#nms-modding

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dreamy tulip
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I found an opening, with a cave above ground. It's the terrain overhaul

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Btw, I really like the kremit ship that you made

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With the vanilla assets

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It looks like it's from HG's

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Wait, I think I mean the HG-X

echo oxide
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Ah

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That is a beaut

dreamy tulip
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Yeah, the fan spinning is nice too

cyan oracle
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my favorite blend.. wish I would have reserved the name, but I think HG-X is more fitting for it anyways

dreamy tulip
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My ocd couldn't handle the disorganization of the previous pic of the inventory haha

cyan oracle
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lol

cyan oracle
visual shard
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Really neat use of nms ship part ๐Ÿ‘ @cyan oracle

cyan oracle
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thanks ๐Ÿ˜„

dreamy tulip
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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

dreamy tulip
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Working on the atmospherics from this fan art now

cyan oracle
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lmao.. fan art? or Pride Rock?

dreamy tulip
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What's a pride rock? Haha

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I did lots of others

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But this is the one that I just finished a minute ago

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Got the E3 planet called "SPEKIRA II" atmospherics down

cyan oracle
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also, that last biome looks REALLY HOT @dreamy tulip .. I mean quadruple digit Celsius HOT..

dreamy tulip
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Hey, it was haha

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Cool pic ๐Ÿ˜›

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@cyan oracle

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Also... I found a really pretty planet with the new atmospherics that I just made

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Really don't want to leave this planet

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I'm actually upset lol

dreamy tulip
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No Man's Sky: RaYRoD's Overhaul E3 Atmospherics + Fan Art Atmospherics

https://youtu.be/aX02LWzv7So

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...

โ–ถ Play video
junior furnace
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I've been told you have played NMS for 10 000hours @dreamy tulip ?! Is that true ?

royal bear
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@dreamy tulip what is exactly different regarding atmospheres?

cyan oracle
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@junior furnace more likely he's researched NMS for 10k hrs..

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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"

dreamy tulip
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@royal bear It's shown within the video, and I wrote about it in the description and also further above in this channel

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@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.

junior furnace
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interesting text ! spending 15hours a day to mod a game is absolutely incredible. I'm impressed ๐Ÿ˜ƒ

dreamy tulip
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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).

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I'm far from done, but I've started to get a better sleeping schedule.

junior furnace
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Look like non sense to me, but ok

dreamy tulip
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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

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I sometimes wake up from my sleep because of that

junior furnace
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don't think that worth it, but i think i understand why you do so

dreamy tulip
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Yeah, it's not worth getting sick over a fan project

dreamy tulip
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It's a dried out forest

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Ancient Forest Biome

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This one was procedural, and it generated in that way

supple wadi
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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).

random flint
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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?

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Earth-like, meaning proper trees with leaves, and other earth plants like ferns, and stuff.

supple wadi
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You can find that even in vanilla, yeah.

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Matter of finding the right lush planet with the right conditions

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You can also find likewise in RaY's overhaul, but can't speak to the odds on it given their many biome variations introduced

random flint
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Hmm, okay. Thank you.

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The alien stuff is neat and all, but I've been craving a planet that feels like earth.

supple wadi
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Worth noting it won't necessarily have continent-esque landmasses to it (NMS vanilla typically generates series of archipelagos or flat out islands instead)

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But in terms of your classic water, land, grass/ferns, and trees, totally discoverable

random flint
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Is that sorta thing considered rare, in vanilla?

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classic water, land, grass/ferns, and trees

supple wadi
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Eh, not too bad no. But finding something that strikes your fancy can be hit or miss with it

random flint
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Okay. I guess I should just go exploring, and see what I can find.

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Thanks lol.

supple wadi
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Mmhmm! You can be pleasantly surprised!

random flint
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@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.

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Your screenshots are always amazingly good looking.

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Plus, my gpu runs at 80c+ if I run in max, even at 1080p...

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I feel like there's something I'm doing wrong lol.

random flint
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Lol, @supple wadi. The first planet I land on has actual trees. The planet itself is kinda post-apocalyptic looking, though.

dreamy tulip
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@random flint I'm running all maxed out, only in 1080p with my latest private test version

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I'm also working the atmospherics more

random flint
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Oh, okay.

dreamy tulip
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Also, please scrap the 8K texture mod

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The latest test version has some 8K textures incorporated

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Without that loading delay

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And huge drop in performance that occurred on rare ocassion

random flint
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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.

dreamy tulip
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So it's still there, just better

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Yeah, I dunno

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You have what I have

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and it looks like this for me

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Unless, you're using an outdated version... not sure

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I know at one point some stuff got messed up

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But it should be fine now

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I haven't updated the test version with the new atmospherics that I'm still working on

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But it's been updated recently

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heavily

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Maybe give that a try

random flint
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Um, I'm still using the one from the last link you sent me.

dreamy tulip
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Link doesn't change

random flint
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Oh

dreamy tulip
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When I update it

random flint
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I didn't realise that, sorry lol. I assumed it was always a new url.

dreamy tulip
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No problem at all ๐Ÿ˜ƒ

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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 ๐Ÿ˜ฎ

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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.

