#nms-modding
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yea, I was gunna add Leon's name to that list too.. and Ket knows his/her stuff, but is fairly quiet here
Just woke up, had trouble sleeping lol
Reading now
๐ฆ hopefully your day goes better than your slumber
Ah, thanks man! Yeah... I made sure to keep trying to fall asleep until I Actually got a full rest lol
And yeah, the starman looks awesome too
Nice work on the rest of your ships :)
I had a moment of nostalgia there
Same with that F-ZERO ship lol
I also use the keep sleeping tactic, but usually it results in a 16hr slumber to make up for the two days I've been awake..
Hello, Rayrod. In addition to what Krem said, I also hope you can get a nap or something later.
and if it was your first night with power, I'm amazed you were able to sleep at all.. I would have been so focused on catching back up to where I should be by now that I would have been awake another 2 days
Most of the time when I get woken up, I start thinking about NMS and spend 8 hours straight trying to sleep until I wake up lol
But yeah, had no choice... felt sick
We're expecting another storm Monday
lol
I dreamed that I was trying Gmr_Leon'a mod and when I looked up, the tree's looked like real life and I saw some bizarre creature flying around and I was like... what the heck is this? xD
yup, that's how it is for me too.. I wake up and start thinking about what's happened, what I've missed, what I still need to do.. then I convince myself that I didn't miss much of importance, and anything important will still be there when I wake.. and I'm able to go back to sleep.. the alternative is I actually get up and check to find I've missed nothing, which helps me convince myself all those other times..
Does your mind perseverate as well?
And that creature was morphing between an alienish looking ghost and a fish.
Thought to myself NMS needs stuff weird like this lol
I remember I used to play solitaire on the PC like a mofo.. even had a Vegas style game that I finished in 63 seconds (my personal record).. it was at the point I started dreaming about the cards and playing solitaire I decided it was time to take a break..
I think it could be doable with entity triggers... have one model reference and load another and have them keep going back and forth..
lmao, the ever morphing creature..
Ohhh nice! I forgot how to play solitaire. lol
I was like that wit Mario Kart 64 though and that arcade which I was building.
The E3 shark sadly froze the game that we were trying
lol, well, I think I remember saying I didn't think it was going to work..
I think "I'll be amazed if this works" was more or less my statement..
Yeah, that's right. I had a feeling it wasn't going to but it was worth a shot ๐
Forgot to mention it before haha
I can put more effort into looking into it and even testing it in about a week.. just wanna get MSv3 finished since I've been talking about it being done and ready for almost a month now, before I added 8 more ships to the initial 56..
thanks, will show you the vanilla ship when it's done, cause I think I'll need help naming it..
Nice! Sounds good.
Added a subtle depth of field to space flight
alongside the ign visual effects
and 2 billion 400 million other things
So, I just came across a mostly flat, but with hills "Sand Dune" biome that I made in the past... and the new 400 billion, 200 million procedural visual effects that works in tandem with dynamic changing weather happened to make this planet look like a real Sahara type desert. There's also giant birds slowly flying around
lmao.. the second one looks like the beginning of a joke.. "What'd one Zinc plant say to the other?"
Haha
What is that procedural effect you are referring 5o @dreamy tulip ?
@royal bear I'll paste what I wrote a few weeks ago
The procedural visual color aesthetics have now been upgraded with RaYRoD's Overhaul from 120 million to 2 billion, 400 million procedural colors... which transition in real time with the dynamic weather and should now feel near infinite and blend together very nicely.
Formerly, it was at 120 million with the overhaul mod (work in progress version). Which allowed for 20 million procedural heightfog, and 20 million procedural fog colors for daytime. 20 million procedural heightfog and 20 million procedural fog colors for dusk time, 20 million procedural heightfog and 20 million procedural fog colors for night time, 20 million procedural height fog and 20 million procedural fog colors for space.... to now 100 million each.
Also, I just introduced (on rare occasion) new procedural lighting colors for all times of day, and in space with different rules. 100 million of each kind. I also did the same thing with 100 million each, for all times of day in relevancy (to each time of day individually) for procedural cloud colors so that it makes sense. I may need to specify certain procedural rules for procedural sun colors manually down the line whenever I get to it... as I want it to match the spectral classes (in which there are only so many), but maybe there's something that I'll be able to do about spectral classes to an extent. Gotta look into that still.
So...
100 million proc height fog colors - Daytime
100 million proc fog colors - Daytime
100 million proc lighting colors - Daytime
100 million proc cloud colors (1) - Daytime
100 million proc cloud colors (2) - Daytime
100 million proc height fog colors - Dusktime
100 million proc fog colors - Dusktime
100 million proc cloud colors (1) - Dusktime
100 million proc cloud colors (2) - Dusktime
100 million proc height fog colors - Nighttime
100 million proc fog colors - Nighttime
100 million proc lighting colors - Nighttime
100 million proc cloud colors (1) - Nighttime
100 million proc cloud colors (2) Nighttime
100 million proc height fog colors - Space
100 million proc fog colors - Space
100 million proc lighting colors - Space
100 million proc cloud colors (1) - Space
100 million proc cloud colors (2) - Space
100 million proc height fog colors - Rare Space Type
100 million proc fog colors - Rare Space Type
100 million proc lighting colors - Rare Space Type
100 million proc cloud colors (1) - Rare Space Type
100 million proc cloud colors (2) - Rare Space Type
= 2,400,000,000 procedural colors.
It will also feel like near infinite combinations... that sandstorm planet that I was on happened to give the vibe of a real desert. I recorded a bit of footage of it that's uploading atm. Well, two different videos I'm uploading actually. One is a casual random gameplay on a test version that I'm working on (recorded prior to the power outage) and that random sandstorm planet was a planet that I just found today
I've been gradually studying python recently, and I wrote 6 different scripts with rules some time back. It keeps certain things in the game's relevant structs vanilla, while also expanding the variety of certain select in-game mechanics that I've studied and did a lot of testing with.... so that it will expand color variety for those things mentioned above and always blend in nicely with the game and not look bad.
Aside from that (as this is separate from that stuff but it also happens to blend in with what's mentioned above)... I manually wrote out tens of thousands of custom biome palettes, I ported over official E3 and other pre-release biome palettes, and I made some custom palettes, and I also made newer biome palettes that enable a possibility of infinite colors with a new script that I did.
There are also E3 space effects, and planetary effects that are now possible, from all E3 trailer and stuff not shown in the trailers.... plus IGN space effects from IGN footage, and all IGN and planetary affects.
So the lighting and visuals of Achia are now possible for example. - https://i.imgur.com/nTronW4.jpg
I'm still working on recreating the E3 weather and weather shown from IGN
I've got a lot done, but there's more on my todo list and these are just two new features for the next overhaul update that I'm working on of many
o.o I wantttt
Everything will be shared publicly as soon as it's ready ๐
Sounds neato. Good work
Thank you!
No Man's Sky: RaYRoD's Overhaul - 1 Hour, Random Star + Planet Hopping (Part 1)
Just coming back from a 10-day power outage due to three different winter storms. Sorry for the wait! :) Time to finish up this immersion focused overhaul ...
Um, is there a way to create a mod that will allow players to fly between systems through the "dead space" between systems? Like how HG said things would function in the beginning. It would be really neat, if so.
Like, without having to jump via the galaxy map.
