#nms-modding
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I found an opening, with a cave above ground. It's the terrain overhaul
Btw, I really like the kremit ship that you made
With the vanilla assets
It looks like it's from HG's
Wait, I think I mean the HG-X
Yeah, the fan spinning is nice too
my favorite blend.. wish I would have reserved the name, but I think HG-X is more fitting for it anyways
My ocd couldn't handle the disorganization of the previous pic of the inventory haha
lol
Really neat use of nms ship part ๐ @cyan oracle
thanks ๐
Still working on it, but I'm gradually replicating E3 planetary atmospherics and assembling templates out of them based off of images seen in the trailers. I'm also documenting a few things within a few structs. Once I assemble a bunch of templates, I'll write a quick python script to leave most parts of the template static, but some things will be procedural within a certain value range to ensure beautiful consistency. All times of day will have their own unique visual kind of aesthetic. Currently doing Vesta Prime.
https://i.imgur.com/mwg0Ej4.png
lmao.. fan art? or Pride Rock?
What's a pride rock? Haha
I did lots of others
But this is the one that I just finished a minute ago
Got the E3 planet called "SPEKIRA II" atmospherics down
going for that Heavy Metal homage.. I think I got it?
also, that last biome looks REALLY HOT @dreamy tulip .. I mean quadruple digit Celsius HOT..
Hey, it was haha
Cool pic ๐
@cyan oracle
Also... I found a really pretty planet with the new atmospherics that I just made
Really don't want to leave this planet
I'm actually upset lol
No Man's Sky: RaYRoD's Overhaul E3 Atmospherics + Fan Art Atmospherics
am still heavily working on this next update and have never stopped. :)
``Today, I was looking back at pre-release screenshots and trailers and replicating the atmospherics from them. I'm aiming for that classic E3 2013 nostalgia, while some planets are aimed to resemble later on displayed pre-release footage, and others modernized; or modernized with my own touch.
The custom ship used in this video is a courtesy of Krem which will already be included/optional with the next release of RaYRoD's Overhaul, and also his "Moarships v3.0 mod".``
I am still heavily working on this next update and have never stopped. :) Today, I was looking back at pre-release screenshots and trailers and replicating t...
I've been told you have played NMS for 10 000hours @dreamy tulip ?! Is that true ?
@dreamy tulip what is exactly different regarding atmospheres?
@junior furnace more likely he's researched NMS for 10k hrs..
I'm sure he has a decent amount of play time, but I fail to see how he could get 10k hrs of play time while still devoting so much time to modding and learning the game mechanics.. tho I suppose with cheat engine running NMS in the background.. tho that's not really "play"
@royal bear It's shown within the video, and I wrote about it in the description and also further above in this channel
@cyan oracle @junior furnace
I have not played No Man's Sky for 10,000 hours.
Many of the hours that I've spent on NMS has been for coding and scripting things for NMS, real-time executable hacking, bug fixing, refining various aspects of my projects, adding content and new mechanics to the game, alongside other various forms of research within certain game mechanics... and the engine in general. A lesser amount of that time has also been spent playing NMS.
Most of my time is actually spent outside of the game creating content for the game and also seeking to fully flesh out original base game content.
So, in totality, I'm a bit over 10,000 hours of working with NMS since early 2016... while toggling in-between other non-NMS related projects that I work on, on the side. A portion of those hours actually goes to time that I've invested in planning ideas of what I would like to do potentially do with No Man's Sky after it would be released, in early 2016 as re-working games is what I do for a living as a hobby.
Stean currently says 3395 hours, there's also Steam offline that I've played, GOG that I've played a lot on, and PS4.
More information about that here:
https://justpaste.it/1i73m
interesting text ! spending 15hours a day to mod a game is absolutely incredible. I'm impressed ๐
Thanks man! Although 15 would be reasonable... I've had a bad habit of working on it extensively for unnatural times, which has caused me illness, bloody noses, shakes, headaches, pain in my eyes, panic attacks, and has almost physically killed me several times... trying to finish the project. Within often 24-hour, 48-hour, 72-hour durations and one time I worked on it for a week without sleep (won't be doing that again).
I'm far from done, but I've started to get a better sleeping schedule.
Look like non sense to me, but ok
My mind perseverates on the things that I work on and I try to accomplish a goal that I have in mind before trying to rest, because I find myself still locked in on what I've had in mind if I'm not done with it yet or satisfied with what's done so far
I sometimes wake up from my sleep because of that
don't think that worth it, but i think i understand why you do so
Yeah, it's not worth getting sick over a fan project
It's a dried out forest
Ancient Forest Biome
This one was procedural, and it generated in that way
Neither here nor there, but I feel like the word you're looking for with "perseverate" is more fixates (to put it lightly), obsesses (to put it perhaps a bit more heavily).
Um, out of curiosity... is it possible to find an earth-like planet, or would that require mods? If it's the latter, is it already in Rayrod's overhaul?
Earth-like, meaning proper trees with leaves, and other earth plants like ferns, and stuff.
You can find that even in vanilla, yeah.
Matter of finding the right lush planet with the right conditions
You can also find likewise in RaY's overhaul, but can't speak to the odds on it given their many biome variations introduced
Hmm, okay. Thank you.
The alien stuff is neat and all, but I've been craving a planet that feels like earth.
Worth noting it won't necessarily have continent-esque landmasses to it (NMS vanilla typically generates series of archipelagos or flat out islands instead)
But in terms of your classic water, land, grass/ferns, and trees, totally discoverable
Is that sorta thing considered rare, in vanilla?
classic water, land, grass/ferns, and trees
Eh, not too bad no. But finding something that strikes your fancy can be hit or miss with it
Mmhmm! You can be pleasantly surprised!
@dreamy tulip, what graphics settings do you use to make the game look so good? Playing in max settings on my screen, stuff looks so much cheaper and like it was run through a poor renderer. Textures never look as high resolution as yours - even with that 8k texture pack.
Your screenshots are always amazingly good looking.
Plus, my gpu runs at 80c+ if I run in max, even at 1080p...
I feel like there's something I'm doing wrong lol.
Lol, @supple wadi. The first planet I land on has actual trees. The planet itself is kinda post-apocalyptic looking, though.
@random flint I'm running all maxed out, only in 1080p with my latest private test version
I'm also working the atmospherics more
Oh, okay.
Also, please scrap the 8K texture mod
The latest test version has some 8K textures incorporated
Without that loading delay
And huge drop in performance that occurred on rare ocassion
Yeah, I stopped using that when you told me to. I was mentioning it because your screenshots looked better than my gameplay did when I was using that.
