#nms-modding
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Remember, HUD.MBIN has all the default settings right there.
Maybe it's called elsewhere
I think the individual files are in part called from there, tbh. But there's definitely some extra .exe junk going on.
What do you tihnk the datafilenames are for?
Currently testing by adding it to the ROOT.MBIN
They're precisely for loading up the separate files.
But there's the standard lurking .exe madness at play on some level in it.
There's also the trick that you have to ensure you've adjusted every datafilename path.
At least, I'm pretty positive on that from when I gave it a go with a custom file.
Ah yeah, did you try with ROOT?
Nah, didn't find any solid HUD info in there.
As relating to the HUD files themselves, that is.
I think I saw more to do with the .dds files?
Reviewing prior iteration tests.
I tested the custom file swap like 50 iterations ago.
If it's not where the HUD is being pulled in from tho...
HUD & GUI=Separate things.
Yeah, fair enough
I'm sure ya know that, but...Yeah.
That's weird
I was able to call my modified mbin
through there
using ROOT
<Property name="DataFilename" value="/CUSTOMMBINS/UI/HUDHAZARD1.MBIN" />
At line...
581212
Hmm.
lol
arghhh
And I know that there's no custom mbin in
UI/HUD
I just got an idea tho
What if...
I null the other details out
Except planet
So that it doesn't try to load it twice?
wait holdon
Gotta retry
I'm just trying a quick, straight-up only root file tweak.
It is similar enough to the HUD formatting for some of the iterations I've tried to maybe work on that.
But I'm suspecting there'll be some distortion or somesuch in the mix.
Heh.
Oh yeah, I get that a lot.
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."
That's probably because you tried loading HUDHAZARD from Root.
Custom HUDHAZARD, but still.
There's also no extreme storm
And whattup with the bypass chips
lol
Yeah man
So, back to square one
darnit
Unless, maybe I try adding it to the healthbar
asgain
Won't work.
Couldn't you just release this clean version as a standalone?
The game is loading in the data with a sharp eye on the filename.
Why does mountain dew smell like a summer pool?
Random thoughts sorry
Anyway
I tried renaming it
to
hudhealth
just now
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.
Some weird crosswiring mess, basically.
Mm, yeah, like I thought, Root handles all GUI stuff.
and bypass that cutting off limit
None of it would be necesarry
and the hazard data
would still be on the bottom
Or at least the tab GUI stuff.
The first thing I tried to do was simply
move the planet name upwards
But it would cut off after a few inches
as if it was trapped in the box
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.
But I can't seem to pin down what's defining the bounds for the component.
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.
And nothing in the parent hazard component seems to indicate a boundary area. Not really, anyway.
Tbh, it wouldn't be such a problem if the data wasn't fixed to be drawn on specific components like this.
Boundary or no, if you could just get it to draw in the HUDHEALTH/HUDWEAPON components, no big deal.
The weird thing is that it was possible in the past via the hudhazzard
to move it upwards
I wonder if there is something telling it not to
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.
In an old hud mod, it was moved upwards
W/o cutting off
It's weird
But it stopped working
I got it to do that? Without cutting off, I mean.
Yeah, but it just stops like halfway.
See above: I don't know wtf is defining boundaries, lol
"And nothing in the parent hazard component seems to indicate a boundary area. Not really, anyway."
Weird
Yeah
um
And given the HUD folder seems largely self-contained, whatever's handling this has to be .exe-side, I feel.
Yup. Had that a few times.
Yep.
The hazard bar is there
But I just added it as a direct child
of the parent
in the hudhealth
It just can't draw the planet info on the HUDHEALTH component for dumb reasons.
Yeah, I did that way earlier.
I had to rename to get the planet name to draw on it at all.
And not just the trash text.
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.
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.
It literally just has some hardcoded noise that only draws the text if the component file is named HUDHAZARD.MBIN.
So, deleting the "PLANET" data
from HUDHAZARD
and putting it only in HUDHEALTH
wouldn't work?
Random idea
Nope.
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.
What if swapping the data from both files?
