#nms-modding

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dreamy tulip
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Thanks BaENoid

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Working on the terrain aspect now, as Yasriij had occasional rough terrain

loud otter
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Sooo prettyyy :3

dreamy tulip
frosty vine
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(Rayrod Overhaul)

placid grail
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thats pretty

stone sierra
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this is more for discussion of modding

dreamy tulip
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No Man's Sky: RaYRoD's Overhaul: (E3 "YAASRIJ" Biome Recreation) - Work In Progress

This is a work in progress, however, I am gradually recreating an "E3 style" biome that I remember seeing in the portal trailer titled "YAASRIJ" for fun. I've made progress, and I find it a joy... working with your game, as another avid fan of No Man's Sky since 2013.

This is one of the few variants of the "YAASRIJ" biome.

https://youtu.be/XbQNT_y5yeg

This is a work in progress, however, I am gradually recreating an "E3 style" biome that I remember seeing in the portal trailer titled "YAASRIJ" for fun. I'v...

โ–ถ Play video
sacred trout
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@dreamy tulip By any chance could you post a screenshot of the list of features you found when data mining. You read it off on one of CobraTV's livestreams and I was wondering if you had a text document just listing off your discoveries?

dreamy tulip
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@sacred trout Just sent you a dm

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No Man's Sky: RaYRoD's Overhaul (Swerved, Stormy, Palm Tree Hills)

https://youtu.be/qSr5qVpfzIw

``This planet had raging swamp like dust storms, swerved tropical palm trees, swerved hills, grassy caves, floating wave flora, E3 atmospherics and sky colors, a subtle depth of field, and grassy caves.

Still working hard on the Immersion Update of RaYRoD's Overhaul.``

This planet had raging swamp like dust storms, swerved tropical palm trees, swerved hills, grassy caves, floating wave flora, E3 atmospherics and sky colors,...

โ–ถ Play video
cyan oracle
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very cool.. this is what I was hoping that one Tornado mod would have looked like instead of a bunch of random smoke stacks.. nice job

dreamy tulip
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Thanks, Krem!

supple wadi
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Btw, re: player models...Mightn't it be best to kinda let Next handle that? lol

dreamy tulip
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Yeah, it likely would be... but I'm officially intrigued right now and working on something

supple wadi
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Also yeah, a bit for the Python stuff, as there's at least one or two key parts I missed in the first couple sweeps

dreamy tulip
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Nice

supple wadi
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Missions are dense & totally the output of some internal tools, lol

dreamy tulip
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The mission files are long and tedious

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I've been mapping out certain palette related things

supple wadi
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The missions are potent all the same. The notification sequence feeds back into the dialog while scanning is sort of an intermediate between the two.

dreamy tulip
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Hmm, this isn't the missiontable no?

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Was it in the....

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scanning folder?

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SCANEVENTTABLEMISSIONS and SCANEVENTTABLEMISSIONSCREATIVE ?

supple wadi
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The missions also have a sub-area for scanning events.

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It's, uh, yeah. It's a whole thing, lol

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The dialog section is basically a rip of the GcAlienPuzzleTable

dreamy tulip
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Ah yeah, I can see that as being tedious

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I'm like, going to have to map out the biomepalette files

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Which are huge

supple wadi
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The missions aren't super bad, tbh, but they're definitely awkwardly organized

dreamy tulip
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Have you looked in them?

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I'm going to look for which affects the water color

supple wadi
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Because you kind of have to go the bottom of the mission entry, so roughly speaking the notification sequence, then to dialog, then sort out how the scan event might have fed into either of those two

dreamy tulip
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Yeah, those kind of files are tedious

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Where you have to look all over the place lol

supple wadi
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Yeah, that's why I went through & tried to automatically annotate them, lol

echo oxide
dreamy tulip
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Niceee

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Talking with him now

echo oxide
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Hope we can see him back- cheers

dreamy tulip
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Yes, likewise! I'm making it compatible with the Immersion Update at the moment

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He granted me permission.

echo oxide
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Mhmm.. does he have any plans for a standalone release, like he used to make?

supple wadi
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Oh hey, they liiiveee

dreamy tulip
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Not sure

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He's using the overhaul mod

half condor
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hey how do i find my parked starship with rayrods overhaul installed

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aside from spinning around and hoping i find the "your starship" marker

dreamy tulip
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@half condor

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New version coming soon

half condor
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Damn that was fast

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<3 u rayrod

dreamy tulip
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โค u mrtwigs

past mulch
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Is that pak file the only thing I need to install the pre-immersion overhaul?

dreamy tulip
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Hi

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That is a temporary hotfix, which you can add into your MODS folder

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For the v10

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for a few known old issues

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I plan to release the next version soon, but I want to be sure that it's ready and I'm looking for any more issues (while also making more things for it)

past mulch
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Ah okay

kindred tiger
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Hey RayRod, I've got a question for you: do you know if it's possible to make a "cracking cockpit" mod? As in, the more physical damage the ship takes, the more cracks form on your starship's canopy? I think that's be really cool, and a nice throwback to Blaster for arcade.

supple wadi
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@kindred tiger Hmm. I don't think there's a direct way one could do that. It's somewhat tough to build specific things around the player state, and in turn the ship state.

There's not, to the best of my knowledge, a conditional for player health that can then create an effect on a model the player is in. There are obviously conditionals for visor effects, but these are their own thing.

flat bridge
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Can someone explain the affect generation detail has on no mans sky.

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Is it referring to draw distances, or how detailed the landscape is?

supple wadi
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Unless I'm mistaken, I don't think that's used by the game anymore. One of the patchnotes mentions no longer using it, as I recall.

flat bridge
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Oh ok

flat bridge
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Rayrod, when you do get the ps4 vanilla version of nms sorted out, would you consider making a pure vanilla mod for the game without the additional bugs/glitches?

fallen sail
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Wheres the best place to download Rayrods Overhaul?

hallow pumice
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Wait for the his new update tbh, extremely different/improved from the V10 mod

dreamy tulip
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@flat bridge Absolutely, will do ๐Ÿ˜ƒ

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So, TemplarGFX (the maker of the old better worlds mod) and I are working on some things. Check out the new lighting shaders (and other stuff) that he made, when combined with the shaders mods that I made, and a few of Lo2k's with his permission that I normally use... with one of my work in progress procedural forest biomes (which happens to be a swampy island right now) in the pics above
It's a work in progress by TemplarGFX and I (the shaders), and needs some tweaking still ๐Ÿ˜ƒ

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It's a work in progress, and needs some tweaking still ๐Ÿ˜ƒ

dreamy tulip
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No Man's Sky: RaYRoD's Overhaul: E3 Space to Planet Transition

https://youtu.be/U6alm8OJWng

``Thanks to TemplarGFX, we now have a smoother space to planet transition, alongside various other dramatic visual enhancing shader mods by TemplarGFX, (alongside various other shader mods that I've made), and others that are a courtesy of my other friend Lo2k for the next version of RaYRoD's Overhaul.