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Time to do this E3 pic now

random flint
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o_o

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I really wish I knew what I was doing wrong, so I could make my game look like that lol.

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The video you linked above is far better than what mine looks like.

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As are the screenshots.

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Lol, yikes. The current updated overhaul file is 1.1GB, whereas the one I had was only like 560MB still. That might be why.

cyan oracle
dreamy tulip
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Took two and a half hours to do this one

dreamy tulip
dreamy tulip
random flint
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@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.

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I asked in #no-mans-sky, but Leon said since I'm playing your overhaul, it would be better to ask you lol.

supple wadi
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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"

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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

random flint
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They're massive. I've never seen anything that large lol.

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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:

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Would bugs happen outside of it, more often? Or does that not matter?

supple wadi
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Can't say I've read of too many issues on the outer edges

dreamy tulip
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Yeah, it would be better to ask me if you're using the overhaul

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@random flint

random flint
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Okay

dreamy tulip
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That's just a glowing prop aesthetic

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nothing important to it

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they're rare, but can spawn at times

random flint
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Oh, okay lol. It's really neat looking.

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This system I'm in only has this one dead planet, with these scattered all around it.

dreamy tulip
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And about the tracking dot... that's just what happens if you go out of the galaxy

random flint
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Those egg things are everywhere on the planet.

dreamy tulip
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Nighttime atmospherics

supple wadi
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blUe

warped spindle
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water texture break aeyes

dreamy tulip
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Haha yeah, wish NMS didn't do that ๐Ÿ˜›

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It tiles textures

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Gonna delete that image

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Bothers me to see it xD

echo oxide
topaz oxide
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... wot?

cyan oracle
dreamy tulip
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@cyan oracle

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That's an E3 pic haha

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But thanks

cyan oracle
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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..

dreamy tulip
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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?

cyan oracle
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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..

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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)

dreamy tulip
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Oh, I see!

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Nice work

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Still a lot to go?

cyan oracle
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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 ๐Ÿ˜„

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still have to collect the data and do the photoshop work for the info tile.. then make the cards for 19 more ships

dreamy tulip
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Yay ๐Ÿ˜„

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Well, there's A LOT less to do than before right? Haha

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Almost there

cyan oracle
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lol, yea

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I'm soo over this already.. just want to be done

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what started as a fun, creative, "little" project because a 3 day JOB

supple wadi
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Mesh needed a bunch of reworking, I take it?

cyan oracle
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a couple of them.. but a lot of it was reconfiguring materials for rendering in blender and setting the lights and camera..

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a lot easier to just point and shoot like in photo mode of NMS

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the other chunk of it is all the typing and transforming and blending in photoshop

supple wadi
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Huh, that's a metallic texture look I haven't seen in awhile

cyan oracle
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lol, you've seen the hull's texture before?

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I found it in a google search >.>

cyan oracle
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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..

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closing in on the last of them tho ๐Ÿ˜„

dreamy tulip
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Just got back

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Ended up getting a new phone

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Currently adjusting the planetary info from space

supple wadi
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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

dreamy tulip
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It's a subtle change

supple wadi
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Hrrm, the black font could prove problematic in some systems with darker space around them

dreamy tulip
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Gonna test a bit and see, I might add a subtle glow or outline

supple wadi
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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).

dreamy tulip
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Yeah, for sure

cyan oracle
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wh00 h00!! #64 done!

supple wadi
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๐Ÿ‘

dreamy tulip
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Yay ๐Ÿ˜ƒ

cinder delta
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Looking good Ray!

echo oxide
dreamy tulip
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@cinder delta

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Thanks

hazy fulcrum
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Wait is that the E3 crashed freighters

supple wadi
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There are also crashed freighters as of Atlas Rises, but given RaY's fixation on restoring prerelease stuff, could also be that

worn bison
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@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 ๐Ÿ˜ƒ

dreamy tulip
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Wow, that's awesome. :)
Congrats! ๐Ÿ˜ƒ And thanks.

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RaYRoD's Overhaul, a few random screenshots from my work in progress "Immersion Update" which will be like the v10 overhaul, overhauled.