This is the madness
you mentioned right
?
lol
lol
Roughly speaking, yeah.
Maybe the boundaries are relevant to the padding?
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.
Changing this at the very top in the hudhazard
allowed me to move it up
w/o boundaries
<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>```
The reason you have to move them about at all like that, btw, is that I think HUDHAZARD can't replace HUDHEALTH's positioning.
Yeah.
That's what I was trying to say a bit earlier.
Unlesss....
I move the rest of the stuff down
Hmmm
While keeping planet up there
new idea o try
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.
to try
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.
I'm pretty sure after about 60 iterations on this I've tried just about everything with these particular HUD files, lol
That doesn't involve just scrapping some stuff altogether and building custom files.
Yeah
For the heck of it tho
Currently gonna try keeping the planet up top
But moving the rest down
Likely a dead end
Strangely
think I broke the text
in hudhazard
Gonna try to move it down tho
Maybe the boundaries rely on the dimensions
at the very top
Yeah.
In the file
It does that.
I think I already tried loading in the data as its own thing without datafilename in HUD... ๐ค
I'm like on my two hundredth test smh
Or somewhere around there by now
Gonna try to move this down
Heh.
The hazardbar
I'm just reviewing my iterations to see if I can spot anything I might have missed.
Oh I see
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.
So could we technically have iterations?
Oh yeah. We could have a bunch of marginally different HUDHAZARD positionings if we wanted, lol
Hmm
Same with other HUD components.
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.
This could help with the boundary issue?
You might be able to work something through HUD.MBIN alone, but I sure as hell haven't figured out how yet.
Mm, maybe gut all the filename paths and have it working straight from there... ๐ค
"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."
Sorry keep quoting you
So, what you mena is...
It's possible to have the planet name up to
and the hazard info on the bottom left?
Because of removing the filepath?
No.
It'll just load at default position.
But you may be able to work more flexibly from within HUD.MBIN alone, for all I know.
I haven't tried clearing out several more filename paths and rearranging things from there.
Gonna try it
Wait
What if the reason why putting it in HUDHEALTH is breaking it
is because it's already being called in HUDHAZARD?
What if it's not hardcoded
Thought it, tested it.
Yep, tried it.
That was my exact thought process and then I tried it and it still came up trash text. v_v
I wonder what the HUD.MBIN is for though
Seems like everything just duplicated lol
Yet, disabling it invokes a ctd
Just tried removing planet
in the hud.mbin
to see if it still gets loaded
Wha, how would you even disable it? Just empty it out? lol
Still got loaded
Feel like I'm doing the same thing over and over
lol
I just replaced it with a renamed global
lol
To see if it was even getting loaded
Which global is it being loaded from?
Wanted to see if HUD.MBIN is even used
Because so far, changing things on my end has done nothing
That...Doesn't really suggest that sort of check.
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.
Unless I'm misunderstanding ya.
...
for a .pak
That's a really weird way to check that, but okay. lol
To determine whether or not HUD.MBIN is getting loaded
Or if it's redundant
If it didn't CTD I would expect it to be redundant
but it did
So now I'm confuzzled lol
Yeah, that makes more sense now. Earlier phrasing had me thinking you'd found HUD.MBIN in a global, lol
Because changing the inside of HUD.MBIN so far changed nothing lol
Oh, I see
Nah
I wish
lol
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.
Have you gotten anything to change by editing it?
Yeah. I've gotten planet info to load in twice on top of itself, but the second being trash text.
Wait, what did you do again?
What you said earlier?
I just tried that with no result
Mainly from creating a duplicate HAZARD parent, Planet info child.
Maybe I did it wrong
With link to HUDHAZARD still.
Yeah. Retrieving the iteration where I tried this.
Okay
There we go, found it. Loading in to snapshot.
Okay
Thought I'd found it, but apparently it's in one of these other iterations. Been digging through to find which, lol
I mean there's also other indicators, in a way, like the basic loading in defaults stuff.
But that's not super apparent, lol
I really like the way it looks, just that darn missing hazard info
lol
Is it essential though?