Here a few adjustments from today (Not to mention various others that are not written down here)

  • Modified PBR, IBL, Specular Calculation, HBAO, Subsurface Scattering, light exposure, shadow strength, ambient lighting
  • Phong shader lighting gradient cut-off lowered for smoother specular and bigger hotspots
  • BRDF Parameters adjusted for softer less shiny specular lighting calculations
  • Ambient lighting bounce and direct light influence lowered
  • Sunlight Scattering samples increased along with thicker atmosphere for visible strong sunlight
  • Subsurface Scatter power increased and scale decreased with adjustments to falloff ranges
  • You won't get super bright white-out planets anymore. Even those planets now have better, more full lighting on them. Dark can now be absolute pitch black (like caves at night time!)
  • The weird shine is gone from like everything, and skin now looks more like skin. Less like plastic.
  • Base exposure on light was set to 2.0, which basically just white-out'd anything that was already bright
    so I dropped it to 1.0 (which is normal) and then upped IBL a bit to compensate
  • Adjusted the shadow bias for more detailed shadows
  • Formerly translucent tree leaves, now glow from the other side (only if the sun is behind them on a more direct angle) rather than always glowing
    *Flying down to planets is now like the trailers with the transition from space to planets in regard to the generation. It's very, very subtle.``

Thanks to TemplarGFX, we now have a smoother space to planet transition, alongside various other dramatic visual enhancing shader mods by TemplarGFX, (alongs...

โ–ถ Play video
past mulch
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Sick! How does it look with islands and colors? Sometimes it looks like a planet is full of water, but when I come closer it's not even close to mostly water. And are the islands also more accurate?

dreamy tulip
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Sorry, I've been away working on like 13k+ files to increase draw distance, help performance a bit, fix issues with some trees disappearing, structure things better, and also help in the way things spawn... which should also help make way for beaches

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@past mulch Planets in that scenario appear to be fine and accurate thus far, will let you know

past mulch
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Oh okay ๐Ÿ˜„

lime mesa
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good work

stone sierra
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fuuuuuckin hell rayrod that looks good

lime mesa
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Indeed, it does

dreamy tulip
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Just waking up on my end

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Thank you!

dreamy tulip
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@rotund vine

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But yeah, it's possible to mod on consoles

rotund vine
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Sounds pretty complicated heh

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But would be pretty crazy if you were to succeed in it

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And I will play it then obv

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However

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If it comes around NEXT

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I'll wait with it

dreamy tulip
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It'll be some time before I start doing it

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Will be after NEXT

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I'm mostly interested in what is likely to be a goldmine of data โค

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I'd also port the 1.0 (vanilla RC1) version to PC

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As I've already ported every other version to Atlas Rises

rotund vine
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Yes please

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1.0 planets

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I want em back

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D:

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Terrain had better lightning and had more intense biomes

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Like genuine forests and mountains

dreamy tulip
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Yes, loved the terrain then

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Was really varied.

rotund vine
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Mhm

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Now its mostly just little hills

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Uglier textures

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And more ground snakes

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or just a very rocky terrain in general while the planet was scanned as like a paradise planet

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Or these landscapes

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I miss em

dreamy tulip
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Just got back

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Yeah, the overhaul mod has all these kinds of landscapes possible

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Plus a lot of other things going on

rotund vine
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Yeah ik : D

rotund vine
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radnox

dreamy tulip
dreamy tulip
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Gonna try to them sting you

flat bridge
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@dreamy tulip Any ideas of what you might find when you start data mining the ps4 version?

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In other words, what do you hope to find?

warm thistle
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Thats pretty awesome dude

lime mesa
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will you be making nms xbox mods?

supple wadi
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lol

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That depends entirely on how developed the custom firmware scene on each platform is

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And also just how much RaY wants to put into making mods for all the platforms

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If the custom firmware scene is sufficiently developed, I imagine they'd be into it tho

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But at that point, you open your console up to a bunch of different possibilities & options, so ya might not even be all that interested in mods for NMS at that point, lol

dreamy tulip
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Everything that's possible, and theoretically not possible with NMS... I wanna do it

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If I can't find a way, make a way, if I don't know how to make a way, I must learn what I need to learn to make a way

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Is the way that I function haha

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But what GMR_Leon said is correct

toxic goblet
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can you make nms run native on linux? ๐Ÿ˜›

supple wadi
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lol

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figure out a way to draw more proficient coders back to the modding scene & maaaybbeee

dreamy tulip
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My friend CHC could do it

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W/o an issue
I'm not experienced in linux or see a reason to use it yet

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lol

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That guy's a madman

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I remember when I invited him into the group with Alexander blade, funmw2, and the dev of openiv and other people... he began to speak and ask questions and everyone was like "Huh"? xD

midnight spruce
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@dreamy tulip your work on this mod is absolutely stunning. I have v10 currently and am very much looking forward to your Immersion Update

dreamy tulip
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@midnight spruce Thanks a lot! I look forward to sharing this with everyone asap. A lot of progress has been made

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He re-made the IGN gamespy servers after cloning it prior to it shutting down

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He also started doing PS3/PS4 dev work corporately a bit ago

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I used to talk with him a lot, back in the day... and a bit with Luigi Auriemma

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He also worked with Geohotz

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The guy who first jailbroke the ps3 and got sued by Sony xD

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Sometimes I wonder if that cost was worth it

toxic goblet
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geohotz... that's a name i haven't heard in a long time

dreamy tulip
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He made some tools for legos world as well @supple wadi Do people still mod that game?