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@supple wadi @hazy fulcrum Crashed E3 freighters they are. ๐Ÿ˜ƒ

worn bison
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"v10 overhauled, overhauled" haha

dreamy tulip
worn bison
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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

dreamy tulip
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You can download and install "DS4Windows" ๐Ÿ˜ƒ

worn bison
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Yeah, I got that! Seemed to work good with some games so far

dreamy tulip
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And play via PS4 with USB or bluetooth

worn bison
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Didn't try it with NMS yet

dreamy tulip
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Oh great

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Yeah, I play with a ps4 controller haha

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Legit don't know how to use a mouse and keyboard

worn bison
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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

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Do you get PS4 ingame prompts or Xbox? That's what through me with another game I tried last night haha

dreamy tulip
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I get PS4 ingame prompts

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Ah yeah

worn bison
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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

dreamy tulip
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Speaking of new toys.... I just got a new phone haha

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Happy about it

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Haha

worn bison
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Haha what did you get?

dreamy tulip
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It's the samsung galaxy s9+

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It just came out yesterday

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Switched over from my Iphone

echo oxide
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๐Ÿ‘

worn bison
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Nice! I've got the Samsung Note 8 ! Nice phones!

dreamy tulip
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Ohhh nice

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The first thing that I noticed was the camera quality lol

hazy fulcrum
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@dreamy tulip The E3 diplo, was that an unused game asset or did you model it yourself?

dreamy tulip
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That's an unused game asset

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@hazy fulcrum

hazy fulcrum
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I wonder why they did not include it? ๐Ÿค”๐Ÿค”

cyan oracle
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stupid rear view.. maybe I should remove it?

steel crypt
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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

marsh aurora
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Lol awesome nms model usage

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It's the guy on the wheel right?

steel crypt
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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.

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What kind of car is it? Like a thunderbird or something? LOL

marsh aurora
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It had no sword

supple wadi
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The prerelease diplos aren't as proc-gen (unless you make'em so anyway), yeah @dreamy tulip?

cyan oracle
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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

supple wadi
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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

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Same basic reason as with some of the cut/unused structures from prerelease

cyan oracle
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@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..

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@supple wadi what I'd like to know is why they did away with the details in the texturing..

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it's like they envisioned a really nice, polished, product and then half assed it with a single pass of sand paper

supple wadi
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I'm guessing dissimilar to what they've been putting in with Path Finder & Atlas Rises?

dreamy tulip
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@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.

obsidian tree
dreamy tulip
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Just redid all terrain from scratch for the 11'th time, and ported over E3 terrain and E3 terrain seeds.

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And combined terrain from all versions of NMS after porting it to AR format

cyan oracle
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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..

dreamy tulip
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F12 works good if you're on Steam

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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

cyan oracle
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lmao, I know how to take screenshots.. but getting NMSMods.com to update my mod after uploading them is a different story

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I'm pretty sure it's timing out

dreamy tulip
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Ahhh yeah

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That site is super slow

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At times

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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

cyan oracle
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yea.. got nexus updated tho

dreamy tulip
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And to finish up the custom weather

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Oh, I'm also testing something that may allow me to run multiple terrain files at once

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I'm also studyng C#, C++, Python, JS, and getting more familiar with Hex on the side.

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Doing a lot at once xD

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But at-least my massive todo list is almost completed

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But I need to send a few things to Stoian

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As we're not done polishing up out custom E3 inventory

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And I might try to get the unit count onto the new E3 HUD that we made with the dynamic glass effect

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But I have to say, that the E3 trailer atmospherics that I made from scratch REALLY changes the vibe of the game

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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.

cyan oracle
dreamy tulip
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I think these are pretty close

cyan oracle
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the 2nd one has a bit more green in it, but I don't think that's a bad thing..

dreamy tulip
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Okay, thanks! ๐Ÿ˜ƒ

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The missing sun isn't an issue, I just had to force it to nighttime to make that template

cyan oracle
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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

dreamy tulip
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Which is why the sun was missing, but in-game it works with the sun

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Yeah, it's really tedious

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Well

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It's more tedious for the atmospherics

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actually

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As I had to work like 8-10 different palettes

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With different adjustments

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But I used the actual pictures to get the RGB values and do a tiny bit of math

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But the thing is...

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That you have to know where to implement it, and it requires improvization

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and a bit of research on what does what

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But man...

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It's worth it

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Huge difference in everthing

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But imagine like 400 templates

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Any picture will do

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Fan art, concept art, a picture of outside

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E3 pictures

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A random NMS screenshot on google

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can replicate it

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What did you have to do for the Starman?

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I haven't messed with that via the ship files yet

echo oxide
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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.

cyan oracle
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for starman it was just trial error of hue adjustments to the dds files

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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..

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it acted really weird with that range of the color spectrum, and only that range

dreamy tulip
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Oh nice, that's interesting.

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Nice work.