So it's still there, just better
Yeah, I dunno
You have what I have
and it looks like this for me
I am still heavily working on this next update and have never stopped. :) Today, I was looking back at pre-release screenshots and trailers and replicating t...
Unless, you're using an outdated version... not sure
I know at one point some stuff got messed up
But it should be fine now
I haven't updated the test version with the new atmospherics that I'm still working on
But it's been updated recently
heavily
Maybe give that a try
Um, I'm still using the one from the last link you sent me.
Link doesn't change
Oh
When I update it
I didn't realise that, sorry lol. I assumed it was always a new url.
No problem at all ๐
Oh, so I just ported over the E3 planet's SPEKIRA II's foggy rainweather into the dynamic weather settings. Excited to see how this turns out ๐ฎ
SPEKIRA II from E3
RaYRoD's Overhaul
The second pic is from last night, where I replicated the atmospherics from that E3 picture... however, I just upgraded it a tad bit and applied it to dynamic rainweather... when a certain storm degree it should kick in, and intensify a bit with the rain and the fog, and the lighting.
Time to do this E3 pic now
o_o
I really wish I knew what I was doing wrong, so I could make my game look like that lol.
The video you linked above is far better than what mine looks like.
As are the screenshots.
Lol, yikes. The current updated overhaul file is 1.1GB, whereas the one I had was only like 560MB still. That might be why.
Just finished screen card #44.. 20 more left to go.. :\
@dreamy tulip, do you know what this creepy glowing egg thing is? It's not interactable, and it won't show up on the scanner at all. The mining laser will 'hit' it, but nothing happens lol.
I asked in #no-mans-sky, but Leon said since I'm playing your overhaul, it would be better to ask you lol.
That aside, assuming it's not just a glitch, may require a certain tech to mine. Alternatively it may just be: "weird glowy thing for ambience"
also sorry if came across as rude in the other chat. not really sure how many in that channel play with RaY's overhaul & would be able to clarify for ya
No, it's fine lol. You were right anyways. Here's another screenie, with two of the scary looking monolith things in it:
They're massive. I've never seen anything that large lol.
On that same note, would it matter where I'm located in the "universe"? I sorta spent like 10min and zoomed out of the galactic core, to the outer rim of the universe, to where my tracking dot thing was outside of the circle. It said like 800k lightyears away from the centre:
Would bugs happen outside of it, more often? Or does that not matter?
Can't say I've read of too many issues on the outer edges
Okay
That's just a glowing prop aesthetic
nothing important to it
they're rare, but can spawn at times
Oh, okay lol. It's really neat looking.
This system I'm in only has this one dead planet, with these scattered all around it.
And about the tracking dot... that's just what happens if you go out of the galaxy
Here's the address, if you want to see it:
Those egg things are everywhere on the planet.
blUe
dabadee dabadai
Looks like my underwater locations work
Was a random test, will do a lot more with it later on
water texture break 
Haha yeah, wish NMS didn't do that ๐
It tiles textures
Gonna delete that image
Bothers me to see it xD
... wot?
damn @dreamy tulip some excellent work.. I think this screen even looks like a E3 teaser shot..
awww, I know you could do something that looks E3 teaser with the E3 biomes you're recreating.. I think you just need the right placement/location..
I would think so :)
I mean, I eventually plan to create everything there from the biome in that scene. Including those superformula rocks. But... I was more-so focusing on the lighting/atmospherics.
How are your cards coming along?
eh, the blender renders were coming along okay till I got to the Shuttle Type 9.. turns out it was a pretty broken mesh from my early Pathfinder projects, so I've done my best to patch it up and now I'm finally ready to get back to the cards..
Shuttle Type 9 mk1:
Mk2:
I still need to make additional proc files for alternate AISPACEMANAGER .paks.. want to do one with everything, one with only MorShips/no Vanilla, and then one with Vanilla + the few Lore ships in the mod (IE: Night Stalker, HG-X, Holocom Ship, Kremit, Krant, Phoenix and Reapers)
just finished all of the blender renders.. which means no more finding small fixes and adjustments.. which means I can focus more on the screens ๐
still have to collect the data and do the photoshop work for the info tile.. then make the cards for 19 more ships
lol, yea
I'm soo over this already.. just want to be done
what started as a fun, creative, "little" project because a 3 day JOB
Mesh needed a bunch of reworking, I take it?
a couple of them.. but a lot of it was reconfiguring materials for rendering in blender and setting the lights and camera..
a lot easier to just point and shoot like in photo mode of NMS
the other chunk of it is all the typing and transforming and blending in photoshop
Huh, that's a metallic texture look I haven't seen in awhile
also a bit time consuming to keep loading the game each time I switch the shuttle proc to a different ship.. luckily I've got all those .pak files made already..
closing in on the last of them tho ๐
Just got back
Ended up getting a new phone
Currently adjusting the planetary info from space
By the by, if you're still about @vagrant iron, just thought ya might like a heads up that your AnnoyanceKiller mod's in need of update. I suspect you're already aware, but just in case ya weren't
Hrrm, the black font could prove problematic in some systems with darker space around them
Gonna test a bit and see, I might add a subtle glow or outline
Yeah, would be killer if there was a setting for adaptive inversion or something to that effect (see: Microsoft's Windows Inverted pointer option in Mouse Settings).
Yeah, for sure
wh00 h00!! #64 done!
๐
Yay ๐
Looking good Ray!
Wait is that the E3 crashed freighters
There are also crashed freighters as of Atlas Rises, but given RaY's fixation on restoring prerelease stuff, could also be that
@dreamy tulip I picked up a gaming laptop yesterday (up till now I was just on PS4) so was able to give the Overhaul mod a spin! Looking good my friend ๐
Wow, that's awesome. :)
Congrats! ๐ And thanks.
RaYRoD's Overhaul, a few random screenshots from my work in progress "Immersion Update" which will be like the v10 overhaul, overhauled.
@supple wadi @hazy fulcrum Crashed E3 freighters they are. ๐
"v10 overhauled, overhauled" haha
I am still heavily working on this next update and have never stopped. :) Today, I was looking back at pre-release screenshots and trailers and replicating t...
Ohhh nice! Think I'll have to fire my settings down a little bit, but it's looking great! Now if I can get Ps4 controller working with it, I'm stoked haha
You can download and install "DS4Windows" ๐
Yeah, I got that! Seemed to work good with some games so far
And play via PS4 with USB or bluetooth
Didn't try it with NMS yet
Oh great
Yeah, I play with a ps4 controller haha
Legit don't know how to use a mouse and keyboard
Haha, that's how I feel with a lot of these games I got into. Normally I just play simulation/tycoon games on PC which is all arrows and clicking ,so I'm good with that haha
Do you get PS4 ingame prompts or Xbox? That's what through me with another game I tried last night haha
Amazing! Gonna try it. Probably tomorrow. I've a dinner to go to in half an hour which should be good but I wanna play with my new toy lol
Haha what did you get?