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Haven't played it in awhile

supple wadi
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Not to my knowledge. After they made it so that you'd probably have to recompile to .dat it became way less accessible, & I don't know if anyone's made a tool to repack stuff into the .dat for the game to read from

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I was looking into it for a bit but shifted focus back here

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You can fortunately still sorta unpack the .dat, but from what I vaguely remember back when you could mod it, it was a bit like running NMS unpacked

dreamy tulip
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I remember that

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Like, I Was just getting into modding it

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But then, it was not working the way it used to

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Was a bit upset

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didn't the game also used to be more aimed towards a sandbox style?

supple wadi
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I mean it still is, more or less, but since they're trying to guide players more they added a much more structured intro

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You can still jump right into a sandbox/creative mode tho, I believe...Might require the first area/mission's completion

dreamy tulip
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Oh, cool

dreamy tulip
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When I landed on a dense planet, that had tall plants... it all generated instantly, with zero fps drop on my end... and only grass had to fade in, but that itself has very far draw distance. The grass also didn't need to fade in often.

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Everything feels almost seamless on the recent test commit

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It took a lot longer than expected to finish this most recent commit.

It's 5:48 am here, and I've been working on it since 7:00 am

dreamy tulip
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A few random shots from the latest commit:

dreamy tulip
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The overhaul of the overhaul of the overhaul of the overhaul of the overhaul has now been overhauled. Now, I'm going to go overhaul this sandwich.

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Took a lot longer than expected. ใ€€
It's 7:00 am, I've been working on it since 7:00 am

rotund vine
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Oof get some sleep dude

dreamy tulip
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Will do soon

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Considering recording a video, but I might wait till later

rotund vine
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Do it later

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Nothing forces you : P

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And no mans sky wont go any time soon

dreamy tulip
dreamy tulip
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No Man's Sky: RaYRoD's Overhaul - Bubble Swamp Island

This lovely planet was filled with "Swamp like" forest, islands, dense fog, jellyfish, sparse rich resources, ocean bathing Gek, and crystal clear water beaches. There was also an iconic atmospheric Atlas Station like HelloGames' No Man's Sky concept art.

Song Credits:
Twisted Light by Home

https://youtu.be/P6CAgMpRbT4

This lovely planet was filled with "Swamp like" forest, islands, dense fog, jellyfish, sparsed rich resources, ocean bathing Gek, and crystal clear water bea...

โ–ถ Play video
warm thistle
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That's epic dude, nice work

dreamy tulip
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Thank you! I really, really, liked this planet.

gritty stirrup
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nice, love it

dreamy tulip
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Thanks @gritty stirrup and nice to meet you.

cunning canyon
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Wow I'm not a modder so I hope you don't mind me chatting here. But I gotta say, DAMN RayRod!!! This is really amazing stuff to see. I can't wait to see what you will do with NEXT. I just joined this discord btw so I might be poking around here and there. Nice to meet you guys!

dreamy tulip
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@cunning canyon Hi, thank you!
Welcome to the NMS discord. Glad to have you here ๐Ÿ˜ƒ

cunning canyon
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@dreamy tulip

Thanks man I'm glad to be here! ๐Ÿ‘Œ

I heard you listing all those mechanics/features in one of cobras subcasts. The amount of stuff that isn't used yet is insane. Keep up the good work man!

Btw I also wanted to ask you if it was okay if I could sample your speech for my music? I don't wanna use it if you're not cool with it ๐Ÿค”

dreamy tulip
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I'm shy, but sure! Feel free to @cunning canyon

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After I iron these out I can move onto some other things

cunning canyon
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@dreamy tulip

Thanks man!

dreamy tulip
dreamy tulip
lethal fog
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Anyone here happen to have SVG versions of the various icons from the game?

dreamy tulip
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What does SVG stand for?

gilded saffron
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scalable vector graphics

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images that don't have pixels, but definitions of shapes, so they can be scaled inifinietly

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not for regular pictures, more for logos/designs type of images

dreamy tulip
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Interesting, thanks!

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I personally don't have any that I'm aware of. Maybe someone else might

lethal fog
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I managed to get the DDS files and convert to PNG but converting those to SVG really doesn't work very well

gilded saffron
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you can probably find pretty close vector icons online

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and of course there are image-to-vector tools, but obviously they aren't perfect

lethal fog
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yeah - I try a few others

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it's mainly the icons for the various races and economies I need

toxic goblet
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Get inkscape and trace em. Not the best, but it works.

lethal fog
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yeah, I think you're right Kaz, that's probably the best option

tawny peak
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i did something similar to the glyph icons

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in illustrator

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it worked alright but it wasn't exact by any means

dreamy tulip
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With permission, I turned @magic mirage's awesome Jellyfish into wave Jellyfish as a procedural-variation to the procedural-Jellyfish that I had flowing from in-game assets.

magic mirage
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๐Ÿ˜ƒ

midnight spruce
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...holy shit

dreamy tulip
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Trying to figure out a way to make it dll based
Planet Size forcing courtesy of LawnReality... will see if I can port the asm script to C++, like the few others that I Did already

midnight spruce
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Like....I want to play NMS right now...but not until you're done

dreamy tulip
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This station was in my face

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Gonna test with the Atlas Station, Space Stations that I assembled

urban perch
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can you make a space station with complex interior that isnt just a u shaped hub but like a maze of rooms packed with various interesting stuff / npcs ?

dreamy tulip
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Maybe, but likely not in any reasonable amount of time within my project's timeframe

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I had something like that going on sort of, in the past... but I didn't finish it

urban perch
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๐Ÿ˜„

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just curious if it was posisble

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ive gotten so used to it traveling around but

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always felt like they could have been bigger inside

hexed oracle
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they are huge on the outside, couldve used more space for the inside too

supple wadi
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lol, Dav there are certain awkward constraints that prevent much of interest in interiors

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At least in terms of using what's already there

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Also that planet looks so smol, lol

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Reminds me a bit of the ol' Spore planets

dreamy tulip
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Haha

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Yeah, someone else said that

lime mesa
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reminds me of mario galaxy

supple wadi
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Is it making all of'em smol, btw?

lime mesa
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I actually kinda like the aesthetic

supple wadi
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Or just the targeted planet?

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I liked it way back when with Ratchet & Clank but it makes for super quick exploration, lol

dreamy tulip
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Yeah, it's making all of them small and the solar system

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It's the planet struct being used, I believe

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What HG's did pre release

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Where they forced planet sizes

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Btw, is the vanilla game this bright?