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@echo oxide The next update is almost ready

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Shouldn't be that long from now

frosty vine
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Sweet

echo oxide
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Shouldn't hurt to wait a few more months

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Will do

dreamy tulip
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Next update as in

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Overhaul update haha

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Is what I meant

echo oxide
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Ah

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I thought you were waiting for the next update to drop

dreamy tulip
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Oh nah, I'm excited for it

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very much

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the next update

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but

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I'll release the next version as soon as it's ready

cyan oracle
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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

dreamy tulip
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There is just so much that I'm doing

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On a large scale

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And my enemy is time

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Because

echo oxide
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The transparency on the HUD was quite well done

dreamy tulip
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I work as long as I have energy to endure

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Thanks

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That you mean?

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Also, Oppressor11 took that snap

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It's also fairly large

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The amount of content that I've made for it is at 1.03GB

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After the past 2 months of working on it. I'll only be pushing out significant updates from here on

cyan oracle
dreamy tulip
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Niceeeee ๐Ÿ˜ƒ

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Congrats!

cyan oracle
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lol, thanks

#

feels like it was more challenging to update NMSMods.com than to make the mod XD

dreamy tulip
#

LOL

#

I hate that site

cyan oracle
#

yea, I used to use it solely.. but it can't handle MorShips.. it's Kung Fu is no good

dreamy tulip
#

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

supple wadi
#

Yeaaah, it's definitely been more technical issues that put me off from it than anything else.

cyan oracle
#

ah, yea, all that stuff too

#

so far, I've only blocked one person on Nexus tho.. that was a sad day

supple wadi
#

I appreciate that they're trying to compete with other mod aggregators, but they have a lot of work to do on that front

dreamy tulip
#

Ah, I see

#

Haven't had issues on Nexus

#

Fortunately

#

Oh @supple wadi

#

I managed to get

supple wadi
#

Oh no, I dig Nexus a bunch

dreamy tulip
#

The white outline

#

Very subtle

#

So it shouldn't be an issue with the darker systems anymore

#

I feel like it blends in more

supple wadi
#

๐Ÿ‘ 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

dreamy tulip
#

I was referring to the planetary HUD information from space. ๐Ÿ˜ƒ

#

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

supple wadi
#

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.

dreamy tulip
#

Ohhh

#

Yeah it shows fine as is

#

I actually remove it

#

For it to look better

supple wadi
#

Aah

dreamy tulip
#

So, when a lush planet rains... it will now dynamically replicate the rainstorm atmosphercis of SPEKIRA II

#

@cyan oracle Really digging the larger reaper

supple wadi
#

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

dreamy tulip
#

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

supple wadi
#

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 ๐Ÿ˜ต

cyan oracle
#

@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..

supple wadi
#

Ooh, that's pretty cool looking

cyan oracle
#

it's even better without the white mesh on the inside XD

supple wadi
#

๐Ÿ˜ฎ I was thinking that little meshwork thing was what looked cool? ๐Ÿค”

#

i'm confused now, lol

#

It's dual-layered meshiness?

cyan oracle
#

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

supple wadi
#

Oooh, well the dark mesh looks cool, for sure!

cyan oracle
#

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 ๐Ÿ˜„

#

looks really sick with the UVscrolling texture behind it

dreamy tulip
#

Speaking of Meshes

#

The planet I landed on was named Mesh lol

dreamy tulip
cyan oracle
#

lmao, the weeds are taller than the diplos.. they must be meat eaters..

#

and gardeners aren't walking in to become an appetizer..

dreamy tulip
#

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

cyan oracle
#

I can tell they're underwater stuff.. I was going to say landweeds as a pun of seaweed.. but landweeds are just weeds... soo...

dreamy tulip
#

I haven't seen that diplo model in a looong time

#

with the mod

cyan oracle
#

but yea, I see the spongy spiky anemone in the BG

dreamy tulip
#

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

cyan oracle
#

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..

supple wadi
#

O_o I feel like I'm missing something

cyan oracle
#

the diplo screenshot 9 min ago?

supple wadi
#

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

dreamy tulip
#

Those creatures have interesting anims too

#

same with the grunt

cyan oracle
#

but that detail looks like it's created from an underlying bump mask.. not physical mesh shape..

supple wadi
#

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

cyan oracle
supple wadi
#

Ah, yeah, that certainly is. First shot I was having a tough time seeing what you were trying to describe

cyan oracle
#

that's either the bump mask or the normals.. I'm not sure which

supple wadi
#

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

cyan oracle
#

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..

supple wadi
#

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

cyan oracle
#

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

supple wadi
#

Later Krem!

dreamy tulip
#

Water Diplos!