It's the samsung galaxy s9+
It just came out yesterday
Switched over from my Iphone
๐
Nice! I've got the Samsung Note 8 ! Nice phones!
@dreamy tulip The E3 diplo, was that an unused game asset or did you model it yourself?
I wonder why they did not include it? ๐ค๐ค
Been watching these "car" pics ...and I just crack up and smile thinking....man when people can make stuff, they can come up with some crazy weird shit! And I LOVE IT! @cyan oracle
Yeah not super familiar with the model, but I know the one you are talking about. It looks like it but without the sword? Didn't it have a sword originally...dunno.
What kind of car is it? Like a thunderbird or something? LOL
It had no sword
The prerelease diplos aren't as proc-gen (unless you make'em so anyway), yeah @dreamy tulip?
yea, I think the prerelease models are pretty static, IIRC, Rayrod did a lot of playing with the different files to create some creatures too tho
Yeah, my thinking is that they didn't set aside time to redo them to be more proc-gen and so left them out due to that
Same basic reason as with some of the cut/unused structures from prerelease
@steel crypt thanks man, the Starman was a request following the FalconX launch.. and many players were talking about the 1st gen corvette from the animated movie "Heavy Metal" and I thought that'd be perfect for the retro astroman that's in the vanilla files..
@supple wadi what I'd like to know is why they did away with the details in the texturing..
it's like they envisioned a really nice, polished, product and then half assed it with a single pass of sand paper
I'm guessing dissimilar to what they've been putting in with Path Finder & Atlas Rises?
@supple wadi Hi, I think that they created those creatures primarily for showcasing. They also look a lot better than most creatures in regard to quality. Although those models are static, they have quite a few different individual model variations.
https://cdn.discordapp.com/attachments/215514674869829633/424720554780524564/unknown.png
what a boring planet...
Just redid all terrain from scratch for the 11'th time, and ported over E3 terrain and E3 terrain seeds.
And combined terrain from all versions of NMS after porting it to AR format
grrrr, spend all weekend making screen cards for my mod and I can't get NMS Mods to save my screenshots to save my life..
F12 works good if you're on Steam
Also did 36 more procedural underwater biomes, procedural cave biomes (Darconizer granted me permission to add his, but I polished up a few things and did some of my own as proc caves was already on my private todolist for the next version. This way it's compatible, procedural underwater buildings/locations, procedural e3 buildings, crashed freighters, crashed underwater freighters.... More E3 atmospherics, Inventory adjustments, better blending in-space planetary information colors, infinite space color variety within systems, procedural space object debris, more overhauled space activity, my ecology overhaul v5.0, and lots more yesterday
lmao, I know how to take screenshots.. but getting NMSMods.com to update my mod after uploading them is a different story
I'm pretty sure it's timing out
Ahhh yeah
That site is super slow
At times
Now that the voxelgen is rewritten with the E3 with all NMS versions including E3 configuration and my terrain overhaul ported, it's time to replicate the E3 heavyair particles shown based on the trailers, and all pre-release footage
yea.. got nexus updated tho
And to finish up the custom weather
Oh, I'm also testing something that may allow me to run multiple terrain files at once
I'm also studyng C#, C++, Python, JS, and getting more familiar with Hex on the side.
Doing a lot at once xD
But at-least my massive todo list is almost completed
But I need to send a few things to Stoian
As we're not done polishing up out custom E3 inventory
And I might try to get the unit count onto the new E3 HUD that we made with the dynamic glass effect
But I have to say, that the E3 trailer atmospherics that I made from scratch REALLY changes the vibe of the game
Basically, I've been looking at the trailers and grabbing stills from them... then re-creating those scenes/atmospherics from scratch in real time... prior to implementing them into file-based templates. Each one takes a few hours to refine, but it's worth it. Once I get those templates refined, I've been utilizing the bit of python that I've learned to write individual scripts that replicate the relevant struct for what I'm working on... while keeping most settings in that struct default, it's adding billions of variants for key components within a certain value range (but using those E3 templates , fan art templates, and also vanilla templates, and other atmospheric templates that I made as a base). However, I configured it in a particular way so that the E3 atmospheric templates are more-so common as they are super aesthetic, alongside the proc E3 templates that vary very noticeable, visually, with proc fog and heightfog colors and different kinds of lighting and other things.... while coinciding with the 600+ handcrafted biome palettes that I made by adjusting them in real time.
Still working on the NMSMods.com release.. but due to filesize, it'll just link to this download anyways:
https://www.nexusmods.com/nomanssky/mods/561
I think these are pretty close
With Krem's Moarship's E3 Drone Ship (Courtesy of HelloGames and Krem)
the 2nd one has a bit more green in it, but I don't think that's a bad thing..
Okay, thanks! ๐
The missing sun isn't an issue, I just had to force it to nighttime to make that template
and IDK about the RGB decimal values for the palettes, but I had a heck of a time dialing in on a yellow, orange and red for the Starman car.. seems like the game wanted to shift my hues and make it's own colors
Which is why the sun was missing, but in-game it works with the sun
Yeah, it's really tedious
Well
It's more tedious for the atmospherics
actually
As I had to work like 8-10 different palettes
With different adjustments
But I used the actual pictures to get the RGB values and do a tiny bit of math
But the thing is...
That you have to know where to implement it, and it requires improvization
and a bit of research on what does what
But man...
It's worth it
Huge difference in everthing
But imagine like 400 templates
Any picture will do
Fan art, concept art, a picture of outside
E3 pictures
A random NMS screenshot on google
can replicate it
What did you have to do for the Starman?
I haven't messed with that via the ship files yet
Hello Ray. I was wondering if I could check out the newest overhaul version? I've been away from NMS for quite a bit and I'd like to test some more.
for starman it was just trial error of hue adjustments to the dds files
but when going for an orange, I would get a yellowish-orange.. I had to make it a red-orange just to get orange.. my yellow starman IS an orange.dds for all intents and purposes..
it acted really weird with that range of the color spectrum, and only that range
Oh nice, that's interesting.
Nice work.
@echo oxide The next update is almost ready
Shouldn't be that long from now
Sweet
Oh nah, I'm excited for it
very much
the next update
but
I'll release the next version as soon as it's ready
waiting is not really wise with mods.. never know when NMS will be updated.. heck, I just finished MorShips v3, Rayrod's closing in on completing a large overhaul of his overhaul.. so I'm guessing another ~4 weeks till NMS update XD
There is just so much that I'm doing
On a large scale
And my enemy is time
Because
The transparency on the HUD was quite well done
I work as long as I have energy to endure
Thanks
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 @flameblind for the new refined HUD textures.
https://twitter.com/RaYRoD_TV/status/968531917242028032
That you mean?