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My eyeees

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Trying to figure out if this is something that I caused

midnight spruce
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It seems a little bright, but I could be wrong. It's been a while since I've been a snow planet like that

supple wadi
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That looks like something you caused, unless that's one of your custom biomes placing the weird planet assets elsewhere

midnight spruce
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Is it snow? or is the planet texture missing?

dreamy tulip
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Okay, thanks!

supple wadi
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you can see on the side of the pillar the hexagon land texture being used, but for some reason the surface texture is, well, yeah

dreamy tulip
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It's a hexagon planet... one of the things on my todolist is to fix that new weird bright color issue that started to happen

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Hi Ray, This is bug report No2. Like the previous one, you will find description of the issue here and the number in brackets shows the screenshot(s) related to it. ID. Issue description. 1. Some types of grass โ€“ or their positioning โ€“ or the...

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Only on some planets though

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I'm gonna figure out which biome is loading, in-case it might be caused by the terrain palette textures.

dreamy tulip
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Handcrafting space colors atmospherics now. I created black space with nebulae w/o shader modding. Time to replicate old footages by using them as concepts

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This sun is better

dreamy tulip
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It's getting closer

midnight spruce
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Looks amazing

dreamy tulip
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Thanks

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Doing this one now

clever adder
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ohwow i thought the first screenshot was from your mod before i read the name of the video GWcfcThonk

dreamy tulip
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Yeah :)
I'm replicating more atmospheric visuals from old trailers by using the old screenshots as concepts

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I'm doing all of this in real time

dreamy tulip
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It's getting there

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May need to adjust the blend a bit.

dreamy tulip
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Black and white template

worldly viper
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whoa that looks cool

dreamy tulip
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That's better, I think

worldly viper
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That is better. I especially like that bottom one.

dreamy tulip
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Thanks

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Some systems can now be different variations of black, w/o any black space shader mod. While other's can represent pre-release footage, other handcrafted atmospherics that I've done, unmodded atmospherics, and darker than unmodded atmospherics with the overhaul mod.

wispy grail
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Not keen on the black space, personally

dreamy tulip
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I personally like the black space that HG's had in their code, the brighter space that's used, the darker space (modded variations), and also the new E3 space that I'm doing

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So, figured I'd make a mix of everything. ๐Ÿ˜›

thin valve
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By any chance are you working on a way to make the cores of the spirals option of the mod less hectic

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Its pretty much impossible to tell whats what in those lol

dreamy tulip
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Could you elaborate a bit?

thin valve
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The spiral clusters in the galactic map

dreamy tulip
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Yeah.

thin valve
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The center of them

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Is always packed with like 20 stars

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In a tiny space

dreamy tulip
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Will see if it's feasible to space out a tab bit, for the optional mod.

thin valve
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Alright thanks

dreamy tulip
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Should try to do this one now

dreamy tulip
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Here is my replication of "GRAFNINGARD" from IGN footage

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The depth of field on the nearby planet is also possible, I just gotta turn it back on

hexed wasp
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Hey everyone! Figured I'd ask here before posting to the sub-Reddit... There was a dump of all the sound files from NMS that existed here: https://nomansskymods.com/mods/audio-file-dump-renamed-reorganized-and-converted/
I know there are tools available to extract the sounds, but did anyone possibly download this before the link stopped working? (The actual download linke was here https://drive.google.com/open?id=0B30loVo524xgODA1ejlSUVZXZXM)

supple wadi
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@hexed wasp Yup, I grabbed it way back when

hexed wasp
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@supple wadi Oh man, I don't suppose you'd be willing to upload it somewhere and share it with me, would you?

supple wadi
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I'll look into it in here in awhile, & give you a heads up when I do somethin'!

worldly viper
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Wow those screens look nice. Is the draw distance on the grass improved?

dreamy tulip
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Hi, yes it is

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Thanks

past mulch
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Really nice

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Always annoyed me how I could clearly see a circle of grass around me

hexed wasp
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@supple wadi Thanks man! Appreciate it

past mulch
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Question, what if NEXT will release before the immersion update is released?

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Won't you then need to rework almost everything to make it work again?

supple wadi
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Yup

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Which basically means keep your Atlas Rises version backed up if ya wanna keep using your existing mods, at least until we can all update our work for Next

past mulch
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Good to know beforehand :P

dreamy tulip
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Some things may just likely require porting to the updated structs (if those files get updated structs)

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Wouldn't be surprised if a lot of things are just minor things to update

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While some not at all

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What would likely require the most updating are the globals (where there's not so many of those)

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It's of little concern to me

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Apart from that, what I'm working on, at the scale of it is more-so a custom build... and it doesn't really have to revolve around the most recent update. It will always be playable/portable and expanded upon. It's just the beginning (though it's come so far).

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I am eager to update it though and see what's NEXT.

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If anything, the biomes might be a pain to update (if the structs get updated)

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Not because it's difficult or won't be possible per say to port it (given that that compiler's updated)

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Just a lot for me to do, but It would likely be the amount of work that I do in a day anyway lol

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@past mulch

dreamy tulip
dreamy tulip
lime mesa
#

Nice lighting

#

The current water has weird colors

supple wadi
#

Albeit I think that can also vary by planet ๐Ÿค”

dreamy tulip
#

Yup, but it doesn't have to... as you can tell the water material to not use RGB

#

But, in this case it's shader and texture related work

#

The shader aspect is being worked by TemplarGFX for the overhaul mod (he's working on improving Lo2k's shader that I use with some adjustments that I've made in there before)

#

And also a lot of other shaders that are involved that aren't part of lo2k's shader mod

#

So, it's a combination of things

#

And also certain things that I did, atmospheric related, and weather related

#

And global setting related

#

Kinda confusing

#

But is all a wip

dreamy tulip
#

Re-doing the overhaul mod from scratch quick

cunning canyon
#

Wow those screens look as some RayRod especially the grassy field ones!!

#

@supple wadi

Yo Leon could you also give me a heads up on those sound files as well? More NMS samples never hurt ๐Ÿ˜Ž

dreamy tulip
#

Still at it, 9 1/2 hours later... haven't stopped focusing on the same thing

#

I pretty much re-made the immersion update's biomes from scratch again

#

restructured the mod, fixed various issues, redirected the paths, organized everything under a new hierarchy, and reduced the file size

#

and also added more variety

lethal fog
#

Don't forget to take some time to rest up โค

midnight spruce
#

@dreamy tulip you're a machine

supple wadi
#

I'm definitely too unfocused to do that. Moment I notice it taking a few hours is the moment I try to figure out a way to streamline, lol

loud otter
#

Love the fog effects in that 3rd screenshot

supple wadi
#

Er...Didn't notice until I gave it a closer look, but those trees...Are they untextured? ๐Ÿค”

sacred trout
#

so.... what's your guys' take on that Xbox One box art?

dreamy tulip
#

@supple wadi

Just fixed the absurd brightness on some planets

Turns out my issue was some corrupt weather settings... and I lost my (non corrupted files) - So I asked someone to re-send it to me. So, I reverted certain changes and also kept my good changes. This also fixed that dust heavyair.