Like a needed function
in survival or normal
I kinda do feel like it's in the way
And I recall i 2016, it used to be up top?
Hazard info? I mean...Yeah.
Is it also in the binoc?
It indicates your life support too, and when your hazard shields are about to go off.
Yeah
Hmm. Temp is, at least.
Maybe I can put it there instead?
Maybe, yeah. Might be the clunky workaround.
But then agan
that bar
which increases/decreases
Not sure if that could work there
yet
I think it's HUDBINOC
Yeah, I dunno what all can work moved about due to the practically invisible hardcoded side of all this.
Ah, taking a look in the HUD binoc
atm
AT Gmr
@supple wadi
What the heckkkk
Just loaded up normal mode and saw this
It's not on creative tho
Yeah
That's a good thing though
lol
Doesn't even belong/need to be in creative
lol
Bet I could reposition it to those circles
Or all the way down perhpas
Which it? The bars?
The life support and hazard
Bet I could move them down to those two ticks
So they at-least look in place
ad set my HUD to auto fade instead
so it's not always in the way
Or
Hopefully move them all the way to the bottom
This stuff is just rediculous
The benefit I see is that
it's only in normal
-sigh-
Yeah.
But I still needed/felt like I needed something to indicate to me, "Okay it's doing something, but not what we're after"
Like that file was actually a TITLE id test.
Dumb blutooth keyboard lagging
'cause I also glanced at the binoc info since I saw it also draws the planet name there.
But I didn't see it matching the HUDHAZARD stuff.
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. =)
Wonderful! I'm glad to hear that ๐
And I'm glad that I was able to help
@supple wadi This finally looks feasable
To do what I was trying to do
As the life support and hazard bar still shows up
and the temp is already in the binoc anyway
Just needs a bit of adjusting
Hey, if that arrangement works for ya, ๐
Yeah... thanks for the help :)
Will add you to the credits for that
Hoping this all turns out well
The lifesupport is the
"Energybar"
apparently
Need to reposition it
Might also make the dds a bit more transparent
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" />```
Oh yeah
haha
Wait
that's in my hud right now
binoculars
i mean
the hgeck?
oops
Umm, not offhand.
Okay, will keep looking for it
Wait, do you mean for the bar itself that continually decreases or for the Life Support?
Yeah, just trying to find the right area
in the hudhazard
so that I can move it down
Figured that
If i can find wherer the dds is referenced
I can just adjsut the bar
You may just have to cut out a bunch of bar lines.
I may be wrong, but I don't currently see any apparent .dds files for it.
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.
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.
That sounds vaguely familiar, lol
Still testing
Figured I'd disable the that hazard thing
Since E3 didn't have it xD
Certainly better than being in the way
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. ๐
xD
Still doing final touches on some things ๐
Notice the top right boxes are grey
Just fixed it to make it blend better
Also, further positioning the name a tad bit
Then could we change the font universally to Bold Geosans?
Also holy balls does that UI look slick af ray
The E3 font is geosanslight but anyway
I remember a Pathfinder font replacer that made it universally bold
@tawny peak Thanks!
I'll link it when I get home
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
A completely captalized version, I mean
That's not going to work well unfortunately
Because
Everything in the game would be capitalized
And some things are meant not to be
It was quite heavy on the eyes though, yes
Maybe I can force the proc name in the language file to capital letters
@dreamy tulip, you sure on that? There's ForceUpperCase as an option in the styles below the GcNGuiElementData.
Yeah, I tried it
I marked them all to true
for this file ahead of time :/
Didn't prevail though
Wait...Hmm. Is that using your adjusted font?
I suspect it might work for vanilla font?
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
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
It definitely did, in the trailers
Back in Pathfinder/Foundation I mean
Giving it a quick little peek.
The E3 font could be forced into capitalization back in Foundation/Pathfinder
Hmm, have you seen it done before?
Yes, there was a mod, around the release of Megaliths
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
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.
I was thinking it might be related to
Do we know what's up with the FontIndex?