Also, Oppressor11 took that snap
It's also fairly large
The amount of content that I've made for it is at 1.03GB
After the past 2 months of working on it. I'll only be pushing out significant updates from here on
FINALLY! Only took 20 minutes to upload screens one by one and gradually update the mod page as I go..
https://nomansskymods.com/mods/morships-for-atlas-rising/
lol, thanks
feels like it was more challenging to update NMSMods.com than to make the mod XD
yea, I used to use it solely.. but it can't handle MorShips.. it's Kung Fu is no good
Despite the commonplace vulgarity from trolls, no moderation, slow download speeds, and other stuff lol
And the site was down a lot when I used it
Yeaaah, it's definitely been more technical issues that put me off from it than anything else.
ah, yea, all that stuff too
so far, I've only blocked one person on Nexus tho.. that was a sad day
I appreciate that they're trying to compete with other mod aggregators, but they have a lot of work to do on that front
Ah, I see
Haven't had issues on Nexus
Fortunately
Oh @supple wadi
I managed to get
Oh no, I dig Nexus a bunch
The white outline
Very subtle
So it shouldn't be an issue with the darker systems anymore
I feel like it blends in more
๐ Cool stuff. Hazard/multi-tool stuff hold up pretty well without, or is it there and I'm missing it?
Also regarding waiting for updates to make/continue modding, kinda sad that a few modders are doing that.
We literally have no ETA on the update, so might as well continue doing stuff in the meantime
I was referring to the planetary HUD information from space. ๐
I'll take a pic in a few min of it
But in regard to the Hazard info with the planet name workaround on the top left...
Seems to be working great without it on the bottom left
And the visor shows enough info I believe
from testing
Nah, I followed! I was just asking if the hazard & multi-tool text was showing pretty well without outlines here & there. Or if you had applied that to them too just in case.
Aah
So, when a lush planet rains... it will now dynamically replicate the rainstorm atmosphercis of SPEKIRA II
At this time mark:
https://youtu.be/0APP5WcX8v8?t=33
No Man's Sky is a science-fiction game about exploration and survival in an infinite procedurally generated universe. This is just a tiny sample of worlds yo...
@cyan oracle Really digging the larger reaper
On an unrelated to fog/atmospheric stuff, was talking about this over in the modding server, but after some more testing around with the scanning stuff, I'm pretty convinced they've borked some stuff up with that with Atlas Rises (or at least, I didn't run into it as much with Path Finder)
It seems like planets with a higher structure/building density can sometimes throw off neighboring planets' scans
I was looking in the scaneventtableplanet and space last night
Yeah
I'm not sure yet
I didn't try anything with it
But it definitely looks interesting
I'm not entirely sure how that's being set, but when I trimmed down building density settings for the neighboring planet that was interfering, I was able to get some proper scans in on the planet I was trying to navigate
I'd really hope they aren't doing something weird where the buildings sort of overlap to create a larger scan area for our scanners to work through or something ๐ต
@dreamy tulip thanks. still not big enough to put landing gear on.. but maybe that'll be something for v3.1.. personally, I like the new mesh touch on some of the ships..
Ooh, that's pretty cool looking
it's even better without the white mesh on the inside XD
๐ฎ I was thinking that little meshwork thing was what looked cool? ๐ค
i'm confused now, lol
It's dual-layered meshiness?
lol, if you look closely at the pic, there's an outer mesh, the glow effects and then there was a mesh effect inside the glow
I removed that inner mesh cause it was just glowing white and making a weird underlay
Oooh, well the dark mesh looks cool, for sure!
the only qualm with the current mesh is from a distance, it doesn't tile quite right and you can see lines.. but it still works pretty good IMO
thanks ๐
looks really sick with the UVscrolling texture behind it
lmao, the weeds are taller than the diplos.. they must be meat eaters..
and gardeners aren't walking in to become an appetizer..
Haha
They are actually strands from the unused "Ocean" Biome
But I made them a bit tall yeah haha
Well, they can be at-least
I can tell they're underwater stuff.. I was going to say landweeds as a pun of seaweed.. but landweeds are just weeds... soo...
but yea, I see the spongy spiky anemone in the BG
It's one of those rare moments
Oh yeah
It's one of the beach multibiomes I did
But man
That diplo is majestic haha
If only all creatures had that kind of detail
yea
that's what I was talking about earlier
that diplo, the E3 rhinos/dinos..
and I'm sure it's just bump mapping.. but omg, it looks soo much better.. and if it's just bump mapping, they need to get their artist back..
O_o I feel like I'm missing something
the diplo screenshot 9 min ago?
To me it just looks like a proper scaly texture compared to other creatures we see that look reptilian but without pronounced scales
Alongside the other ornamentation here & there on it, ofc
but that detail looks like it's created from an underlying bump mask.. not physical mesh shape..
similar to my luminaris ship:
I've discussed it over on the subreddit, but I think it woulda helped a fair amount to try to better delineate the creature types so that the assemblies could have better specified details without worrying about awkward texture clashes between parts
is a better shot
Ah, yeah, that certainly is. First shot I was having a tough time seeing what you were trying to describe
that's either the bump mask or the normals.. I'm not sure which
But yeah, I feel like you don't see similar skins on more reptilian creatures because there simply is no (outside of dinos, anyway) separate terrestrial lizard type
but they could do scales on fish.. and the bouncing blobs with the cucumber legs could have some detail.. as can the crabs/spiders
and the antelope creatures would look cool if they could make them look furry..
The antelope thing throws me since there are totally some creatures with manes
So like, they know how to make the stuff, lol
Which the same may be side of the scales, obviously, so it's like whaddya up to HG
yea, IDK.. I think it might be a change of staff.. for whatever reason, they don't have the artists that were doing what HG's no longer doing..
well, off to bed.. night guys
Later Krem!
the next big thingโข
o_o
I know it sounds repetitive, but your efforts really are appreciated. I don't feel like I (or anyone) says that enough.
^
Thank you for the kind words. ๐
This biome is somewhat luminescent, but I bet I could do the one from the portal trailer in full
Just created 42 procedural cave biomes that can all be different every single time, never overkill, always blend in with the biome type with its palette, and not break immersion. (not to be confused with the few cave biomes made by my friend who made Darconia). Mine is different. I've also ported all unique cave biomes from all former versions of No Man's Sky and made alternate variations of those too. The cave biomes can also mix in with regular biomes and create a multi-biome effect.