#

Those are textured ๐Ÿ˜ƒ

supple wadi
#

In the last pic?

dreamy tulip
#

I believe so yeah

supple wadi
#

Huh, they're really smooth & shiny

sacred trout
#

@dreamy tulip This mod's progression is so beautiful to watch

dreamy tulip
#

But I did have some wonky weather going on at the time

#

As that was taken pre-fixing some things

#

@sacred trout Thank you so much

#

Will look again soon and verify

#

in-game

#

At Gmr_Leon

#

These ones had textures

#

But they are similar

#

They look a bit rougher, but sorta smooth from further away

supple wadi
#

Yeah, those def. have textures

#

It might be that it's the distance affecting the appearance

dreamy tulip
#

Maybe so

#

Just noticed that there's a ring on one of the planets there

#

๐Ÿ˜ƒ

supple wadi
#

Heh, yeah

toxic goblet
#

why does everyone keep linking to peaceful aeyescrazya

supple wadi
#

๐Ÿคท

dreamy tulip
#

The first place I saw it haha

supple wadi
#

I think a lot of people follow'em is mainly it

dreamy tulip
#

Was I not supposed to?

toxic goblet
#

nah there are better places

#

like the original

dreamy tulip
#

Where is that?

#

Eh, it was only about the image lol

dreamy tulip
#

So it doesn't matter, I guess

#

Nice, thanks

toxic goblet
#

not really. just larger versions exist ๐Ÿ˜ƒ

dreamy tulip
#

I wonder what kind of MP it will (likely) to be

toxic goblet
#

not sure, honestly. i'm gonna be curious to see what infrastructure they use

dreamy tulip
#

Hopefully, it'll be toggleable... as the first person view in itself can be really immersive and the original style.

#

But I am curious to see the third.

supple wadi
#

Also curious about how mods might affect stuff, lol

dreamy tulip
#

Lest, it'll only be MP models

supple wadi
#

Will be hilarious with some of our terrain mods giving weird experiences, if it still works out that way

dreamy tulip
#

LOL

#

Gta V NMS online

#

Just kidding

toxic goblet
#

modding with multiplayer will be interesting as hell.

dreamy tulip
#

Multiplayer biomes ๐Ÿ˜›

echo oxide
#

battle royale

#

๐Ÿคข

tawny peak
#

yes daddy

dreamy tulip
#

Working on voxelgen a lot

#

Have been for several hours

#

Mapping things out

#

Still testing

lime mesa
#

cool screen shot like the floating rocks @dreamy tulip

dreamy tulip
#

Thanks! It needs some balancing

#

But I'm working on various templates for unique terrain

#

I want to overhaul the terrain overhaul

lime mesa
#

Oh that sounds great

dreamy tulip
#

I'm planning to release the mod not too long from now, but I need to iron some more things out first

lime mesa
#

So will it come out this mouth?

dreamy tulip
#

The tedious/complicated aspect of working with procedural generation is that 1 slight change, can affect anything; anywhere in the universe. Every day I am making hundreds or thousands of changes at a minimum (carefully), but sometimes issues can occur. So, it's crucial that when I make improvements/expand variety, content, new features and other things that I creatively implement on a universal scale in unique, non-oversaturated, believable ways... that I search the planets within the in-game universe for potential issues, rare crashes, etc... or potential things that I may need to adjust or those spots that I may have missed and need to touch up like an artist's painting; so that I may fix them to ensure consistency for the end user. It can also be a lot to handle, with a project of such a large scale... alone, but I've created different methods of narrowing things down. I work off of a pre-written todo list, compiled based off of data mined research from observing pre-release, or general research by studying the files... but sometimes I get ideas/theories on the fly. Sometimes I dream of certain things and I try to manifest it into the game. A lot of things/changes/adjustments are done based off of community feedback. A lot of things are also replications based off of trailers, but the more that I progress, the more that I see potential and start to form ideas of more awesome things that I can do and implement for everyone to provide the best experience that I can offer with this next Overhaul update, prior to the next Overhaul update after this. So, everything is in a constant flux and a constant progression - and usually, one issue might lead to another (or one idea might lead to another) -

#

But I must get the perfect mix, which I'm pretty darn close to. Currently, I am working to expand in-game variety about 20x more than it already is expanded like 1000x more than the old v10 in a high effort way, and working on multi-biome aspects and making the game more beautiful in general, and adjusting certain things still to make way for beaches. I haven't taken a break (except to sleep) for the past 5 months on this update. The way that I see it, I won't do anything else until I get this out publicly. I am a perfectionist. Also, props to HelloGames for creating such an awesome engine.

#

In short, I would love to release it this month, even tomorrow or 5 minutes from now. However, it depends on how quickly I can refine these last touches. (Which I'm like 98% done with)

#

Which is part of the reason why I've been working excessively the past few days... (well, every day) trying to iron out the remainder of issues so that I can officially release it as soon as possible (in the most refined state) as the Immersion Update. ๐Ÿ˜ƒ

lime mesa
#

Oh thatโ€™s sounds great, and Iโ€™m sure all this hard work will pay off as with any perfectionist ๐Ÿ˜ƒ

warm thistle
#

You're a trooper RaY! I have a hard enough time staying up for 24 hours straight without my mind going jelly

dreamy tulip
#

@warm thistle Thanks man! Also, thank you for being very helpful with bug reports (same to anyone else who has been a tester)

warm thistle
#

My pleasure homie, I have enjoyed watching this overhaul grow immensely. Even before I had a pc and was playing mainly on ps4 I was in sort of awe at the work you had achieved in your overhaul, as it is everything in the sense of the word, overhaul. Testing it out for the first time was like playing a completely different game. I cant thank you enough for allowing me to be a part of the growth of this mod by being a tester, I def do no regret getting rid of my ps4 and building a computer lol

dreamy tulip
#

I'm glad that you are enjoying it, and I hope to keep improving it! Glad to have ya as a tester bro!

smoky wing
#

Heya. I was wondering if Rayrod or other modders / dataminers could help me confirm something... It there anything in the game that confirms if MAINT_TECH3 refers to the superconductive locks on debris capsules?

supple wadi
#

Looks like that may be right, yeah

#

Aand yeah, my memory was right in the pathing for that

smoky wing
#

If that's the case then that should confirm the cause of the planeter/harvester/portal superconductive lock bug. I recently encountered the bug after doing extensive debris nanite-farming (which of course use those superconductive locks). Fortunately I still had a very recent working save to compare. In the end I was able to fix my save by copying over the entire section of the old working save that appears to track all the device locks/charges. The main difference between them was the addition of ~50 MAINT_TECH3 entries - which obviously matches what I was doing in the game. I suspect the game saves more entries than it can properly load, causing an overflow into unrelated device locks/charges.