Just point yourself at a star, and wait a few hours as it gets bigger.
Sadly not at this moment, but that would be awesome to see!
Yup, it would really add to the immersion. There's a tonne of things that were initially claimed, but - as far as I'm aware - have yet to appear ingame.
lol, HG also said no loading screens.. which are what the "warping" screens actually are..
which means the systems are loaded based on a trigger.. they're not seamlessly connected ๐ฆ
I think the warping screens are actually a timed aesthetic
kinda weird
Or maybe they are lowkey loading screens
I think they're loading screens.. it all reminds me of how Freelancer works..
also explains why sometimes one warp will be longer/shorter than another
Oh yeah, it's faster on my SSD
It's both. Entry and exit from warp tunnel have a flourish to try to make them feel a little more seamless.
However, interestingly enough, someone in a comment on one of my mods mentioned tweaking the game speed via CE and loading in faster, but I'm fairly confident it's that the transition flourishes were sped up more so than the load...As I don't think tweaking game speed would speed loads for a game, normally.
yea, I fail to see how you can make a game load faster without changes to hardware..
or make the software lighter
There's a global value I think for the warp time
There's a global value for the transition effects, yeah.
"value" really it's a set of values.
Yeah, there's more than one value in there. Haven't messed with it though.
The game doesn't actually need any loading screen
Also, speeding up the game via cheat engine will just make the game run faster. It's not really doing anything in regard to that.
The warping time is an aesthetic that HG's chose to add, but it doesn't actually need to be there as the engine is capable of seamlessly loading things w/o it. I believe that it's more-so of an aesthetic with some internal configuration.
Eeh, still not entirely convinced of that for system to system travel. It's been in there since 2014.
I'm more curious as to what's going on that makes them run a load screen when teleporting within a system, e.g. from station to planetside base in the same system.
Look at the portal trailer
He/She pretty much seamlessly traveled to another system
In the ship
However, that visual warp aesthetic is there
It's about as fast as that seamless portal
Was checkin' the galaxy trailer again. It's faster, but I have to wonder if that's due to simpler star systems at the time.
I just watched the galaxy trailer as well. Check out the portal trailer if you'd like
It makes me wonder if they had two warp systems for the ships back then. ๐ค Specific selection or simple random selection.
I was thinking the same thing for a moment actually... "What if it's because the game was less developed?"
But nah, I don't think that's the case.
I believe it was a design choice, alike many other things that I don't understand why.
That would be a cool feature tbh. Galactic map specified warp or blind warp.
Are you referring to the portal trailer shown mechanic atm?
If so, I think that would be awesome.
It's almost as if they pointed to a star in the sky and warped to it
Because the stars in the skybox are actually a real render of the galactic map
Yeah, I'm aware. Doesn't strike me as a particularly great option, but if you were to factor in stars within view and so have a blind warp that chooses one within the range of those...That'd be slick.
There's a global value which determines the likelyhood of which star in the map it will select when aiming/pointing
Would be cool to see a blind warp, where you point at a star
And it would take you to it
Since those stars are actually there
hence the sun
Er, but that global value is specifically influencing star selection in the Galactic Map, as I understand you, yeah?
Yeah, not outside of the map.
What I was trying to describe was when within system, if player is viewing set of stars and chooses to warp, randomly choose from among that set of stars to warp to. No map usage needed.
Yeah, that's what I'm thinking as well. However, the reason why I mentioned that map mechanic is because considering that the map already has a mechanic for it... that I bet HG's could do something similar for a blind warp mechanic based on aiming/pointing probability
While being outside of the map
@random flint Perhaps
o.o
<.< >.> did they remove the ability for us to ping modders in here?
That is, all modders.
Whatever the case...I've some cool stuff for modders here, so decided to put this out there for anyone working on (or wanting to work on) space stuff.
Toyed around with this for a bit, but as I drifted to other projects I haven't gotten around to developing it further, so I thought...Let's get that knowledge out there for others to mess with:
@random flint apparently you requested a short novel
Yeah, I'm writing something up based on what you said earlier ๐
In which channel? ๐ฎ
In here, further up
This one, I assume.
Ah yeah. Which RaY & I discussed past that
Yup
There are mods to change the warp effect to look more like you're kinda zipping past stars.
Writing in regard to your last statement
(in case you're flipping between channels, here's a little bip for ya @random flint)
No, I had this one open. Don't worry lol.
There is so much content within NMS that already exists and isn't utilized that could be fully fleshed out with given time and dedication (despite some things that we could really benefit from HG's for), that would transform this game.
My personal ambition is to take what Hello Game's has already made and improve it and also add my own touch as a gameplay design artist. To take what is not used, to fully flesh it out, and to push No Man's Sky to it's limits... in it's current state. To fill in every gap that I can find, that can be filled in it's current state or to improve what's already here and what has already been improved by HG's to a higher standard. Including unfinished (and other likely not seen or found assets). To study them, plan what I will do with them, and then incorporate them into the game creatively and then make detailed adjustments to those mechanics with in order to compliment the base game.... while also adding my own touch. I have incorporated some things into the game that's not from the base game as well, here and there.
There are so many gaps. There is so much potential with what's already here. More than what most/if not all modders would expect, think, or even know about. Heck, more than what I know... because... There are hundreds of thousands of things that I have found and I haven't scratched the surface. Still I never spoke about as I'm planning to do stuff with it. I still find more things on a daily basis. I also totally love seeing new content creatively made and added to the game (like custom models). I think it's awesome. It's another way of doing things.
However... primarily I want to see what's already existing for us (which is much more than most would expect) fully ironed out. It's not just the big things, but the small things that matter. Every detail matters. This is personally why I take so long with the things I work on. As, it's possible to make/add things that are really flashy and in your face... and that's it. But what NMS would also VERY MUCH benefit from is seeing what we already have access to, but don't really have utilized, (that would make a dramatic difference whether they be very little mechanics or very large mechanics) ironed out and implemented in a pleasing way. After the core game is enhanced, then comes the extra toppings ๐
Haha, Quav, ya got a nice helping of the RaYRoD mission statement. ๐
@supple wadi I was kinda expecting it to be longer, lol. Finished reading it in ~45 sec or so. >.>
@dreamy tulip Yup, and that's why when your overhaul is brought up, I don't call it a mod. It's almost (if not actually) a re-creation or revamp of the game itself. The time, and effort you put into the game really ought to land you a position working on the game officially. I know you mentioned HG noticed you before, but you deserve more than that. Idk where I was going with this train of thought, but it ended now. Um, I'm really looking forwards to the additions you make to the overhaul. If you're able to introduce mechanics that HG originally promised but failed to deliver, (like the flying between systems thing) it would further allow me, and others to enjoy the game.
If my perception on the matter is correct, then a lot of people were extremely disappointed when HG didn't pull through on the features they promised. So, that would mean your overhaul - if advertised to do as such - might become just as commonly used as the game itself. I know you don't seek out popularity and all that rubbish, but it's a simple fact that your work makes you popular lol. It's not a bad thing, as it means more people will actively use your overhaul.
I don't see myself as intelligent - far from it. So, a lot of the specifics of how/what you do are a bit over my head.
I understand the basic "I updated this" "I added/did this", but a lot of the other stuff goes in one ear, and out the other. Mostly due to ignorance, but I'd like to imagine it's also a lack of intelligence.