supple wadi
#

lol

#

"I think we may have went in too deep"

dreamy tulip
#

Hahaha

#

Time to make the depth of field less aggresive

dreamy tulip
#

Just finished that and made overall weather adjustment

#

Working on the next thing

warped spindle
#

the next big thingโ„ข

random flint
#

o_o

#

I know it sounds repetitive, but your efforts really are appreciated. I don't feel like I (or anyone) says that enough.

echo oxide
#

^

dreamy tulip
#

Thank you for the kind words. ๐Ÿ˜ƒ

#

This biome is somewhat luminescent, but I bet I could do the one from the portal trailer in full

dreamy tulip
#

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.

random flint
#

o.o

thin valve
#

Interesting

random flint
#

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.

dreamy tulip
#

Thanks for the kind words and support

#

It's not annoying, I am glad that you like the progress that is being made.

thin valve
#

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

random flint
#

it seems like the work of a god
`100% agree.

dreamy tulip
#

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

random flint
#

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.

dreamy tulip
#

The motto is quality over quantity, but who says that we can't have both ๐Ÿ˜‰

#

I'm aiming for consistent quality in quantity.

supple wadi
#

the other part to this is that RaY has quite literally obsessively worked on much of this since release

#

to inexplicable degrees at times

echo oxide
#

the handcrafted planet made when the game just launched was amazing

#

ray also filled it with crazy sentinels, I believe

supple wadi
#

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

echo oxide
#

@dreamy tulip d'you remember the handcrafted planet? You had it on your channel for a bit, I believe you took it down

dreamy tulip
#

Ohhh

#

That buggy place?

echo oxide
#

Yes

dreamy tulip
#

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

echo oxide
#

Do you still have that video?

dreamy tulip
#

Nah

echo oxide
#

Ah

#

Should have downloaded it for historical purposes earlier

obsidian tree
supple wadi
#

lol, early in relation to release i imagine

junior furnace
#

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

dreamy tulip
#

Just waking up ๐Ÿ˜ƒ

#

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.

junior furnace
#

12 august 2016, not 16

dreamy tulip
#

Thanks, just edited the text ๐Ÿ˜›

#

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

supple wadi
#

Got the different biome files to accept unique terrain gen settings? ๐Ÿค”

frosty vine
#

What does that mean? All terrain versions will be possible

supple wadi
#

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

supple wadi
random flint
#

wot

#

Mini npcs, or giant room?

supple wadi
#

just testin' some stuff to make sure it meant what it looked like it meant

#

tiny NPCs

dreamy tulip
#

q

supple wadi
#

q

echo oxide
#

q

warped spindle
#

q

supple wadi
#

Catch the qs above, btw?

#

Er, questions, that is, not just the literal qs

dreamy tulip
#

Oh, I see them now.

#

I'm doing something differently

#

In-between biomes and voxelgen

warm thistle
#

Thats a big ass crab, reminds me of the women in my hometown

cyan oracle
#

where's your hometown? Amazonia?

dreamy tulip
supple wadi
#

the fuzzy tunnel

cyan oracle
#

lol, imagine if the grass blades used the displacement material.. that would look super trippy in that cave

supple wadi
#

that sounds like a suggestion to me, lol ๐Ÿ˜›

dreamy tulip
#

Surprised these unknowns haven't been updated yet

#

That I'm looking at

supple wadi
#

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

dreamy tulip
#

Okay

#

Also

#

I am literally falling sideways

#

on a planet

#

right now

#

the heck?

supple wadi
#

lol

random flint
#

o_o

#

Gravity bug?

supple wadi
#

did you break gravity

dreamy tulip
random flint
#

o.o

obsidian tree
#

that can happen when you attach a rotation component to something that is a child of the atmosphere scene too ๐Ÿ˜›

dreamy tulip
#

Yeah, doing something via globals atm

#

But that's not what I was referring to earlier

supple wadi
#

I made the grass all stretchy and awkward via CreatureGlobals, lol

dreamy tulip
#

lol

#

Super trippy

supple wadi
#

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

dreamy tulip
#

I just flipped the planet upside down

random flint
#

I'd like to see caves full of furry mould looking stuff.

dreamy tulip
#

It's inverted

supple wadi
#

lol

dreamy tulip
#

Walking on the planet inside out

obsidian tree
#

what global even is that?

dreamy tulip
#

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

obsidian tree
#

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

random flint
#

@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.)

dreamy tulip
#

Yeah, it is their content

#

I work in-game assets

supple wadi
#

lol yeah, that's what I was about to say

dreamy tulip
#

Except some 3rd party things ofc

supple wadi
#

Besides Krem's work, and other such things, yeah

obsidian tree
#

like Krem's ships

supple wadi
#

Like probably over 90% of the overhaul is reworked HG stuff, I think it's fair to say?

dreamy tulip
supple wadi
#

Which tbh, is a testament to the flexibility of HG's stuff

random flint
#

Well, I kinda hope they do acknowledge your work and consider adding it with credit to you.

supple wadi
#

Like No Man's Sky is some wicked as hell stuff

dreamy tulip
#

I think that's fair to say, yeah

#

I wrote about that too in there

obsidian tree
#

there are only 4 modders who actually produce their own content ๐Ÿ˜›

#

that i know of rn

dreamy tulip
#

There is content that I have made too in there as well

obsidian tree
#

but it's using HG's stuff

dreamy tulip
#

Nah

obsidian tree
#

insofaras?

dreamy tulip
#

Mostly graphical related things.