#

I'm gonna try to blank out a bunch of those entries on the broken save next (instead of copying the whole section from an old save). If that works then a tool could be created to automate that as a fix for any PC players who have encountered that bug.

#

Just wanted to play it safe - see if I could get some confirmation first, make sure I wasn't accidentally doing something harmful elsewhere.

supple wadi
#

Oof, if that turns out to be what's going on, I'm sure HG would dig that deep dive into the issue

smoky wing
#

Yup, I wanna confirm it first, prolly get to it later tonight, then I'll submit something to zendesk

#

course at this point they've likely already found it and it's in next... they're certainly not gonna patch it before then

#

but still might be helpful info

supple wadi
#

Yeah...Hard to say tho, depends all on what they've prioritized

dreamy tulip
#

Templar and I found this global

#

@supple wadi

#

Graphicglobals, the first Unknown handles the game's brightness

#

That actually ended up being my issue

#

I had to deduce what was causing it

supple wadi
#

Huh. Wait, what issue was that?

#

Also literally this:

<Data template="GcGraphicsGlobals">
  <Property name="Unknown" value="3" />```?
dreamy tulip
#

Yessir

#

It was set to 5 in the mod

#

3 imo is still overkill bright in vanilla

#

I had to find my sweet spot

supple wadi
#

Wha, so increasing the value decreases the brightness? O_o

dreamy tulip
#

Nah, the other way around

#

It was too high at the value of 5

supple wadi
#

Oh, lol

dreamy tulip
#

default = 3

#

lowering it a bit imo helps the game

supple wadi
#

So at some point you flipped it about, lol

dreamy tulip
#

Templar and I were testing things, but that value was unintentionally left at 5

#

Which made the game overkill bright at times

#

The default is 3

#

But when I set it back to 3, it still felt a bit too bright

#

so I reduced it more than vanilla

#

Until it's not too bright or too dark

supple wadi
#

Hmm, I should check against older versions, has me wondering if maybe that's why some of the snowy planets can be blinding at times

dreamy tulip
#

The sweet spot for me was

#

0.6499999762

#

0.65

#

And yes, that is the reason why

supple wadi
#

I think it's also a result of switching the filters

#

The vintage filter cuts back on the brightness a fair amount

dreamy tulip
#

I use the default filter

#

always

supple wadi
#

I typically use it, but flip between default/vintage for shots at times

dreamy tulip
#

Ah, I see

#

Cool

#

Well, I think that value 0.65

#

Would really help

#

I tested on a snow planet

#

a few

#

and in space

#

@supple wadi Unknown20 appears to be FogColourStrength

#

Unknown1C appears to be the distance the sun effect is when you point up and force it to day time

supple wadi
#

๐Ÿค” I'm not sure what you mean about that on 1C. I'm thinking colour strength has to do with the saturation/opacity?

dreamy tulip
#

@supple wadi I think it is the saturation likely

supple wadi
#

Those two shots are for changes to 1C, or...? Just to be sure

dreamy tulip
#

Yes indeed

#

0.6 ended up being the sweet spot

#

For me

#

You can still tell that it's day time

#

And that the light/sun is shining

#

But it's not overkill strong

supple wadi
#

Ah, three seems to be what I needed to catch the slight diffs

#

It's like it's the StarRadiance value

dreamy tulip
#

Oh nice

#

0.2630000114/0.263 ended up being the sweet spot for me with

#

Unknown20

supple wadi
#

Desaturates the colors a tad?

dreamy tulip
#

Yeah

#

Setting Unknown28 to 88 did this

supple wadi
#

*Unknown20, yeah?

dreamy tulip
#

Yeah

#

That last pic was Unknown28 sorry

#

Unknown30 did this

#

at 555

supple wadi
#

Haha, this is why I keep doublechecking, when these are only unknowns it's a mess to keep track of what's what

dreamy tulip
#

Unknown34 did this

#

Green

#

I bet the next will be blue

supple wadi
#

Haha, going through all the primary colors

#

Or something like that

dreamy tulip
#

Yeah

supple wadi
#

Hmm, these last few don't appear to be fog related from what I can tell

#

Unknown28 did, for sure

dreamy tulip
#

Found some globals affecting the inventory

#

testing

supple wadi
#

Maybe also 30?

dreamy tulip
#

Maybe so

#

Fog colour saturation?

supple wadi
#

Just going off the shots you put up

dreamy tulip
#

It appears to be the fog yeah

supple wadi
#

34 looked like it could have just been starlight, but that may have just been the shot

dreamy tulip
#

UnknownBC appears to be multitool saturation

#

in the inventory

#

will check outside of it too

supple wadi
#

Oh, for their colors?

#

Wild

dreamy tulip
#

Will send a few shots

#

sec

supple wadi
#

Huh, it's like it's increasing the brightness of a pointlight in the space

dreamy tulip
#

Within the UI globals you can adjust the angle/rotation of the lighting

#

Which I did a bit

#

Of the model

supple wadi
#

So yeah, this might be for general brightness

dreamy tulip
#

Turns out

#

This isn't only affecting the multitool

#

It's all inventory models

supple wadi
#

Was about to ask

dreamy tulip
#

Inventory Model Light Strength

#

Inventory Model Brightness*

dreamy tulip
#

This looks much better

#

Vanilla:

#

My changes:

toxic goblet
#

yay less lens flare

supple wadi
#

lol

#

It's not quite lens flare, I don't think tho

dreamy tulip
#

I don't think it's a lensflare, but more like the strength of the sun rays?