I'm a pretty generic "end-user" or "consumer" with a small spat of knowledge about hardware.
So I ask for stuff without really comprehending if it's even possible, lol.
Sorry about that.
@random flint I'm really glad to hear that... as that's my ambition. I am polishing this mod up to an industry standard. My standard is high and my expectations are strict. In the end, I don't want it to feel modded and for the most part (as I think so and I've just heard the same from you and many other people) is that the overhaul mod doesn't really feel modded, although it's modded as heck.... as it gives the vibe of a cross between early E3 footage, later recorded pre-release footage, and all modern versions of the game up to Atlas Rises and Atlas Rises content revamped... and my own touch. There are some exceptions that I'd be willing to settle for. As time goes by... it will begin to look more and more like the trailers and eventually surpass it. I feel that some moments already do. But I'm working on a good balance for those moments.
Believe it or not, my mod already has thousands of pre-release mechanics that never made the base game that have been promised. You see, the mod enables these things and assures you that it's really out there and possible; thus giving exploration incentive with handcrafted, yet procedural variety to motivate you to keep going... alongside an actual gameplay overhaul. I don't like to oversaturate things. I also don't like sloppy things. My OCD can't handle it... plus sloppy = Lazy.
As nearly every single aspect of the game has been overhauled with it. Every changelog that I've listed were only brief explanations of some key features/changes but I lost count after v1.1 before the v10 BETA ๐
It's on the scale of 100+ updates.
Despite some things that would likely require official tools to do ofc (that we lack).
Tbh it doesn't help a ton that RaY doesn't (due to the extent of their changes) often go into detail in how they're doing what they're doing.
For most users it's irrelevant anyway.
I wrote extensive detail on my mod page, within the documents, and within changelogs.
Re-writing that sec
If I were to go into extensive detail for only the key-features that I already wrote in just one changelog of one of the overhaul BETA updates.... We both know that very few people, if likely no one would actually read it. It would also amount up to pages and pages of information and be too much text for the mod page to condense, or just too much to read in general when a person could simply just enjoy it and acknowledge it for what it is. A game overhaul that aims to enhance the game in nearly all aspects (rooted in a certain niche ambition), while also being inspired by user recommended feedback to a great extent. Not only is it pointless to do that, but I don't have time to do that. lol
I spend more time working on things and improving what I like to do... than taking extra time to write every little or large change that I do as that time simply builds up. I would never get anything done! (There already is a book load of info already pre-written) and extra info scattered on various social mediums. I pre-wrote that stuff to eliminate the need for it. As I said, I only point out key features and write much detail about them with each overhaul update because there's just too much to type, too much to read, and it's irrelevant because the niche/title already gives away what it is... and I'm at any user's disposal if they have specific requests or questions. It's much less complicated to write extensive detail, and then answer any questions on the fly and use that extra time to work on my stuff.
Also, despite all the information I've shared... it's like only 5% of everything that I haven't talked about
Say you make 100 mods a day for 7 days, but you make it for one project. Literally. You do it because it's just something that you're interested in doing. Then someone asks you to write down every single detail about all 700 mods... you'd prolly be like... "I'll pass" lol
"But if there's something specific that you'd like to know.... Ask away"
My current "todolist" for the next update is around 400 lines right now
@dreamy tulip
o_o
Sorry if it seemed like I was asking you to type out all that. That wasn't the case at all. I was trying to say like, I understand and comprehend "Here's update v10 <download link here>". Adding more onto that is ... a bit bewildering, and tends to go in one ear, out the other for me. Mostly because like I said, I'm ignorant. Now, don't get me wrong... I love reading. Reading and writing are two of my hobbies, and I'll gladly read through anything you've sent me, or asked me to read. That doesn't mean I'll understand all of it, and I will ask for clarification if I feel like I'm required to know something.
I think that was more to do with a minor point of contention I have with how RaY writes about their work, lol
It comes up from time to time here & there.
Oh
Oh no, no worries man. I know that you weren't asking me to write all that out. :)
I enjoy writing on occasion. I'm actually publishing a book.
Well, you're already doing far more than me lol. I tried three times to write a book, with the third one going the furthest. However, my writing "skills" are severely lacking, and I feel that what I'm personally interested in writing about is a "cult" subject. Like, not many people are interested in it.
Joan of Arc style in a medieval/fantasy setting.
I'm always iffy about making stuff in general because after I make it I just...I know it in & out and it kinda takes away from the enjoyment.
Woman pretending to be a man, so she can be a knight. That sorta thing is my preference.
Yeah, I know what you mean. @supple wadi
That's why on my behalf, I've learned how to utilize rules in a fashion where it doesn't spoil things for me; while not giving me an undesired output.
It's hard to explain
But I truly understand what Sean Murray once said in the past
Not exactly. Like yes & no, but also you can pinpoint it when ya see it in action.
Paraphrasing here.... but he mentioned constantly being surprised/not knowing what to expect and encountering things that he wouldn't expect.
It's at the point by now where it's like.....
I think he had the benefit of not staring at the art & models.
There are many moments where I have no idea what the heck is going on
Devs in general have that sentiment with their code, don't they? The whole "my code works and idk why" thing.
Because of how I'm choosing to do things for my own enjoyment
For some of our work, we have to go through the scenes, view, adjust, review
To me there's a difference between the code, "i made it work and dunno how" and "i adjusted these things, didn't realize what we'd done with these assets, and so whoa"
That was in response to Quavelen right?
You can stare long into the code without necessarily looking at the art end, and so it can be really sweet to test it and be like, "Oh shit, that's what this looks like once it's together"
Yeah.
Okay
In a bunch of the stuff I've experimented with that pertains to "rules" so to speak, I generally know what I'm going for, but then I get the feeling I go about this in a tad more scientific-ish approach than RaY. I'll literally force things to reduce the need to wander about till I see the changes in effect.
I guess I shouldn't have assumed that, lol. Idk anything about coding/software stuff, other than generic IT and windows troubleshooting stuff. Tiny bits and bobs from Java, but only from modifying existing snippets.
Like in researching building distribution and stuff, I forced the biome I wanted to reduce performance issues on my end & then adjusted building distances & went through slicing through other rules/settings.
But none of it was that much of a surprise, I generally had a rough idea of what I'd be seeing.
After the first few tests especially.
Um, is it kinda like the backend vs frontend dev thing? A backend dev would be surprised/delighted by how it looks visually, whereas a frontend dev is directly trying to make it look that way, so they aren't surprised.
But then, RaY makes like a fuckton of adjustments to some different rulesets (within reasonable limits, most of the time =P), and so there's a better chance of them hiding the results from their view...Which is both good & bad at times.
A little bit Quav.
I like to force a specific biome, to find what I'm looking for to do the adjustments that I need after in-depth observation with a vision in mind.
The only thing that still really buggers me about biome forcing is that I'd much prefer planet forcing. >_>
I still do that biome forcing for testing, but there are many things that I've become familiar with to a great extent that I'm able to make mass adjustments and know what kind of procedural output to expect
And then I further test with it to verify that it meets at-least my standard and sometimes above it
And make sure there's no issues, and then add it officially
And then sometimes you do this after 72 hours of no sleep and whoops ๐
And that right there is my issue
Like
I want to finish this massive todo list like right now
but I know it takes time
And I don't rush things
What I mean is...