I've done the same exact thing (with unique assets) for underwater biomes. There's about 36 of those as well.
No Man's Sky: RaYRoD's Overhaul is now at around 11,000 handcrafted, yet procedural biomes with various rules and algorithms... alongside other biomes that can generate inside of biomes in general, and various kinds of multi-biome effects.
I've also re-done my terrain overhaul for the 14'th time. I redid it all of these times to ensure near infinite terrain variety. I've also ported over E3 terrain, and terrain from all former versions of NMS to be added on top of my terrain overhaul. I am also testing a method to load multiple unique terrain files at once.
Those are a few things that I did today.
o.o
Interesting
More than just interesting. I don't have any words for it, without repeating the same stuff I've said a million times lol.
It's bloody amazing.
I just think it gets annoying to them, to keep on saying that. Maybe I'm assuming too much, though.
Thanks for the kind words and support
It's not annoying, I am glad that you like the progress that is being made.
I'm very curious on how you go throughout your process you crank out so much so fast it seems like the work of a god
In a poetic sense
it seems like the work of a god
`100% agree.
I've spent a majority of my time awake studying the files and working on things since early 2016
Even before there was a compiler
But it's just the beginning
It's not just quick - it's extremely high quality. I'll say it again: You don't get enough praise for the time and effort you've put into this overhaul, and the time and effort I know you'll continue to put into it.
Idk how else to put it, so again, I'm sorry for being repetitive.
The motto is quality over quantity, but who says that we can't have both ๐
I'm aiming for consistent quality in quantity.
the other part to this is that RaY has quite literally obsessively worked on much of this since release
to inexplicable degrees at times
the handcrafted planet made when the game just launched was amazing
ray also filled it with crazy sentinels, I believe
wat? Maybe you're talking when debug stuff was still accessible, but same time, even saying "handcrafted" with regards to any NMS planet is off
the different settings and object placements and the like may be handpicked but much of it is still generated and placed by the game accordingly
@dreamy tulip d'you remember the handcrafted planet? You had it on your channel for a bit, I believe you took it down
Yes
Yeah, a few people and I were trying to create a custom planet
But that was different
In mid 2016
Was drastically different than what I'm doing
But a debug global did that sentinel glitch
Do you still have that video?
Nah
"early 2016"
lol, early in relation to release i imagine
He told me a few days ago that he was working on NMS before release, planning what he would do with the game when released
Just waking up ๐
Annnnd yeah, @supple wadi understood what I meant. @obsidian tree as you did
The game released on August 9'th for PS4 and August 12'th for PC. Perhaps mid 2016 is a better way of saying it. I meant early release... as I was thinking of the year 2016.
However, what @junior furnace also said is true.
Re-working games is something that I do for a living, actually. I did the same thing with MKvsDC on PS3, GTA V on PS3, alike NMS on PC.
I've been very well known in those communities as well, and people still use my work on the PS3 version of GTA V. I'm planning to port over my work to the PS4 build of GTA V... now that my friend from the past who also wrote one of the first on-screen "mod menus" like mine, in low level assembly with has it on PS4.
I also worked on those projects for absurd durations as well
However, loading up with GTA V on the PS3 build was the worst. It would take like 13 minutes to load into the game with it... but that's "If" it was going to load after making modifications to it. lol Then again... it would also load up at times, and eventually stop working/freeze if there was one issue.
12 august 2016, not 16
Thanks, just edited the text ๐
So, apparently.... loading up all of my terrain overhauls at once is working. I'm running multiple terrain files.
Will be included in the overhaul immersion update
Got the different biome files to accept unique terrain gen settings? ๐ค
What does that mean? All terrain versions will be possible
That's what I'm prodding about too, lol
If memory serves, in the prerelease versions of some of the files, it appeared they had tried to just bundle together a ton of different settings, with some of the terrain generation being among those settings, so I'm wondering if it's related to that or otherwise
<_< >_>
just testin' some stuff to make sure it meant what it looked like it meant
tiny NPCs
q
q
q
q
Oh, I see them now.
I'm doing something differently
In-between biomes and voxelgen
Thats a big ass crab, reminds me of the women in my hometown
where's your hometown? Amazonia?
the fuzzy tunnel
lol, imagine if the grass blades used the displacement material.. that would look super trippy in that cave
that sounds like a suggestion to me, lol ๐
If you've an idea what they do, y'know ya can pop'em over to the MBINCompiler wiki
Ket, Monkey, & I (as well as some others) have been working away at mapping those out
May help to ping I guess, lol: @dreamy tulip
lol
did you break gravity
o.o
that can happen when you attach a rotation component to something that is a child of the atmosphere scene too ๐
Yeah, doing something via globals atm
But that's not what I was referring to earlier
I made the grass all stretchy and awkward via CreatureGlobals, lol
I should revisit it at some point but there's so many different parts of the game I wanna mess around with
I'm guessing the earlier global mention was a bit more, uh, reliable, lol
I just flipped the planet upside down
I'd like to see caves full of furry mould looking stuff.
lol
Walking on the planet inside out
what global even is that?
That was planetactivezoneheight
But here's two globals that you can update...
sec
<Property name="Unknown404" value="GcScanData.xml">
<Property name="ScanType" value="Tool" />
<Property name="PulseRange" value="200" />
<Property name="PulseTime" value="1" />
<Property name="PlayAudioOnMarkers" value="True" />
<Property name="ChargeTime" value="30" />
</Property>
<Property name="Unknown418" value="GcScanData.xml">
<Property name="ScanType" value="Tool" />
<Property name="PulseRange" value="150" />
<Property name="PulseTime" value="1" />
<Property name="PlayAudioOnMarkers" value="True" />
<Property name="ChargeTime" value="90" />
</Property>```
"Unknown404" controls the scandata in normal mode
"Unknown418" controls the scandata in survival mode
<Property name="Unknown4B8" value="GcScanData.xml">
<Property name="ScanType" value="Ship" />
<Property name="PulseRange" value="10000" />
<Property name="PulseTime" value="3" />
<Property name="PlayAudioOnMarkers" value="True" />
<Property name="ChargeTime" value="10" />
</Property>```
This one's self explanatory
Just for the ship overall, mostly noticeable in space
There's also clock ui data in the UIglobals
synonymous to data shown in IGN footage (Still enabled by default on the RC1 PS4 version) and also disabled by default on PC; but static when enabled... in the HUDHAZARD.MBIN
It's right underneath 3 Booleans marked as False, but I haven't gotten it to do anything yet
Also, I'd ignore the values in those 3 xml blocks
They are modified
ok cool thanks
often there are values that aren't used
it's only now I have been able to determine if they are or not
so sometimes there are just chunks of floats or bools that are unused
@dreamy tulip I've a mildly worrying thought. Can HG use your content - all the stuff you did in your overhaul - as their own work? Like, what if they decided to add it to 1.5, and don't credit you?
