10-1.9.2 pak installed but i noticed it after i installed the scanner hotfix and the default exocrafts pak

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perhaps its one of those?

dreamy tulip
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Here's a link to the latest public version

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Nah, it's not one of those

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I gotta look into this, but I believe that's an outdated version you're on

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Since it doesn't say Euclid

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Hopefully the most recent public version helps

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Stiill working on the next update

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Major update

exotic violet
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do i need to do anything or be anywhere particular to upgrade? will it mess with my save?

random flint
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Hey, um.. do you use GLSL in your mod, @dreamy tulip? For the lighting and stuff. If so, it might be worth taking a poke around the shader files created by a player named Sonic Ether; he created some rather professional looking shaders using GLSL for MineCraft. It's called "SEUS - Sonic Ether's Unbelievable Shaders". They're under that public release licence thingy or whatever that files shared via GitHub have. So, completely open and free to modify/use.

I know the code is likely very different, but I assume it might still give you some ideas/inspiration? That is, if you haven't already surpassed him lol. He's been doing it since 2010, or 2011, so he's dedicated a lot of his time to it as well.

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I don't really know how any of it works, lol. Coding is like an alien language to me.

dreamy tulip
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@Kaphraxus#9161 When I release the next version, bases will likely be messed up as the biomes and terrain will change. But for the better. It's recommended to save in a space station.

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@random flint I use GLSL in the mod, and I'm also familiar with SEUS for Minecraft. At-least using it... but I've never looked inside of their actual shaders. My GLSL knowledge is fairly limited, but I've managed to do a lot with what I've currently learned. My mod also uses some GLSL shader mods by a few friends as a base that I expanded on and made my own adjustments and added other things. Then there's a few glsl shader mods that I tailor made for the overhaul that aren't used elsewhere. I don't think I'll be able to do that at this time.