I could knock it all out patiently, carefully, and sufficiently
In one sitting
If I could endure it
But after awhile my body gets sleepy and exauhsted
And I try to finish more things on the list
And make errors because of that lol
It's like, if I know that it's not done... or alllllmost done
It keeps me awake
But I have been making sure to get sleep though ๐
That all changed
It's just me ironing out past mistakes at this point that are hard to reproduce
You sometimes speak about your body as if it was something separate from the mind. But in fact the mind is in your brain, your brain is your body and aftected by the whole of it... You are your body as a whole.
Your body tells you what it needs
While adding in new features/mechanics that are w/o issue because of rest
@royal bear I find myself wide awake mentally with heavy eyes
Your body is also vague as fuck and annoying b/c of that, lol
Is what I mean
Or my desire to finish it is greater than my desire to sleep lol
Lol @supple wadi Am I vague? ๐
Oh, I see
if it wouldn't be DRMed & corporate fucked to hell & back I'd swap for a cyborg shell right away
Lol
Dude, I get angry when I get sleepy
Well, not really angry but
"I WANT TO BE AWAKE!" "I NEED ENERGY" ๐
If we were cyborgs, we could just keep doing working on stuff till it's done lol
BaERoD TV
Hahaha yeah, it'd be great if we needed no sleep
Currently trying out another little mini-mod of sorts. ๐
Oh yeah, I saw what you shared earlier
That's pretty cool man
What are you trying out now?
Btw, I definitely recommend checking the pins on that proof of concept. It's really good stuff.
I'll check it out
Just a little touchup on the dead planets
lol
Until I'm better at making 3D models, I'm not really interested in biome modding tho.
Ah I see, I started in blender a tiny bit
With some help from Krem.
I was doing a little bit in the past, but I stopped and forgot about it
Why wait for 3D models?
I feel like the best way to make a fully custom biome would be to really dig in and work on new textures, models, etc.
It is if you want a fully custom one with new assets and the like.
Nah it really isn't
There's tons of new asetts that we haven't even seen lol
New as is in, fully working, or can be finished, that we've always had access to... but tucked away
Sort of what I was getting at earlier
While that is a modification, it's not necessarily your own custom work, is what I'm trying to get at.
This right here:
There is so much content within NMS that already exists and isn't utilized that could be fully fleshed out with given time and dedication (despite some things that we could really benefit from HG's for), that would transform this game.
My personal ambition is to take what Hello Game's has already made and improve it and also add my own touch as a gameplay design artist. To take what is not used, to fully flesh it out, and to push No Man's Sky to it's limits... in it's current state. To fill in every gap that I can find, that can be filled in it's current state or to improve what's already here and what has already been improved by HG's to a higher standard. Including unfinished (and other likely not seen or found assets). To study them, plan what I will do with them, and then incorporate them into the game creatively and then make detailed adjustments to those mechanics with in order to compliment the base game.... while also adding my own touch. I have incorporated some things into the game that's not from the base game as well, here and there.
I know.
However... primarily I want to see what's already existing for us (which is much more than most would expect) fully ironed out. It's not just the big things, but the small things that matter. Every detail matters. This is personally why I take so long with the things I work on. As, it's possible to make/add things that are really flashy and in your face... and that's it. But what NMS would also VERY MUCH benefit from is seeing what we already have access to, but don't really have utilized, (that would make a dramatic difference whether they be very little mechanics or very large mechanics) ironed out and implemented in a pleasing way. After the core game is enhanced, then comes the extra toppings ๐
Sorry, was too big
lol
I think you sometimes forget I've probably read those copypastes a bunch now, lol
Hrrm, what we should really do is figure out how the hell the holomap is working (and why it's so damn inconsistent)
Might make that an on & off project or something...
I mean, I guess.
But if I had to pick and choose in-between newly imported things and the amount of things we already have refined, polished, worked, and ironed out... I'd pick the second. (Extra stuff goes best ontop of a refined core game)
Not to say that it it's bad or anything
I follow what you're after in that regard, for sure.
But there's so much potential with what's here
More than people like to admit
Or care to research (in most cases)
But I know to my end, we can employ existing systems with custom assets to really do even more.
Like the existing assets are already good proof of that.
To work with blender for that purpose
It's on my todo list ๐
Better to start now than later
Speaking in regard to myself about that
but also seriously do any of us know wtf is up with the holomap functions? lol
It's a part of the cockpit mesh
I honestly prefer the original HUD
instead of the hologram
or better yet
@cyan oracle you've played about with the holomap a touch, did you find anything more on that end?
I'd prefer some ships with the hologram and some with the old HUD tbh...
Like, I think the new hologram is pretty sick
yeah
But I def don't want to lose the old
personally I agree
I'm mostly mixed on it insofar as it seems way more inconsistent
There was definitely more detail on the old one
- It's iconic to the trailers
I MUST DO IT
more tint on the planets
It's on my todo list actually
Not my current one, but maybe for the Gameplay update I do
Like I dig that it tries to show us some more (in certain respects), but then it lost some stuff in terms of markers (I think) and planet coloration
After the immersion update
I think HG's did it for the style
tbh
It does look really nice and in your face
But I miss the old one
Yeah that's right
The holohud is part of the mesh
I'm planning to work more on it
To see if I can revive the old one
I tried once before and failed
But I have new ideas
Honestly I've been thinking about trying to restore the old one simply due to its higher reliability in some ways, but I'm concerned it may be tied up in some .exe-side stuff like other HUD elements.
Well the look, yes, but the operation of displaying stuff on it...That's a bit more.
sorry, trying to get texturing right for next ship.. I haven't done much more with the HoloHUD or the spacemap..
Actually, I don't think so
As I think that stuff is in
METADATA > HUD
Isn't it Krem?
Don't remember
For the HUD
With the cockpit being part of the mesh
IDK about HUD UI.. my holohud is a regular cockpit scene
I have to restrict view from panning around the cockpit cause the screens will drift off screen if players were to do that
Yeah, personally, I'm only asking about the operations of the Holographic Radar/Map to be super clear.
Like whether we have any idea how it draws up the station & planets in the system.
(& fleets/other flying ships)
Old one
I like the planet display & markers on planets from the old one, but am okayish with current version
@dreamy tulip
Likewise on this. My body feels terribly exhausted, but my mind feels wide awake. This is an every day thing for me, and I have to force myself to lay down and close my eyes or I won't be getting any rest at all.
I guess that's the one where you accidentally pinged me, lol. The other person's name is the same colour, and similar length.
Oh, not sure man. Also... yeah, I mean... I sleep fine haha
It's only when I'm determined to finish something that I am able to stay awake longer
Determination can be like caffeine
But doesn't mean it's a good idea
Just made major adjustments to the depth of field, and some heavy air for extremeweather casual storms
The DOF is still there and noticeable... but it's adjusted better to be able to see more
and the heavyair is now at diff speeds
Hmm, the volumetric cloud heights...Can we adjust those? Not really looked into'em.
OH yeah
Forgot to mention that I adjusted the cloud density depending on the type of weather
alongside the weather effect
on the goggles
Yeah, you can adjust the cloud heights
I've done it
It's a bit tedious to deal with though
If you change it too much it will look bad
Yeah, would imagine so.
I was thinking about if we could adjust them to better curve to/meet the horizons.
The environment globals is the place to look
Even for the curving effect, ya think?