#

Yea?

supple wadi
#

Yeah, that's the sense I get

dreamy tulip
#

Ah cool

#

Looks more natural like this

#

I always disliked how pointing up

#

Would do that

#

Caused me to almost always prefer dusk or night

#

lol

#

Overhauled the graphics a bit
No more overkill brightness, better balancing than vanilla
Better inventory model lighting
Light rays from the sun shining on you are no longer overkill and saturated but look more natural
fog colors balanced
a lot more

#

Frozen planets are also no longer blinding

supple wadi
#

I'm of two minds about the frozen planets being blinding, lol

dreamy tulip
#

I feel like they should be bright, but not too bright

supple wadi
#

Part of me is like, "Yeah, snow blindness is a thing!" Another part is like, "But we're looking through a visor that would surely be accounting for that..."

dreamy tulip
#

Ah yeah haha

#

Space particles also seem to stand out more tho

#

i like it now

#

it might be the dark system I',m in

#

idk

#

But I do know that

#

the lighting affects space

#

and wow

#

this planet has bizarre terrain lol

dreamy tulip
dreamy tulip
#

This worked, expanded the procedural planet names

#

Can now have singular names as well

#

I added Vesta, New, and others

lapis copper
#

Hi RayRod how's it going

dreamy tulip
#

@lapis copper Hi

#

Things are going well, how about you?

lapis copper
#

Doing well. Just sick a bit of the ARG. But we finally got info coming. Hope it's something helpful

dreamy tulip
#

Glad to hear that you're doing well

#

Ah, I see. Well... the update will be around soon enough ๐Ÿ˜ƒ

#

Overhauled the terrain again

supple wadi
#

That top shot is probably one of my favs I've seen of all the shots I've seen from your Overhaul tbh

dreamy tulip
#

Entire planets made out of sand should be possible, water plants, floating sand balls, planets made out of resources, resource deposit islands, flat planets, cave planets, sand caves, mountains caves, canyons, rough terrain, vanilla terrain, rock ground, two terrain overhauls, new kinds of resource deposits, lots of new shapes, made use of tons of unused slots to add different kinds of variety

#

Thanks! It's coming along

#

Trying to polish things up

supple wadi
#

The really awkward part is that you can literally spend the rest of forever reworking the terrain gen, lol

#

I had to pull myself back from going too far into that rabbit hole

dreamy tulip
#

So.. right now, the game thinks that the ground there is actually one of the rock multi-biomeish aspects that I did on this planet seed

#

Oh yeah

#

That stuff is a rabbit hole lol

#

I tend to go back to it when I have some new ideas

#

But now I'm making sense of a lot more

#

Liking the results

#

The hills leading to a dried up underwater area

#

If it were a barren or dead biome, it would've been sand

supple wadi
#

Those first few shots are very green

dreamy tulip
#

Oh yeah

#

Is that green normal?

supple wadi
#

I think it can be, sometimes?

dreamy tulip
#

Ah, I see. I think at that time, I was using the default palette

supple wadi
#

It's also just a very clear planet from the looks of it

dreamy tulip
supple wadi
#

I think it's mainly that so much of the flora is green. Typically there's a bit more variation in that

dreamy tulip
#

That formation is called "Blob"

supple wadi
#

I'm not a fan of that terrain type, lol

dreamy tulip
supple wadi
#

The tubes can be really interesting to toy with

dreamy tulip
#

Trying to map out the file

#
  • The offset is set to zero
supple wadi
#

I think they tend to use those very often for both cave tunnels & rivers/canyons

dreamy tulip
#

Yeah, the cave offset is set to zero on all of them from what I've seen

#

There's also a lot of unused slots

#

That could be turned on

#

Might be fun to toy with

#

Like the grid layers

supple wadi
#

Ooh that's what you meant with that. Yeah.

#

I translated unused as empty at first

#

But yeah they have a number of those just set inactive

dreamy tulip
#

I was toying with the grid data to make those above

supple wadi
#

GridNoise's really interesting in terms of how it may be used

dreamy tulip
#

I wonder if enabling the disabled ones will add them to the same planet

#

or

#

if the game will select one of them

supple wadi
#

That's something else I've wondered a bit

#

Haven't tried it yet, but couldn't help thinking it might roll & choose one

lapis copper
#

RayRod do you think this update will be the overhaul that the game desperately needs

dreamy tulip
#

Hopefully it is an overhaul ๐Ÿ˜ƒ

#

I hope it's on the scale of a game reboot

#

With features, left out and long awaited

#

And lots of polish

#

And well thought out changes

supple wadi
#

And things we can't easily do from the modding end, lol

dreamy tulip
#

Yes! That too lol

supple wadi
#

My longshot hope is for some kind of modding tools. If not, at least there will be new structs to play with, like basically 99% sure on that

dreamy tulip
#

Ah yeah, some stuff atm is really tedious to do

#

ui stuff for one

supple wadi
#

Yuup, same with models & missions

lapis copper
#

@dreamy tulip That's what I'm hoping as well. I want all of that for sure. Supposed to be new info on the 18th and 19th.

dreamy tulip
#

@lapis copper I'll be sure to be on the watch ๐Ÿ˜ƒ

lapis copper
#

Same here Ray. Hope whatever it is that it's about the update.

dreamy tulip
#

Created alternate variations of that planet

supple wadi
#

lol the crystal on the left, "Heelloooo there"

dreamy tulip
#

lol

supple wadi
#

"Don't worry, this is nothin'"

dreamy tulip
#

lol

#

I want space giraffes

dreamy tulip
#

I went off the grid for a few days to work on another major private test commit that's a lot closer to the release of the Immersion Update. (Lots of fixes, crash fixes, graphical fixes, other things... new features, graphical enhancements, some more biomes that I made, polished up former biomes, no longer overkill brightness, a new terrain overhaul, and I re-made the mod from scratch (with all the biomes under a new organized hierarchy to help make updating the mod less tedious on NEXT). Also... entire planets made out of sand should be possible, water worlds, floating sand balls, planets made out of resources, resource deposit islands, flat planets, cave planets, sand caves,resource caves, mountains caves, canyons, rough terrain, vanilla terrain, rocky ground, new kinds of resource deposits, lots of new shapes, and I made use of tons of various unused slots to add different kinds of variety more variety to terrain. Lots of other things in the latest test commit.

ripe moss
#

๐Ÿ‘€

urban perch
#

are those new underground tunnel proc gen stuff?