#

Photoshop related.

obsidian tree
#

oh like added buildable texture things?

random flint
#

Didn't you create biomes yourself? Or was that using pre-made assets from HG?

dreamy tulip
#

I wrote about that too

#

If you're curious about how I'm handcrafting biomes.

obsidian tree
#

biomes are just the games files with added stuff

#

it's still essentially just reshuffled vanilla assets

dreamy tulip
#

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.

supple wadi
#

More than anything it needs some more extra function structs (or for the existing ones to be enabled >_>)

dreamy tulip
#

That as well, but what we already have there is so much possible.

random flint
#

@dreamy tulip Is it kinda like this? Taking pre-existing things, and creating something completely new in an image editor?

dreamy tulip
#

More than everyone expects.

#

No, designing textures in photoshop or paint.net.

#

And that as well

#

I'm also working with a few artists

supple wadi
#

Creature behaviors have been my sticking point for a bit lately

dreamy tulip
#

^ Now a lot of that we could use from HelloGames.

supple wadi
#

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

dreamy tulip
#

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.

random flint
#

o_O

gets pasted
tries to read
gets deleted and throws me off
repasted properly

#

Okay, reading now lol.

supple wadi
#

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

dreamy tulip
#

On a basic level yeah

supple wadi
#

Yeah, understanding how it all changes with tweaks is another thing

dreamy tulip
#

The vanilla biome stuff is extremely toned down in comparison to what I'm doing

#

Alongside other biome mods

random flint
#

@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.

dreamy tulip
#

Compared to my latest work, that's not public yet... there's also nothing like it

supple wadi
#

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

random flint
#

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.

supple wadi
#

๐Ÿคท If that sates your curiosity. ๐Ÿ˜›

random flint
#

Yup

#

Just knowing they put in an insane amount of effort.

supple wadi
#

We're talking xml files here, not programming lingo, that's the only reason I recommend glancing at the files

random flint
#

That monkeyman person was trying to act like it was simple, and easy.

supple wadi
#

I mean it's mostly tedious, lol

dreamy tulip
#

@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.

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And don't have utilized.

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Which is A LOT

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That's my ambition, and for the time being I really don't care about other stuff

obsidian tree
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I mean the basics are simple

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to add a new biome you can do that with almost no work at all ๐Ÿ˜›

supple wadi
#

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)

obsidian tree
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haha

dreamy tulip
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Well, yeah.

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Haha

obsidian tree
#

that was a butt load of action triggers right?

supple wadi
#

Not as many as you'd think, since I reused like three entities across each variant

obsidian tree
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smart ๐Ÿ˜›

dreamy tulip
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Yeah, like I said here:

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"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."

supple wadi
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But yeah, in total Fireworks modified 318 files, plus some recolored beam textures

obsidian tree
#

but yeah, lots of implressive things are only small changes. Spiral galaxies involves chaging maybe half a dozen lines in a file

dreamy tulip
#

It's as simple as you want it to be

obsidian tree
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mobile bases is I think one or two lines of code

dreamy tulip
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Like, my qualm with most biome mods is that... imo they are very low effort.

obsidian tree
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I got portals working in 1.1 and 1.2 with maybe a dozen lines of code varied

random flint
#

How simple would it be, to make freighters flyable like a normal ship?

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<.<

dreamy tulip
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I did that

obsidian tree
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not too bad

dreamy tulip
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And Spiral Galaxies is awesome

obsidian tree
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but you need to modify the freighter scenes a bit

supple wadi
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But if you mean like at existing scales...That's another thing, lol

random flint
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Existing scales, yes.

supple wadi
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In part due to the landing pads not fitting them right, lol

obsidian tree
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also, fun fact, the little whips you see flying along the trade routes are only spawned and determined when you are close enough

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before that it's just a light effect

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I made all the ships frieghters and they would suddenly pop in

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also making them move is funny

supple wadi
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lol

dreamy tulip
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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

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It's crazy

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How it's all there

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Like if you watch the trailers, there's like thousands of mechanics in every still

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Like

supple wadi
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The turned off stuff, so to speak, is probably the most frustrating

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Because we can see some of the hooks left over across the files

dreamy tulip
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The more I watch it, the more I see things that I never saw

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And the more I realize how much I don't know

random flint
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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.

dreamy tulip
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And eager to find

obsidian tree
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the game doesn't handle moving reference points correctly

dreamy tulip
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@supple wadi There isn't one thing in the trailers, that I've looked for and haven't been able to find yet

obsidian tree
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so if you did that, your ship wouldn't move

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it would be still in space

dreamy tulip
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The thing is that...