(Sorry, I know it's off topic.)
lol yeah, that's what I was about to say
Except some 3rd party things ofc
Besides Krem's work, and other such things, yeah
like Krem's ships
Like probably over 90% of the overhaul is reworked HG stuff, I think it's fair to say?
If anyone is curious as to what I do and why I am doing it... I wrote about it here:
https://t.co/kl6Ws2QeoL
Which tbh, is a testament to the flexibility of HG's stuff
Well, I kinda hope they do acknowledge your work and consider adding it with credit to you.
Like No Man's Sky is some wicked as hell stuff
there are only 4 modders who actually produce their own content ๐
that i know of rn
There is content that I have made too in there as well
but it's using HG's stuff
Nah
insofaras?
oh like added buildable texture things?
Didn't you create biomes yourself? Or was that using pre-made assets from HG?
biomes are just the games files with added stuff
it's still essentially just reshuffled vanilla assets
Anyway...
Like I wrote
"There is so much content within NMS that already exists and isn't utilized within the files 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 Games' 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 its limits... in its current state. To fill in every gap that I can find, that can be filled in its 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... in order to complement 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."
That is my desire.
Imo, NMS doesn't need "extra stuff" like custom models, but it's a great addition.
I think that stuff goes best on top of a refined core game.
More than anything it needs some more extra function structs (or for the existing ones to be enabled >_>)
That as well, but what we already have there is so much possible.
@dreamy tulip Is it kinda like this? Taking pre-existing things, and creating something completely new in an image editor?
More than everyone expects.
No, designing textures in photoshop or paint.net.
And that as well
I'm also working with a few artists
Creature behaviors have been my sticking point for a bit lately
^ Now a lot of that we could use from HelloGames.
Like those have so many little loose ends they could just tie together & voila, we'd have some more interesting creatures, even with just the existing ones
And in regard to biomes... this is what I wrote:
https://justpaste.it/1h74g
My mod already has a lot of E3 biomes, and other pre-release biomes. I've been converting incompatible E3 and other pre-release preset planets and porting them to the standard base game biome format (while also updating them with a lot of testing as some things just aren't stable due to a lack of certain settings that can't be ported over to the modern game due to certain limitations), and also doing further improvisation throughout the new standard game's filesystem hierarchy in regard to other pre-set settings for the particular pre release biome type(s)... in order to replicate the actual setting/vibe that was used by HG when they recorded it.
However, that only applies to those E3 specific or other pre-release biomes alone, and I'll be doing a lot more of those.
When it comes to other non E3 or non-pre-release biomes I'll elaborate on that too... as it's totally different:
Handcrafting biomes the way that I choose to isn't necessarily "simple" as a lot of people think. It can be fairly simple to add an extra biome to get loaded, but creating something identical from the ground up on the basis of an "empty flat planet template" in accordance to what you specifically visualize in your mind with 100% accuracy... to work consistently for the in-game procedural universe is extremely complex, and requires a lot of detailed insight in regard to how different things in-game and in the files function; so that when you design your xml based input with designated rules and algorithms that you set with a purpose, you get the expected output that you've visualized.
I often use pre-release photos or pre-release trailers as concept art, study the files, and creatively find ways to manifest what I'm visualizing in my mind and also creatively implement it into the game within hours of testing and refining.
When I read the XML's I'm able to see how it will look in-game before I load up the game in my mind at this point. It's like I'm painting a picture. An example of that is a "Spooky Biome" that I made for Cobra TV in a few hours. I had an image in my mind and I brought it to life exactly how I saw it in my mind, in exact detail, in a few hours.
There are other ways that I also do biomes, and I'm still studying the files and looking for more ways that I can creatively do things... and I'm nowhere near done.
Also, when it comes to "E3 Vibes" or other "Pre-release Vibes" that requires more than biomes
It also required me to rework thousands of files, a bit of GSL shader coding, custom textures, studying pre-release files, studying pictures and old trailers, knowing certain details and mechanics that were planned or existed pre-release (since I've been watching since 2013), and lots of other stuff.
A lot of other things required me to search through the executable to get certain information, and also testing through hacking the executable in real time...
And there's a lot more to it... but those are a few things that I did in like 3-4 months, but I've been doing a lot more dating back to early 2016.
I've also converted tons of assets from every released former version of No Man's Sky + more to Atlas Rises format. As said on the "About.txt". Meaning... 2016, 3 alternate 2016 versions, foundation, Pathfinder, various alternate pathfinder versions, Atlas Rises, Alternate Atlsises rises versions, much more. etc...
The secret ingredients to what I do is passion and inspiration.
o_O
gets pasted
tries to read
gets deleted and throws me off
repasted properly
Okay, reading now lol.
lol
If you ever really wanna see how the biome stuff works, it's honestly not too hard to pop open the files & glance through'em
On a basic level yeah
Yeah, understanding how it all changes with tweaks is another thing
The vanilla biome stuff is extremely toned down in comparison to what I'm doing
Alongside other biome mods
@supple wadi, no I was just curious how/what Rayrod did. Not the exact method on how I might do it.
I assumed they created their own stuff from scratch.
Compared to my latest work, that's not public yet... there's also nothing like it
RaY's explanation covers the what but often only the surface of the how, lol
There's a lot of detail that is just best figured out by reading over the work itself, as with any technical thing
This bit right here:
It also required me to rework thousands of files, a bit of GSL shader coding, custom textures,
Is what I was looking for.
๐คท If that sates your curiosity. ๐
We're talking xml files here, not programming lingo, that's the only reason I recommend glancing at the files
That monkeyman person was trying to act like it was simple, and easy.
I mean it's mostly tedious, lol
@obsidian tree "biomes are just the games files with added stuff
it's still essentially just reshuffled vanilla assets" I supposed it is; lest you add custom assets.
Now.. I love the work by MSSP, and by a few other fellow modders.
However, what interests me is working with what we ALREADY HAVE.
And don't have utilized.
Which is A LOT
That's my ambition, and for the time being I really don't care about other stuff
I mean the basics are simple
to add a new biome you can do that with almost no work at all ๐
Like one of my "simpler" mods is a Fireworks mod, right? But for all of it, that was 285 files (for reworked signal scanner models & entities alone)
haha
that was a butt load of action triggers right?