%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
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
Nah, just in HUDHAZARD
Yeah, not capital.
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
cool
@echo oxide
RaYRoD's E3 2013 User Interface Overhaul
https://drive.google.com/open?id=1LxAFWISWRz_lOZEhQ3UKsZYUKE-0lswP
Yeah, that will work ๐
Thanks, trying without
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
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
Yeah
Fixed + No glow
Took an hour to figure out
But was worth it
@echo oxide
New version with a few extra options
What's the best place to get the most up to date version?
Currently on Nexusmods. The version that I am working on still isn't released yet
You got rid of the hazard thingies!
Great thanks
Can I use the e3overhaul by its self or does it comes as part of your whole rayrod overhaul package
Yes sir
lol
shadow of the NOPE
can only hope that's a super rare occurrence
Yeah
Moments like this will be possible, but extremely rare.
It's from a test overhaul version
Oppressor11 is AssassinsSteed11
Aaah, I suspected that might be the case.
If they could have other means of attacking other than melee ramming..
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
stick a laser bit on the creatures and change the laser look to spittyglobbygunk? ๐
Maybe that could actually work? xD
๐ค
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.
I read someone saying that Sean once accidently possessed a shark
in nms
And was playing as it
In early testing
@supple wadi
Do you think these sounds are still in the files?
They are there in the rc1 version
โผ Abonnieren โผ https://goo.gl/8Deo1d Viel Spaร beim Video! Jede Interaktion ist erwรผnscht. :) Twitter: https://www.twitter.com/Elca_YT Forum: https://www.Ger...
Mm, they might be? But there are a ton of audio files.
I'm not sure what they might even be tagged as. Ambient bird calls? Ambient [setting descriptor]?
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.
nope. gonna check it out now
There are many ways you'll travel through No Man's Sky's infinite galaxy. Here are five. http://www.no-mans-sky.com/ No Man's Sky is a science-fiction game a...
dat artificial busyness
haha right
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
does the B roll footage contain audio tracks that are the same in the cockpit?
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
^^^^
that's the biggest thing I've noticed of all the trailers. it's more free in general
There's alienbiome and rainforest biome asetts there
and some other stuff
Yeah
Cool stufff
the exosuit sounds way more ambient in the b roll footage
Oh, and a few glowingbiome trees
not sure why they changed it
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
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
Also, @supple wadi
That warp at
1:08
I wonder what that's about
54 seconds in I mean
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
Which one?
the original warp text
hang on
There are many ways you'll travel through No Man's Sky's infinite galaxy. Here are five. http://www.no-mans-sky.com/ No Man's Sky is a science-fiction game a...
not saying that it looks better. just curious
Yeah, I believe it is
Also, that's a crystal biome
at 1:27
But it's sorta mixed in with some other stuff
most of the HUD elements seem like they were edited in near the first few trailers
I believe that I've seen that beacon, and that warp texture
especially the discoveries in the oria V footage
Also, that cockpit stuff I believe is there too
oh
huh
also
โบNo Man's Sky Multiplayer Info von Elca (2016) โโโAlle Links (aufklappen)โโโ Thanks again to Cobra, that I can upload it. :) Original-Video recorded and cut ...
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
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.
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
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.
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
It's nothing interesting anymore.
Or maybe never was. The entity's just for some ambient audio now.
Where are you looking?
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\MONUMENTS\STARGATEMAIN\ENTITIES
I'm looking in stargattemple
Yeah
Wow very pretty pictures, great work ray @dreamy tulip
Thank you ๐
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
Nope,I deleted every mod
but the pooping is annoying
spawns very slow
I've made a video https://www.youtube.com/watch?v=x4sGNKlm4BU
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 ...
Can you send me your TKGRAPHICSSETTINGS file?
I saw the video the last time you shared it
No Man's Sky > Binaries > Settings
<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
How many frames per second does your PC average on with vanilla NMS?
Nah, don't do that. That will crash the game.
What is vanilla nms?
Sorry, I mean without mods
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
And you're sure that you aren't running any mods at all?