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The data for it is often scattered

supple wadi
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But then you try to reactivate it/restore it and the .exe is like: "hmm, sorry nah" lol

dreamy tulip
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Within the files, and sometimes as unknowns ofc

supple wadi
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For some things, that is

dreamy tulip
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Yeah, some stuff is hardcoded

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Remember when we tried to do the UI stuff?

supple wadi
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Damned UI stuff, lol

dreamy tulip
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That's a good example

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I mean, I'm sure it's possible to edit the executable

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But no time for that right now

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I'm currently studying glsl

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I'm planning on adding new water to the game

supple wadi
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NMS' glsl is such a ๐Ÿ˜ต due to how custom it is

dreamy tulip
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glsl is a nightmare

supple wadi
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literally everywhere i look ppl are like: "it's dark magic"

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lol

dreamy tulip
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@obsidian tree In regard to what you said about Spiral Galaxies

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I agree with that...

random flint
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Then you have the hundreds of thousands of lines of GLSL in SEUS for Minecraft. >.>

dreamy tulip
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That it makes a huge difference

supple wadi
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that's why i wanna kidnap the minecraft shading scene

dreamy tulip
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Re-working what we have

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Ohhhh yeah, SEUS

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Used to use that

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But even with a 1080 amp extreme

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Low FPS on minecraft xD

random flint
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Yup, the creator is remaking it because it was so badly optimised. And no, it was 100% gpu based.

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"SEUS Renewed v1" is currently released.

dreamy tulip
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Haven't played minecraft in a long time

random flint
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He does state that a lot of features are missing, since he's remaking all of it.

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And it's a large WIP.

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Well, we have a sorta official, 'unofficial' dedicated Minecraft server for this discord now.

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If you ever want to play.

dreamy tulip
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@random flint

random flint
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o.o?

dreamy tulip
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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).

random flint
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Yup, I didn't think it was simple at all. That person's claims seemed like they were purposely trying to antagonise you.

dreamy tulip
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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

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Hex editing

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Learning new languages to an extent, like glsl

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Doing art

random flint
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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.

dreamy tulip
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The amount of time that I've spent testing and fixing bugs and polishing things also likely amounts to months of time

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Honestly, the only person who knows/understands the full scope of what I've done is me.

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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

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Say you make 500 different mods a day for a week

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And then it turns into a year and half of doing the same thing on a consistent streak

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lol

random flint
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._. Yeah, I couldn't begin to claim to understand it.

dreamy tulip
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There is no short or lengthy explanation

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But

random flint
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I just know you've spent countless hours on it, that you'll never get back.

dreamy tulip
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What it is... is a game overhaul.

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It's as simple as that

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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 ๐Ÿ˜› )

random flint
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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.

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So I can understand that the time you put in, isn't time wasted to you.

dreamy tulip
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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.

supple wadi
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Quav, as a little heads up, Monkeyman is the one maintaining the primary tool that significantly aids in the modding scene, lol

random flint
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I didn't know, sorry lol. They seemed to be purposely poking Rayrod from my perspective.

dreamy tulip
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Well, yeah. You're not wrong about that ๐Ÿ˜›

supple wadi
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Yeah it's all good, just thought ya should know

dreamy tulip
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But, it doesn't matter

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I'm used to it lol

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But what I said still stands

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"Honestly, the only person who knows/understands the full scope of what I've done is me".

random flint
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Yup.

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100% agree with that.

dreamy tulip
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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.

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I use it a lot

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I'm glad that he worked on it

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With our other contributions ๐Ÿ˜›

supple wadi
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You know for a good percentage of modders it totally is. It'd be doubly, if not triply tedious doing it all by hex

dreamy tulip
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Anyone can learn, with given effort. Heck, it takes a bit of effort to study the files to make adjustments after decompiling.

supple wadi
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Yeah, but at least decompiled it's pretty much all in natural language and not machine lingo, lol

dreamy tulip
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And there's always hex, C#, C++, JS, and the shaders. + There's valuable assets online for modding.

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And cheat engine

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Those are more complex like you said though

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But what I'm emphasizing is, that it's not an essential need.