Hmm. I was thinking it may be more shader related
It might be
Needed to fix that hovercraft icon for the basebuild menu
as it was a picture, made a transparent one
Currently designing nighttime atmospherics in real time
W/o messing with the shaders for this purpose... I made the night atmospherics darker with a blend of it being not so dark in some areas dynamically, a subtle height fog and fog, a dark planet looming on the horizon with an adjusted thin glowing atmospheric ring, the sky coloring on all sides are adjusted individually, star visibility increased with spiral formations blending into the skydome and a lot of other stuff going on
Here's a few different times
As a complete aside: you ever dabble with the scan systems much?
I.e. scanrewards/scaneventtables
Was working on them a few hours ago, but they're bizarrely unreliable
For the exocraft?
If so, I have awhile ago
And also some scan related things in entity's
For all forms of navigating, on foot/in-flight/etc.
Yeah, I'm familiar with the entity related side
Cool
I was initially working on making the Signal Booster better scan for specific structures for testing purposes, but the thing seems to refuse to work properly on dead planets.
It's almost as if the dead planets have their own distinct scan table, but so far as I can tell, they don't
Oh, that's interesting
I haven't looked into that
Are you doing so in a global?
The gameplay globals?
And I haven't found a way to limit the scans to a single planet
As in, the planet you're on
Maybe it could be possible to make a custom object, apply certain rules to it in a custom entity and spawn it into a particular biome
Nah, I've been working across the RewardTable & ScanEventTablePlanet, mainly.
Oh, I see
As these are where the Signal Booster draws its functionality, outside the AlienPuzzleTable.
I have not yet looked into that, but I'll definitely do so and let you now if I find anything
Currently running on my last bits of energy
Ooh, speaking of scanning... is there a way to make it so a ship's scanner picks up and identifies all planets in the system, instead of just the one in the crosshair?
ScanEventTable is a little on the edges of that, but when I made adjustments in it, even before I altered the rewards to properly connect (as I recall anyway, went through some rapidfire changes), it affected it.
The scanner emits a circular "wave" like thing, rather than a beam.
So it makes sense.
Umm, not sure of that specifically, but I know we can cut the scan recharge time to make it easier.
My mod does modify the scan SCANEVENTTABLEVEHICLE, and VEHICLESCANTABLE, and Reward table.
But what you're doing is diff
Yeah, so you've approached it in a way too, just through the exocraft.
Yeah
Also
I might've found another way to bypass some custom textures being irritated by the cache
I added a new space plasma texture, and at first it was all pixelated and weird because that .DDS happens to be cached
So, I redirected the ,DDS inside the material to a custom directory
for the new texture
and it's working now
Still adjusting, and working on more custom weather
Need to adjust the particles a bit for this
and the scale
Actually, the scale is better
I'll reduce it a bit
I was also adding animations to some effects as a test
Heh, tweakin' till it's juuust right
Yeah, I was doing that nighttime atmospherics through CE
which was quicker
but this should be a simple change
Also added a subtle depth of field when flying
Btw when you said custom directory above, I take it you mean like CustomTextures or somethin' to that effect?
Yup!
Cool cool
In my case... CUSTOMTEXTURES\SPACE\EFFECTS
PLASMA_CUSTOM.DDS or PLASMA.DDS whatev
Just tried to organize it a bit
Also weird, but sorta expected, ScanEventTableSpace has nothing concerning the planet scan itself.
Probably tied up in a global, if I were to guess
Yeah, that Quav was asking about above
I'll read sec
Like for Planet name/resources
I know that I've changed a lot with the scans with your visor
on foot and in the ship
adjusting distance, recharge time, and a few other things
I had to adjust the distance for the custom e3 scanner in the mod
for that shader
As the default settings made it look weird
I did so in the gameplay globals
Just reduced the scale and amount of particles on the space dust, so that it's still there just more immersive and less intrusive
And added a new plasma texture and adjusted it
A few weeks back I also reduced the opacity of the space particles
So that it's more subtle in vanilla when flying in space and boosting but still there at-least
I started to miss it after I removed it as it's a pretty effect that HG's added
imo
Also made various weather adjustments to several biomes and added some new weather
testing a bit with the swamp fog too
and flettia style rain
and tweaked some things for the barren debris to resemble the IGN footage LOUIL biome as the particles mostly flew upwards
And I adjusted some configuration for the rainweather, and casual lush weather... to sorta match ORIA V
While enabling some other unused weather types through custom scene making
and some other custom mbins
And added some bubbles to underwater, and 34 other custom underwater weather types
Will soon work more on making weather more dynamic. I adjusted some heavyair speeds with the dynamic storms
Finished the custom cave weather
It should make the transition from being in caves to not being in caves more subtle/seamless
Not a fan of the drastic weather switch
Also, adjusted the terrain overhaul a bit more to improve performance
@dreamy tulip Im glad youre doing ok dude. As to the grow moar bug. I can see them in the base blueprint vendor but I'm unable to purchase them. I don't have grow moar installed. Would it be ok to reinstall the overhaul and see if that fixes it?
thanks ๐ and yea, it's about as wide as it is long.. 10x10 in Blender
all vanilla parts, tweaked in blender..
Looks a bit like an X-wing, with the wings closed. I like it.
right, kinda a X-Wing meets Tie..
had a lot to do with the naming too
and the nose/cockpit may look very similar to in-game assets, but they're not.. they came from \models\common\demos\e32015\spawners\shipspawner.scene.mbin
I tried to use the common vanilla cockpit and nose for material purposes, and that's when I noticed the differences
the shipspawner.scene has only a phong material.. which is why I had to improvise with a non-vanilla texture :\
proc colors based on the "paint" palette...
propellers came off a Gantry freighter asset
Um, in rayrod's overhaul, I noticed that the custom ships don't have a cockpit at all. Just a first person view like walking around. Is there a way to add one to them? I don't mind if it's just a copy-paste of an already existing one.
It feels a bit... 'off', without one.
are you talking about ALL of the ships? or the ones without a visible cockpit exterior?
The millenium falcon, for example. Flying in it has no cockpit.
cause the ships without a visible cockpit exterior have a HoloHUD cockpit..
hmmm, the MF has a custom cockpit.. but you should see it..
O.o
No speed, no radar, nothing.
And only running the overhaul? O_o
Weeeirddd, it sounds like you're running my Cockpit Cloak mod, lol
that might be something with the overhaul vs outdated files.. I'll be giving Rayrod all new files once I'm finished with v3.0, so he'll be able to update soon
and that's the other possibility I considered.. a conflicting cockpit mod
cause even my HoloHUD has stuff displayed.. so it's more than just "jetpacking" around blind
Oh, whoops. I removed the custom ships.
Just a sec
Here we go: https://i.imgur.com/f84Q9Yw.png
I don't see any conflicts in there..
That's what I had.
the AI Ship Models is just the AISPACESHIPMANAGER mbin.. the ship files are all in the 500meg .pak file
which is why downloading my MorShips is not necessary if you're using the Overhaul
yea, you wouldn't.. the AI Ship Models.pak is what tells the game to spawn them.. they're still there otherwise, but without the AI Ship Models.pak, the game will ignore them
Ah
w/o the .pak, you might still be able to spawn them with ship spawners (from build menu), but that's it
Okay
only thing I can suggest is temporarily removing the overhaul and installing my MorShips stand-alone to see if you have the same issue..
but I wouldn't recommend doing that with the same save game..
so that might make finding a custom ship a bit tricky unless you have a non-overhaul creative save..
kinda same here.. I have a normal from pre-atlas, but it's fubar'd because of atlas.. so I just play from the creative mode I created to test mods.. XD
Actually...