Not as many as you'd think, since I reused like three entities across each variant
smart ๐
Yeah, like I said here:
"It can be fairly simple to add an extra biome to get loaded, but creating something identical from the ground up on the basis of an "empty flat planet template" in accordance to what you specifically visualize in your mind with 100% accuracy... to work consistently for the in-game procedural universe is extremely complex, and requires a lot of detailed insight in regard to how different things in-game and in the files function; so that when you design your xml based input with designated rules and algorithms that you set with a purpose, you get the expected output that you've visualized."
But yeah, in total Fireworks modified 318 files, plus some recolored beam textures
but yeah, lots of implressive things are only small changes. Spiral galaxies involves chaging maybe half a dozen lines in a file
It's as simple as you want it to be
mobile bases is I think one or two lines of code
Like, my qualm with most biome mods is that... imo they are very low effort.
I got portals working in 1.1 and 1.2 with maybe a dozen lines of code varied
I did that
not too bad
And Spiral Galaxies is awesome
but you need to modify the freighter scenes a bit
But if you mean like at existing scales...That's another thing, lol
Existing scales, yes.
In part due to the landing pads not fitting them right, lol
also, fun fact, the little whips you see flying along the trade routes are only spawned and determined when you are close enough
before that it's just a light effect
I made all the ships frieghters and they would suddenly pop in
also making them move is funny
lol
There are so many things that people desire that were shown in the trailers, that are turned off, toned down, or require working the in-game files as well
It's crazy
How it's all there
Like if you watch the trailers, there's like thousands of mechanics in every still
Like
The turned off stuff, so to speak, is probably the most frustrating
Because we can see some of the hooks left over across the files
The more I watch it, the more I see things that I never saw
And the more I realize how much I don't know
I'd like to land my normal ship in my freighter, walk to the captain's chair, and hold E to take control of the ship, and have my camera zoom back to space and let me fly it around and even land it on a planet if I wanted to.
And eager to find
the game doesn't handle moving reference points correctly
@supple wadi There isn't one thing in the trailers, that I've looked for and haven't been able to find yet
But then you try to reactivate it/restore it and the .exe is like: "hmm, sorry nah" lol
Within the files, and sometimes as unknowns ofc
For some things, that is
Damned UI stuff, lol
That's a good example
I mean, I'm sure it's possible to edit the executable
But no time for that right now
I'm currently studying glsl
I'm planning on adding new water to the game
NMS' glsl is such a ๐ต due to how custom it is
glsl is a nightmare
@obsidian tree In regard to what you said about Spiral Galaxies
I agree with that...
Then you have the hundreds of thousands of lines of GLSL in SEUS for Minecraft. >.>
That it makes a huge difference
that's why i wanna kidnap the minecraft shading scene
Re-working what we have
Ohhhh yeah, SEUS
Used to use that
But even with a 1080 amp extreme
Low FPS on minecraft xD
Yup, the creator is remaking it because it was so badly optimised. And no, it was 100% gpu based.
"SEUS Renewed v1" is currently released.
Haven't played minecraft in a long time
He does state that a lot of features are missing, since he's remaking all of it.
And it's a large WIP.
Well, we have a sorta official, 'unofficial' dedicated Minecraft server for this discord now.
In #other-games
If you ever want to play.
@random flint
o.o?
Re-working in-game assets is not a superficial thing. It depends on what you're doing with those assets that determines whether it be superficial or not. Say, you wanted to add a biome to the game.. yeah, you could simply just change a few things and re-arrange a few things, and add the biome to get loaded... now that's low effort and superficial. Sadly is what most people are doing. That's not what I'm doing.
What I'm doing is looking at actual trailer footage and concept art and studying the files and replicating those stills/scenes from the ground up (using an empty template) and also data mining for other mechanics shown in the trailers and then spending a lot of time getting those things working after a lot of time in finding them, and then working it on a universal scale; after figuring out how to implement those mystery features/mechanics. I'm not just making biomes, I'm creating moments. I've honestly spent 98% of my time into this and it has almost physically killed me. (As said a few times)I've suffered bloody noses, headaches, eye sores, dizziness, panic attacks, and other things from working on this so extensively and it's not superficial at all. I'm also not re-arranging a few things. I'm doing A LOT. It's just too much to bottle up. I haven't just been doing biomes. I've changed almost every aspect of the game (with a purpose to replicate old footage).
Yup, I didn't think it was simple at all. That person's claims seemed like they were purposely trying to antagonise you.
A lot of it has required hacking the executable in real time, studying old articles and footage, using google, scowering through millions of lines of xml and trying to mentally deduce what HG's intentions were for things
Hex editing
Learning new languages to an extent, like glsl
Doing art
I know it's none of my business, but I wish you wouldn't push yourself like that. Your mind performs far, far better when its had proper rest, and isn't overworked.
The amount of time that I've spent testing and fixing bugs and polishing things also likely amounts to months of time
Honestly, the only person who knows/understands the full scope of what I've done is me.
The amount of stuff that I've done and mentioned is miniscule to the amount that I haven't, but think of it like this
Say you make 500 different mods a day for a week
And then it turns into a year and half of doing the same thing on a consistent streak
lol
._. Yeah, I couldn't begin to claim to understand it.
I just know you've spent countless hours on it, that you'll never get back.
What it is... is a game overhaul.
It's as simple as that
But it's not just a game overhaul, every step of the way was taken with a particular theme/ambition/purpose and it's far from done (apart from some exceptions like Krem's awesome ships ๐ )
I want to see all of this, before seeing new things:
https://youtu.be/gcj9fdQlN2U?t=33
Here we go again! Updated the video with the new pillar trailers. =========================================== Intro design by: Universal studios Intro made b...
Like, I have 1481 days, 16 hours of playtime on RuneScape, since I started it in 2004: https://i.imgur.com/3aFqGD4.png
That's a total of 35560 hours. Whilst it wasn't "work" or "effort" like you put into this project, it is still time that I spent playing something that I love.
So I can understand that the time you put in, isn't time wasted to you.
Oh yeah man, I love what I do and what I'm doing. It can get extremely frustrating and overwhelming to deal with at times... but what keeps me doing it is looking forward to the end result.
Quav, as a little heads up, Monkeyman is the one maintaining the primary tool that significantly aids in the modding scene, lol
I didn't know, sorry lol. They seemed to be purposely poking Rayrod from my perspective.
Well, yeah. You're not wrong about that ๐
Yeah it's all good, just thought ya should know
But, it doesn't matter
I'm used to it lol
But what I said still stands
"Honestly, the only person who knows/understands the full scope of what I've done is me".
Also, the MBINCompiler originally made by Emoose and consistently updated by Monkeyman with the help of the community isn't needed for modding. It's very helpful though.