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But preferred, understandably.

supple wadi
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For broader accessibility it absolutely is, and for a decent modding community to stick around, accessibility is pivotal.

random flint
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@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?

supple wadi
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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

dreamy tulip
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Yeah, reading the xml's in a decompiled format is really helpful

random flint
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I'd like to have the no pause thing enabled, but I don't want to be banned lol.

dreamy tulip
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It's still not needed to mod

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Is all that I'm saying haha

supple wadi
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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

dreamy tulip
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We're saying the same thing haha

supple wadi
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Except imo you're discounting the importance of accessibility to the formation of a community to better produce cool stuff, lol

dreamy tulip
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Nah, I apologize if I gave that impression.

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I meant that "to make mods" as an individual, it does not require decompiling them.

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But it can be very helpful

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As it's not an essential need, but a huge benefit

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And anyone with the motivation to learn to do so... can do it.

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It just takes studying, practice, time and dedication.

supple wadi
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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

dreamy tulip
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It may not be the most "ordeal" route, due to complexity... but it is a way.

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Then someone would either make one, or do what I'm doing.

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DeadEndThrills has no issue making mods w/o decompiling them.
But it would totally be easier with it decompiled.

supple wadi
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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

dreamy tulip
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That's separate

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He's done executable related mods

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And also hex mods, CE mods

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And other stuff

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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?

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I know people who do that every day

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Would require a lot of skill to do that

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But practice

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It was needed to make a compiler haha

random flint
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*continues to silently read the conversation with mild interest*

supple wadi
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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).

frosty vine
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@dreamy tulip Man your new overhaul is quite varied. Images don't always do it justice anymore, haha

dreamy tulip
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Thanks bro!

random flint
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I have to side with Oppressor. You should make some Gfycats of your overhaul.

supple wadi
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Outside of that you're probably better off just modding something with legitimate modding support, lol

dreamy tulip
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@supple wadi I really like this conversation

random flint
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HTML5 video.

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Basically gifs

dreamy tulip
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Well, if you think about it....

supple wadi
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I'm just a bit of an accessibility nut with things. Subtitles, stupid amounts of options, well built tools, etc.

dreamy tulip
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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.

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NMS in itself is in a certain state, as we all know

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Yet, popularity isn't what keeps people here

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Ohhhh yes me too

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I love that stuff

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I'm also an accessibility nut

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But, I want to throw myself into the deep end personally

supple wadi
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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.

dreamy tulip
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There's a lot of people who have a real hunder/desire to learn

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Yeah, that's correct

supple wadi
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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

dreamy tulip
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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.

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I will lose sleep over it, and lock myself away until I have the answers to my own questions

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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.

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I will progress in everything.

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All for NMS, and whatever else

supple wadi
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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?"

dreamy tulip
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I'll also soon be able to update the MBINCompiler

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In the event that no one is around in the future

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Ah, I see

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Well

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I'm just naturally like that wherever I go haha

supple wadi
#

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

dreamy tulip
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I remember on MKvsDC PS3 on the online chats

supple wadi
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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

dreamy tulip
#

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

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As seeing all the lunacy in the nutty chats

random flint
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o_O

dreamy tulip
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I ended up taking over the server

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And moderating it

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Was regulating like 8,000 people back then

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But it ended up being a lot more peaceful in there

supple wadi
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didn't that open the way for others and piss ppl off? lol

random flint
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I know that Norton and other antivirus programmes have similar backdoors.

dreamy tulip
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Man, those chats were freaking insane.... if only you saw them lol

random flint
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Norton and AVG being the two big ones.

dreamy tulip
#

@supple wadi

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Like

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Trying to figure out how to describe it

supple wadi
#

i mean it is online chat

dreamy tulip
#

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

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And just wackos

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overall

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And then the online game bugs

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Since it was a fighting game

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Like, there was this flaw in the game where people could knock you to the floor and ground pound you nonstop

supple wadi
#

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

dreamy tulip
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Until the match was over

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Nah, I mean there was something legit wrong with those people lol

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They weren't playing

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They were dead serious lol

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But yeah, there were lots of gliches in the game online

random flint
dreamy tulip
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We called them "Infinites"

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Basically, a never ending ground pound

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until the match was over

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Or some cheesy repetitive move

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And that drove people nuts

topaz oxide
#

Woah

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Logs

dreamy tulip
#

So I ended up controlling that server

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And what I did was...

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I turned a crazy place into a peaceful place, started hosting tournaments, giving kind warns to those who were bulling others

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Sometimes banning people, and creating temporal rooms for them like a timeout

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And I made a lot of new rooms/servers

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And I also did the first cross-platform gameplay

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I had PS3 people playing with Xbox 360 people

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Which was totally not possible back by default

random flint
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A true miracle, would be making the console users agree that PC is superior.

dreamy tulip
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And I also modded that game on PS3, so in the event of someone trying to pull off that "Infinite" cheat thing onlinew

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My select button on my PS3 controller had an "Instakill" xD