I need to say something.
The last time I used the new ship models, was with the GoG version I had, and it was uber buggy to an extreme. I bought the steam version, and all the issues and bugs I had fixed themselves.
So, maybe it had something to do with that.
Lemme see if ships have cockpits now.
ah, GoG :\
I don't have GoG, I use Steam.. so that might have something to do with it
but that's weird.. I thought that was just a .exe difference..
Um. Slightly unrelated, but NMS is being really weird right now. It's launching as a window, rather than a borderless full screen.
I even made sure it was set to run as borderless in settings.
Did you alt-tab while it was starting up?
or clicked something else right after starting the program
Nope. NMS was the sole active window.
It's in the browser, lol. https://i.imgur.com/qSKiwrV.png
I'll try minimising everything beforehand.
That did it, thanks. Had to minimise everything.
I tend to click the button to start no mans sky, and then before it even appears, click on something else, and then it goes windowed instead
like typing in discord
so I need to remind myself to wait 1-2 sec so it can start loading
Yeah, I think it's related to how I start NMS. I click on this in my taskbar: https://i.imgur.com/Woiq5ks.png
It then makes whatever was last active, the active window again.
Unrelated: https://i.imgur.com/g8Bus31.png
Found a jungle planet on my way to a station lol. Are those rare?
its just a label, though finding omegon is nice
The Millennium Falcon has a cockpit now, lol. https://i.imgur.com/m4dUkNV.png
So it was just GoG.
๐ค
Okay, here's a ship I had an issue with before, though: https://i.imgur.com/CDjlMsP.png
I wonder...Did you have any patches available from GOG that you didn't/couldn't apply?
Is there no way to make this one have a cockpit?
And no. I found the proper patches, after Rayrod told me I was on 1.3, not 1.38.
Ooh, okay, that was you asking about that then. Honestly couldn't recall for sure
This ship's GUI is all zoomed in and borked, too. Completely unreadable.
@cyan oracle, that last screenie I posted, is there a way to fix that?
@random flint what do you need to view while you're stationary? >.> just take flight, the screens will adjust with velocity..
the only thing with the holohud really is there is no countdown to pulse drive.. something I've wanted to fix, but I have to mess with a weird mbin file to do so..
Oh, um. It's just a preference lol. I'd like a proper 'solid' object console, like other standard ships. This holohud one is mildly unnerving.
lol, it's only for the one ship, no?
it's a game limitation issue.. the cockpit view is essentially a camera FoV which undergoes resulting consequences for player actions..
Eh, okay.
it's been designed to work with the game as best as possible
and no Leon, there's several ships that utilize it
I'll just avoid the ones with HoloHUD. Thank you for explaining it.
Oh, didn't realize you'd applied it to others now ๐ฎ
HoloHUD is on pretty much any ship without a visible exterior cockpit.. IE: Fly-by Cam (drone style)..
it's a concept that the game doesn't really support, so I did my best.. kinda like when I used the reverse gear ratio on NFS High Stakes to create a "Nitrous" effect that boosts you forward at insane speeds whenever you used reverse (because you didn't need reverse in a game where you could reset the car on track with the push of a button)
lol
but honestly.. IDK what vanilla cockpit would go with some of these ships.. like the one in the aforementioned screen shot above..
That sounds like a killer thing to slip into someone's game without realizing, "Just hit reverse, and reorient yourself," "WAIT WHY AM I GOING FASTER AND INTO A WALL?!"
lol, it wasn't slipped in.. it was included with the car's download.. written into the config file.. and I had multiple config files for those that cared more for realistic speeds than arcade fun, no matter how unrealistic it might be..
cause yea, it would be a helluva thing to slip in
Oh nono, I know, just like a beautiful prank thing to do to someone with the game
"Here try it out, it's pretty cool," then if they get in a position that demands reverse, BOOM
lmao
It'd be funny if you somehow "hard-code" remapped the pulse engine key (shift), to instead forcefully eject them out of their ship, regardless of location. They'd get launched into space whilst trying to travel between planets.
^ ship #64.. but I have to still implement landing gear for the HG-X and try to get those side engines to rotate on landing, like the exotics they came from..
@random flint and @exotic violet reading your messages now, I just got home
Something's not right, as there should be a cockpit. I've never encountered that issue personally. Are you using my 3rd person flight mod inside your binaries folder by any chance? @random flint
There's a rare bug caused by a component to it (a part that's not of my doing), in which, on some computer rigs... hitting the 1 (3rd person flight toggle hotkey) can invoke a cockpit glitch.
The zoomed in aspect, looks like you might've hit one of the FOV hotkeys with my 3rd person flight mod (which I haven't tested with Krem's awesome ship HUD yet).
And the overhaul doesn't utilize any invisible cockpits
@exotic violet Thanks for getting back to me. :)
I'm going to look into this issue that you described in a bit. I ported over Krem's Growmoar in the past, but there's a chance that I might've missed something or made an error as I was half asleep when I did it.
Awesome Cherry Blossom shot..
Thanks bro
is that a space skybox or something in the atmosphere?
That's because of their spiral galaxies mod
The stars you see in the sky are the actual stars in the galaxy map
It's pretty cool how NMS renders that
@exotic violet You can find that optional file in Optional Mods > RaYRoD > RaYRoD's Galactic Map Overhaul
no man's sky needs more tiny details like that
Agreed
I prefer to focus on the minor things and the large things
I like things that can be flashy and big and in your face
But
I seek to find every nook and cranny with this game to flesh it out
As time consuming as it is
With all things
Big and flashy things are best built on the foundation of something polished
Heh, none of my work is so flashy as to catch the eye, typically.
I like your mod ideas
They are usually focused on accommodating common requests/desires of the nms scene
And a lot of people may find those things appealing because of that
I'm switching around inventory slots and I've come across "roysmall" "roymedium" "roylarge" and I'm at a complete loss to what this is. It is between the dropship inventory generator and the weapon generator, so I would be guessing...like...maybe pistol-sized multitools?
[5:54 PM] Titan: Basically, the question is, what item has a minimum slot count of 112 and maximum of only 30.
[5:55 PM] Titan: 11***
[5:55 PM] Titan: i just cant imagine what roy could be.
<Property name="RoySmall" value="GcInventoryLayoutGenerationDataEntry.xml">
<Property name="MinSlots" value="11" />
<Property name="MaxSlots" value="14" />
<Property name="MinExtraTech" value="1" />
<Property name="MaxExtraTech" value="3" />
</Property>
<Property name="RoyMedium" value="GcInventoryLayoutGenerationDataEntry.xml">
<Property name="MinSlots" value="15" />
<Property name="MaxSlots" value="20" />
<Property name="MinExtraTech" value="4" />
<Property name="MaxExtraTech" value="6" />
</Property>
<Property name="RoyLarge" value="GcInventoryLayoutGenerationDataEntry.xml">
<Property name="MinSlots" value="21" />
<Property name="MaxSlots" value="30" />
<Property name="MinExtraTech" value="6" />
<Property name="MaxExtraTech" value="10" />
</Property>
@prisma fog it's the inventory settings for the royal/exotic ships..