Modding talk makes my head throb ๐
into your binaries folder
How is everybody this evening?
I'm well/sleepy... how are you?
I have a configuration setting file reshade in my nms folder
every time I delete it,it gets back on its own
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
Look for opengl32.dll in your binaries folder and try moving it out or deleting it... in-case ReShade is lagging your PC
@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
Yeah I deleted it
Cool
Ive tried many mods,for dark space,sweetfxs,rayrod overhaul
currently not having any mods
Cleared shadercache?
Try a new save?
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
Are you able to send a screenshot of your PCBANKS folder?
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
I have space,total 1TB where my game is located (C) I got 200GB free space
Maybe not then
Windows 7?
yes
Likely irrelevant
Disk data transfer rate is 5.9
I don't know what to do to fix this problem
anyone else having it?
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
I send Hello Games a message few weeks ago,but they didn't respond
they usually dont 
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?
I just checked my hard drive is 7200 RPM
And I haven't noticed long load times in other games
๐ค Strange.
The game just looks normal though, right? Nothing indicating reshade running?
Hmm, running current drivers?
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
@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
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.
I think you are trying to remove something that is basically an engine mechanic
perhaps ur right
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?
it works fine
I use an xbox 360 controller sometimes, though I mainly use mouse and keyboard
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.
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
Okay, I'll give that a try. Thank you. =)
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
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?
yes, locked mode, but for me that feels sooo slow
Oh
like it doesnt respond very well to fast turns for some reason
it worked much better right before they added tethered mode
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.
@random flint My ship handling mod does that. I specifically made it for my PS4 controller for that purpose. Try it out. ๐
Okay, I'll give it a shot in a bit. I was playing RuneScape when I asked about that. Thank you.
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.
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
yeah
\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
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.
thanks man
Cheat engine can be really complex and if not careful, it will invoke a CTD
As it's changing the executable memory
is that something i put into the mod folder like a standalone?
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
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.
I'll enable stuff one by one, until it crashes again.
Found it.
'Build anywhere'
Crashed within a minute of enabling that whilst in combat with sentinels.
It's in the Extra bit.
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?
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.
Is there any reason why one would cause it, and the other wouldn't?
If there's more than one, the other is redundant and I'll update the file
Nice find
It's likely an outdated one that I left behind awhile back
Oh, okay.
Does your mod take place in a different galaxy than Euclid? I noticed it says rayods galaxy whenever I jump into a new system
Its just a rename of euclid, but the generation is very different anyway
if it wasn't just a re-name then then you couldn't switch back and forth with a save
Must be using an old version
What's the version on your file?
It should say Euclid
Hm? The HUD name stuff? Yeah. I mean seemed pretty clear from our extensive tests.
Yeah
Still working on it
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.
I managed to get a little glass effect working too
Noticeable on the right side
Have been adjusting this stuff through the executable for the past 9 hours
Alongside making the right HUD
It's extremely tedious
You're doing God's work
Testing a custom critter Krem found on Sketchfab. Working on new creatures.
It's Dave 2.0 
๐คฃ Dave2.0
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...
Delightfully devilish Seymour!
๐
RaYRoD
Are you the same that RaYRoD TV guy,that makes these cool No Man's Sky mods,that are everywhere in the news?
the overhaul
Yes, he is
Cool,I though he was an imposter
๐ค
That's weird, I saw that image coming ahead of time xD
I legit pictured you posting a "Shyguy" xD
If I use a sweetfx preset with RayRod overhaul,will there be any problems?
Likely not, but there's a visual overhaul in there already
@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
perhaps its one of those?
Here's a link to the latest public version
Nah, it's not one of those
I gotta look into this, but I believe that's an outdated version you're on
Since it doesn't say Euclid
Hopefully the most recent public version helps
Stiill working on the next update
Major update
do i need to do anything or be anywhere particular to upgrade? will it mess with my save?
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.
This stuff:
I don't really know how any of it works, lol. Coding is like an alien language to me.
@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.
@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.