I use it a lot
I'm glad that he worked on it
With our other contributions ๐
You know for a good percentage of modders it totally is. It'd be doubly, if not triply tedious doing it all by hex
Anyone can learn, with given effort. Heck, it takes a bit of effort to study the files to make adjustments after decompiling.
Yeah, but at least decompiled it's pretty much all in natural language and not machine lingo, lol
And there's always hex, C#, C++, JS, and the shaders. + There's valuable assets online for modding.
And cheat engine
Those are more complex like you said though
But what I'm emphasizing is, that it's not an essential need.
But preferred, understandably.
For broader accessibility it absolutely is, and for a decent modding community to stick around, accessibility is pivotal.
@dreamy tulip Um, speaking of cheat engine.. I think I asked this before, but, can I get banned on steam for using your cheat engine table with NMS?
The more barriers to entry to it, the fewer you'll have working with any of it, especially with the community for the game in as odd a state as NMS' is
Yeah, reading the xml's in a decompiled format is really helpful
I'd like to have the no pause thing enabled, but I don't want to be banned lol.
All I'm saying is that it's totally needed if you want anything resembling a decent, lively modding community
For individual modding, sure, no you don't need it, but if you want anyone else to work with? Good luck if they have to work through hex & CE for every file
We're saying the same thing haha
Except imo you're discounting the importance of accessibility to the formation of a community to better produce cool stuff, lol
Nah, I apologize if I gave that impression.
I meant that "to make mods" as an individual, it does not require decompiling them.
But it can be very helpful
As it's not an essential need, but a huge benefit
And anyone with the motivation to learn to do so... can do it.
It just takes studying, practice, time and dedication.
Yeah, which I recognize, but man, look at the modding community as is...Now imagine we didn't have the tools to make it more accessible
It may not be the most "ordeal" route, due to complexity... but it is a way.
Then someone would either make one, or do what I'm doing.
DeadEndThrills has no issue making mods w/o decompiling them.
But it would totally be easier with it decompiled.
I'm pretty sure they were also paid by HG for some of their work, no? lol Given they helped in putting together the Photo Mode
That's separate
He's done executable related mods
And also hex mods, CE mods
And other stuff
Imagine if we didn't have the tools, and by pure determination and brainstorming and studying and creativity a group of individuals managed to press through a more difficult route?
I know people who do that every day
Would require a lot of skill to do that
But practice
It was needed to make a compiler haha
*continues to silently read the conversation with mild interest*
Whatever the case, you typically only go through that if one or both of the following conditions are met: You're way into what you're trying to tweak, or the game is popular enough that your tweaks will be worth the effort through the sheer attention they receive (so basically career padding).
@dreamy tulip Man your new overhaul is quite varied. Images don't always do it justice anymore, haha
Thanks bro!
I have to side with Oppressor. You should make some Gfycats of your overhaul.
Outside of that you're probably better off just modding something with legitimate modding support, lol
@supple wadi I really like this conversation
Well, if you think about it....
I'm just a bit of an accessibility nut with things. Subtitles, stupid amounts of options, well built tools, etc.
I mean, if someone is "wayyyy into something" then it must matter to them. The more that something matters to them, the more effort they pour into it and learn in the process.
NMS in itself is in a certain state, as we all know
Yet, popularity isn't what keeps people here
Ohhhh yes me too
I love that stuff
I'm also an accessibility nut
But, I want to throw myself into the deep end personally
Yeah nah not dismissing how something matters to someone, like I pointed out, both conditions there can be true for those that dive into hex/CE/asm/etc.
There's a lot of people who have a real hunder/desire to learn
Yeah, that's correct
But I do tend to think for some that they may only do that due to the popularity of a title, which we both know is pretty true. There's always that wannabe first to "crack" the game and get tweaks in there, for those without mod support
The way that I am, like... if there's a barrier (something blocking me from doing something) I have to bypass it. I have to break through it. If I don't know a way, I MUST find a way. If there's no way to find. I must make a way. If I don't know how to make a way, I must learn whatever I need to learn to make a way.
I will lose sleep over it, and lock myself away until I have the answers to my own questions
After seeing gorgeous water done in GLSL for another game last night... I've not determined myself to become a master of GLSL (No matter how long it takes) so that I can bring new water into the game. I remember when gaticus and I were also talking about that too.
I will progress in everything.
All for NMS, and whatever else
I'm kinda mixed on that. If it's a human made thing, I'm kind of of a fuckit mentality where I'm just like, "Stop holdin' your cards to your chest, hand me some docs/tools, I'll work with ya."
If it's a naturally formed thing then I get fixated on it like, "wtf is going on here, how the fuck did this shit come about?"
I'll also soon be able to update the MBINCompiler
In the event that no one is around in the future
Ah, I see
Well
I'm just naturally like that wherever I go haha
That's one of the things I do really appreciate about the programming/software community, give or take some noise they generally try to document their stuff, lol
I remember on MKvsDC PS3 on the online chats
Although I guess with ancient human shit I'm more like your mindset, because then it's basically trying to reverse engineer ancestral psyche given way more limited tools
I uttered something outta my mouth blindly... "There is a backdoor server where people can secretely watch you. I'm going to get access to it"
Then a year later I did, into IGNgamespy's server
As seeing all the lunacy in the nutty chats
o_O
I ended up taking over the server
And moderating it
Was regulating like 8,000 people back then
But it ended up being a lot more peaceful in there
didn't that open the way for others and piss ppl off? lol
I know that Norton and other antivirus programmes have similar backdoors.
Man, those chats were freaking insane.... if only you saw them lol
Norton and AVG being the two big ones.
i mean it is online chat
In-between the satanists there talking about hunting people down and sacrificing them, and kkk members, and racism, and mentally insane people spamming the same words with horrible grammar, and trolls... it was like an asylum
And just wackos
overall
And then the online game bugs
Since it was a fighting game
Like, there was this flaw in the game where people could knock you to the floor and ground pound you nonstop
if i had to guess i'd bet that (well, racists aside) many of those ppl were just shooting the shit b/c heeey anonymous online wooo
Until the match was over
Nah, I mean there was something legit wrong with those people lol
They weren't playing
They were dead serious lol
But yeah, there were lots of gliches in the game online
@dreamy tulip Chats like this?
We called them "Infinites"
Basically, a never ending ground pound
until the match was over
Or some cheesy repetitive move
And that drove people nuts
So I ended up controlling that server
And what I did was...
I turned a crazy place into a peaceful place, started hosting tournaments, giving kind warns to those who were bulling others
Sometimes banning people, and creating temporal rooms for them like a timeout
And I made a lot of new rooms/servers
And I also did the first cross-platform gameplay
I had PS3 people playing with Xbox 360 people
Which was totally not possible back by default
A true miracle, would be making the console users agree that PC is superior.