I guess the issue I was having is that I never heard them termed royal ships XD
Good to know, though. Thanks.
files call them different terms than the players have made for them.. IE: haulers vs dropship
or science vs explorers
Oh yea I knew those ones. But even in game they are labeled as exotic, arent they?
and yea, it's pretty pathetic the inventory size the exotics have..
Yeppers. resetting minimums and maximums.
As well as sizes of the inventory boxes themselves.
yea, in the UI they're called exotic, but that's a different reference value
Okie dokey. Thank you.
the values in the inventorytables are made to match the references found at the bottom of GcSolarGenerationGlobals
which is where the frequency of the ships can be found.. feel free to take a peak at my SMILE/SIDE/CRISPIE mod to compare inventorytable changes, or MoarExotics if you want to play with the GcSolarGenerationGlobals..
LOL.
I'm referencing your mod. I'm not copying it but I want to merge anything I've done personally with it so I can kind of consolidate.
Didn't realize it was you.
๐
Great stuff! ๐
thank you.. LMK if I can help any further
btw, The ship model entity file directly refers to one of the inventorytable entries, which then refers to the size
I haven't tried it.. just barely figured out how to use notepad++ for comparing differences between files
Yea winmerge lets you open two files and then lets you switch down to each difference.
So I opened yours and then the vanilla file.
and then im making the actual edits in n++
Also, unless you mod the exotic ship scenes and entity files, only the medium size is in use at the moment
Oh, good to know.
large shuttle is another one that is not used
what do capital freighters use, by the way?
I'm guessing the one on the left is vanilla and the one on the right is changes you've made to royal thinking it was a multitool maybe? cause the large inventory is capping at 24 slots
The one on the right is your modded files for SIDE
capital freighters have both in the scene file, but the way it's structured, the medium layout overwrites the large..
FreigherSmall is regular freighters, FreighterMedium is capital freighters
But yea the file on the right is your SIDE file
my SIDE has royals capped at 24?!?
Yep. XD
I guess it's time for an update then..
Well hey, I'm glad I spoke up then. o.o
I don't usually get into exotics so I didn't really notice it in game.
actually, I use the SMILE version so it wouldnt make a difference anyway.
let me reload the file just to double check
Also if you are modding it, note that the price is depending on the slot count, and the formula is based on the values put in ShipCostData, you set the price it should have at 2 specific slot counts, and then it makes a curve between those points
<Property name="RoySmall" value="GcInventoryLayoutGenerationDataEntry.xml">
<Property name="MinSlots" value="5" />
<Property name="MaxSlots" value="10" />
<Property name="MinExtraTech" value="5" />
<Property name="MaxExtraTech" value="10" />
</Property>
<Property name="RoyMedium" value="GcInventoryLayoutGenerationDataEntry.xml">
<Property name="MinSlots" value="11" />
<Property name="MaxSlots" value="16" />
<Property name="MinExtraTech" value="11" />
<Property name="MaxExtraTech" value="16" />
</Property>
<Property name="RoyLarge" value="GcInventoryLayoutGenerationDataEntry.xml">
<Property name="MinSlots" value="17" />
<Property name="MaxSlots" value="24" />
<Property name="MinExtraTech" value="17" />
<Property name="MaxExtraTech" value="24" />
Yea i saw those values ket.
Thanks
But here is your base SIDE file, so it appears that it caps at 24 for SIDE
Im thinking maybe it was a simple mistake made from the weapons values since weapons are capped at 24.
yeah those look like the multi-tool values
Regardless, thanks for your help guys! ;D
This is my first time actually editing NMS files myself. I'm more used to modding bethsoft games and Dragon Age.
picked a good starting project.. one file, fairly cut and dry value names..
and ty for pointing out my MT pasted block in the royal ship section
Well, I wouldn't have been able to do it without you. ;D
hehe, thanks.. but Ket would have been along to help ๐
Both of you. ๐
Btw, in case you're a NMSMods.com purist, as they appear to have resolved the issues with uploading stuff there, I've just "uploaded" Atlas Language Assistant, Project Toaster, & Reforested Lush Planets there. They're just redirect links to Nexus tho, so dunno why'd you opt for them over Nexus, but eh. Give me a heads up if you'd prefer I upload files directly there.
For the most part I prefer Nexus simply due to better comment moderation & data gathering (i.e. I can see more accurate DL stats, receive bug reports in a separate tab, and so on).
Ah thanks
wait, so NMSMods' redirects are finally working again?
Yep, on my end they are at least!
TheWrath over in the modding discord gave us a heads up just yesterday, only got around to checking on it when I posted above
nice.. perfect timing for me.. MorShips is getting updated later tonight or tomorrow
Has anyone tried modding in more upgrades? There was a linked post to some old upgrade ideas, some of which seemed doable
you mean like trying to add pathfinder as a whole into atlas?
IDT that can easily be done because many files are incompatible and need to be updated, which is what Rayrod's been doing with his overhaul.. so Rayrod's probably the closest any modder has been to doing that..
Did they remove upgrade blueprints with the AR patch? I just meant upgrades that haven't existed in game but seem like the would work, like a scan time reduction upgrade path or upgrades to the rocket launcher
You could potentially do some of this, if there's a tech entry to emulate and valid structs to employ.
Theta, Tau, Sigma and still in tact
are*
and all trading capabilities are fully functional
but the thing that sucks is that I only got to my third atlas in a 30 hour span
And it probably shouldn't take that long I know
you can do it really quickly if you try, just need to keep warping
the first 5 even gives you 2 free warp cells
there should be 2 black orbs next to the terminal at the atlas interface, that each give a warp cell
Strangely I wasn't able to collect the second one
I've added a mod or two to speed up the process of the game and I think I've only screwed it up more
So it's as simple as copying whatever framework is employed for the existing upgrades and changing values?
You could say it like that
and I've added a mod to clear up the poor grahics
could that also be why?
@random flint you might be happy to know I'm including an optional .pak file to replace my HoloHUD with an altered vanilla science cockpit..
I just have to remake the thing ๐ฆ
@cyan oracle, okay that's amazing lol.
๐ I want players to be able to enjoy the ships they want.. not have to skate around something that could be addressed..
might even be able to do a better job than the first time.. ๐ค
@exotic violet not just value tweaks, unless the line is indicating it will influence the aspect you want to influence (e.g. crafting cost, tech requirements, etc.)
Oh whoa, did you get something a bit like the old radar back in play Krem?
Or is that an older shot, @cyan oracle?
nah, that's just an old shot from back in Pathfinder
hope to have an ingame shot of the revised cockpit later this evening
Aah, okay, thought that might be so
the planet's watching you
lol
lmao
Yo @dreamy tulip, you have a base build anywhere component in your mod, yeah? You calibrate the flattening settings for the various parts alongside it, or...?
@random flint @supple wadi here's the current version:
o.o
Earlier, I noticed Leon mentioned something about an old Radar, and that reminded me of a query I had. I was wondering if there was a way to make the radar more.. "clear", like, have clearer/better information.
not quite the Luminaris Starship you were flying in your screenshot, but this is one of the ships that have the holohud assigned.. so this is the .pak at work
The current one feels sorta jumbled and difficult to read.
the radar is a scene of it's own.. with references for the "blips"
you could redesign the blips.. but I think that's about it
Oh, okay.
I was hoping for like, a minimap thing. Showing actual planets, and ships with proper names.
Not just... blobs.
<.<
might be able to add a XYZ orientation thing to the spacemap, but I don't think it'd orient/display correctly..
IDK if there's a button on a controller for it, but you can target ships with the "1" key on the keyboard.. that will give you a little 3d icon of the ship
ewww terrible pic..
Lol, that reminded me a bit of the SNES days, playing old space games.
Like that one.. um.
Grr
Lemme find it lol
Wing Commander.
lol
it's my Tie Fighter cockpit.. ironically, I never got to play wing commander
here's a vanilla cockpit, targeting a police freighter (that I'm stuck in)
Uh, speaking of freighters... I kinda accidentally warped into one. My ship borked through it, and ended up inside of it. Like, I can fly around inside of its model and see through it from the inside. I can't get out of it, and I can't warp.
.>
yea, I've been there.. with vanilla ships.. it's a bug with the pulse drive not disengaging properly.. you're SoL and have to reload
usually happens when you pulse towards a freighter that's a very short distance away
@cyan oracle that cockpit looks real good
thank you ๐ working on trimming down the shuttle one now so I can fit it with several ships from the mod, such as the pelican or the Kremit, but that science explorer one is probably what I'm going to use for Astroman & Starman
thanks man :).. also, the shuttle makes a pretty cool cockpit for a fighter afterall..
but the screens are a bit hard to see when stationary.. but you can pan around the cockpit like Vanilla..
i broke things
unless the inventory.mbin is insanely huge.
it's been running mbincompiler for like 2 minutes >_>
oh nop it had an unknown exception and never popped up cmd
yea, you prob broke the exml
usually a syntax error.. like a missing/added " or /
maybe a misspelling/typo
Nope, wasnt me.
Was going to reference a mod but for some reason it didnt like the mbin file.
so just gonna tweak as I go through the 70000 lines.
lol
love dat find tool
the inventorytable.mbin shouldn't be that big..
It's that big
70k lines?
Yup
I had to read 11 million lines of xml
in totality
To get inventory and ui related things the way that I prefer
It's painstaking to go through
ah, I'm thinkin we're talkin inventorytable, since that's what you were working on yesterday
UI content correct?
How many people were in this discord before every1 got scammed
Yea, I'm looking at the width/height of the inventory boxes themselves
Let me know if you need help with anything
Still working on this E3 inventory, working on Textures with Stoian as well
Trying to work through this file is a bugger.
Yeah
It's best to know what you're looking for though
The width/height of the inventory boxes I believe are in the inventorypage as you said
I guess there's a different output for each slot
You will need to adjust every single one of them
yep
i wish i could edit this in realtime so i can see wtf im doing in terms of ui
oh?
As there's just too much to do
Yeah, I adjust UI content in real time with cheat engine
Ohhhh. Thats a good idea actually.
After remaking/configuring UI content through the executable in real time to remake the modernized E3 2013 HUD over 605x, several texture edits, and with much help from Stoian/@flameblind for the new refined HUD textures. The nightmare's over. We also got a glass effect working
https://twitter.com/RaYRoD_TV/status/968531917242028032
I assume if I set the width and/or height to a specific number or decimal i could edit it specifically? or am I way off with that.
Gonna check my file quick
kk
It's not in the inventory page
I just checked
Will find out which file it is again
It's the Inventory.MBIN
Sec
For eg.
This is the vanilla slot one on the left compared to my modfiied slot01
The same applies to all of the slots
Perhaps you could try adjusting them to your liking and play around with different dimensions
The Inventory mbin?
well im using the replaceall for the slots.
With CE
Units?
width and height value
bits?
well guess it would depend at that
can i just steal your measurements there so i can see what it would look like for me and tweak from there? XD
I hate myself to no end right now.
I reverified cache before doing this and forgot that it readded disablemods.txt
:L
i replaced them all with n++. easy to set them up to replace all the box01-box48 values
slot*
fixed the gaps on the sides of the floor..
By the by, I had a bit of a dumb realization that, honestly, we should be exchanging .exmls more than the compiled results.
Among modders, that is.
Yea, that's true ๐
I just did something in my mod but i dont remember what it was.
:L
uhhhm...
ihml
Heh, hate when that happens. Ctrl+Z usually helps review it...Somewhat.
lmao
smashes head against wall
it was in the defaultreality file...
OH. I changed the shop limits.
XD\
you what
lol
I deleted the comments cause I figured out what I was going to do for the 4th shot..
I'll shoot a blender render and overlay text info about model author/artist and geometry details..
honestly I only ever used SMILE becuz it was da best.
lol, little.. compared to Rayrod's overhaul.. but it's still ~280 megs on it's own
.<
Aw, yeaah, we're caught when it comes to those. =/
awww, wife just told me Stephen Hawking passed... โน
Sad day...also, you're old enough to be married?
Just completely redid the weather rules for all biome types in hex for fun
A lot of changes
That seems...Hexcessively unnecessary
Buut tweaks may be interesting, so there's that from it at least ๐
Hahaha
Yeah, doing so for practice. Most of the files in the mod I did via hex w/o decompiling at first
I mean, maybe I'm mistaken here, but hex editors do their best to sort of translate the data, but you're still flying a bit blind there, no?
Sometimes, but by the time that I got to the 4'th file I started to recognize everything by memorizing the patterns of how the file is structured with it's values
Yeaaah that still seems wildly unnecessary to me
It will be useful when it's mandatory haha
Depends on the extent of the changes tho
Yeah true
It can be really tedious with hex
But I'd likely be willing to go for it, if it were mandatory atm
we'd be better off learning C# & helping update the compiler, lol
Yeah, doing that on the side
I still want to get better at hex though
Perhaps mandatory isn't the right word
More-so did it for the challenge and practice haha
Yeah, followed that. Good for a bit, but far better to figure out how to further RE the program being studied & create software to do heavylifting if possible, seems like
๐คฆ
Please consider my request.
Second one, that's JonTron, no?
..yeah, I see that could be problematic
Not sure if I would add the first one
Yeah, that's the only reason I dislike it
I mean it's funny, but people might complain about it xD
Fawn Murray?
LOL
First one is silly fun tho
Well, maybe then
I was doing like a series of Murrays, like Lawn Murray, Yawn Murray, Fawn Murray, Jon Murray and Gone Murray
lol
Lol, was wondering why even the Jon one
Sean MurRay?
Tbh he has such a stereotypical YouTube face he put me off for some time
๐คฆ
Very good
I like the antelope more haha
lol
If I were Sean I totally would have pulled a Yoko Taro for public appearances
I'd take a drink for every dumb shot I came across till I died of alcohol poisoning personally
dude, if you're going to put more pics of Murray in the game, you need his brain explosion gesture..
and maybe it would be cool to put a pic of Hawking in the overhaul?
๐
It's really hot here
Just set a palette for extreme storms on the scorched biome
So that the clouds will turn a fiery blackish red, with red heavy air. Also, adjusted the skies a bit
The blue forest
Randomly landed here
the last few kinda look like a colorful Australlia
Oh, I see. Yeah... didn't expect to find this haha
But I like it
This one was a mini forest
Your ship is there
It's a forest of tiny trees
was that a crashed YT-2400?