#

thats cool

#

alot more interesting looking than the boring proto caves nms has by default

dreamy tulip
#

lol I see @supple wadi on the stream comments

supple wadi
#

=/ Cool purple trees tho

dreamy tulip
#

Just testing some things lol

#

That creature looked derpy

supple wadi
#

I'm not sure why the heads aren't properly scaling ๐Ÿค”

#

That's even a vanilla issue

dreamy tulip
#

I legit think that's the size of the head xD

#

You think?

supple wadi
#

Yeah, it's been a noted issue by different folks, that the heads just don't scale to match the bodies very well for some reason

#

Although these aren't the super shrunken ones I've seen in some shots, but it's still...Off, which suggests to me that it may still be affecting things indirectly

dreamy tulip
#

Do you think it's intentional?

supple wadi
#

Smol heads? It might be, but the only reason I could see that being the case is something to do with the animal vocals associated with the head scale maybe

#

But that seems really odd

dreamy tulip
#

Ah, I see

#

@supple wadi

#

Unknown914 in the graphics globals seems to force texture streaming and remove the fadein

#

When marked to false

#

I'm testing with the other unknown bools in that pic set to false

#

looks so bad lol

supple wadi
#

lol

dreamy tulip
#

Okay

#

I have a diff perspective about Unknown914

#
<Property name="Unknown914" value="True" />``` seems  to only affect the other bools when set to false, and the other's as "True"
  
```xml
<Property name="Unknown915" value="False" />
  <Property name="Unknown916" value="False" />
  <Property name="Unknown917" value="False" />```
#

So, it seems like Unknown914 might be considered "DisableTextureStreaming"

#

Marked as true by default

urban perch
#

that 2nd creature looks swole AF

#

if i found it

#

i would name it SWOLEhemoth

sacred trout
#

@dreamy tulip Did you see CobraTV's latest video about the supposed NEXT footage in the background? In my opinion I think it might be a sentinel NPC, or just another type of sentinel

#

Here's the link for everyone else

dreamy tulip
#

Just finished watching it ๐Ÿ˜›

#

@sacred trout

#

Looks awesome

#

Likewise

#

Wait, yeah it is NEXT footage lol

#

Also, that planet in the footage looks classic, painterly, E3-ish

sacred trout
#

I pray to the god Sean Murray himself that the planets got an update

dreamy tulip
#

The swaying/moving/bending trees looks like it

#

Looks like Sugas Uomi, that planet

#

Maybe they forced it to that planet, as Sugas Uomi is still in the files.

#

It can/has been done... I used to do it in 2016

sacred trout
#

I need it RayRod, I NEED it

#

But in all seriousness take your time

supple wadi
#

They're basically always updating the planet gen stuff, so they'll likely do it

tawny peak
#

oh holy shit yeah

#

that warp in

#

that clinches it for me, thats new footage

supple wadi
#

ummm, lol

#

that looks like it was glitching its pathing out

#

Oh nvm, but at some point it looks like that

dreamy tulip
#

lol, I saw that too

#

Maybe it's a creature?

#

hopping

mossy marten
#

It looks like it's robotic definitely not

fleet epoch
#

looks like an animal with a big head and tiny legs

mossy marten
#

Like this?

fleet epoch
#

yeah

dreamy tulip
#

Wouldn't make sense for a creature to warp in

#

More- so a bipedal walker, or some kind of ai

#

Though it's a mystery

mossy marten
#

See, unless that's just how things spawn in at close range.

#

I'm not sure the stars have ever aligned for something like that to be caused, but it could also be a way to not completely break immersion with very close up creature pop in.

dreamy tulip
#

That's a new animation, that currently isn't existent.

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And effect

#

Creatures fadein at the moment in the same way that flora, terrain, and water does (in the game's current state)

flat bridge
#

Hey Rayrod, do you think taking a computer programming course for college would be beneficial, even if I'm not very experienced in that subject to start? Because I'm really interested in that kinda stuff.

mossy marten
#

Maybe I'm crazy, but at the moment it kinda just looks like a slowed down fade in too. Dunno.

#

@flat bridge depends on what you mean.

dreamy tulip
#

@mossy marten Did you see the warp animation?

mossy marten
#

I did.

dreamy tulip
#

@flat bridge I'm not sure, I mean... I have a desire to do so

#

Everything that I do is self taught pretty much

#

With the exception of a few things that some people helped me with

mossy marten
#

Same here (in being self taught). Rayrod's more experienced than me with modding stuff though (because I don't mod things) so it kind of depends on what you're talking about there. If you mean modding? It could be beneficial, but you have to keep in mind college programming courses (iirc) are a lot more theory than practice.

#

I'm also only in high school though so my advice is prbably shit. ๐Ÿ˜›

supple wadi
#

It's best to look into some programming documentation & try to scrap together some small things that interest you to make

#

If you want immediate practice, that is

mossy marten
#

The language I would start with (mostly because it's what I started with, and it works well, and I found it simple to learn and use) would be C#

supple wadi
#

And always feel free to research afield from the documentation, as there's a good chance someone's asked the same stuff on StackOverflow or somethin', lol

mossy marten
#

Steps to learning to program:

  1. Read the documentation for a bit.
  2. Decide on a small emphasis on small I cannot say this enough. Project.
  3. Work on the project over time, google things you need to do, try to learn from that.
  4. Google your errors, learn what they mean, after awhile they just become second nature and guessing what certain errors mean becomes a walk in the park.

The best way, in my experience so far, to learn programming is simply by trying to program.

flat bridge
#

I'd like to respond more, but I'm doing this on mobile so it's a bit tedious

mossy marten
#

Not a problem :)

supple wadi
#

Also don't get too tied up in which language to start with, I started with C++ for awhile then moved over to Python just 'cause I found it easier, but each language has its strengths

mossy marten
#

The second way I learned, aside from just doing things myself, was looking at how others programmed stuff as well. That helps out a ton. Looking at the source code of basic programs (there's tons on github) and just going through it, learning how it does things, helps a lot with figuring things out.

flat bridge
#

Well I've been looking at some C/C++ books online, but I'm assuming guides and documentations like you mentioned would probably be more helpful and less expensive.

mossy marten
#

C/C++ can be kind of rough to start with just because they require a lot of things to be done manually, that other languages don't.

timber lark
#

if you want to learn about Cpp I highly suggest the youtube channels "TheCherno" and "One Lone Coder" they're both really great

flat bridge
#

I'll take a gander

supple wadi
#

But also yeah, definitely keep in mind Lexi's advice above. It's helped me a fair amount to learn a language more simply by doing really little projects more than reading a bunch of docs ever has

flat bridge
#

Sure, thanks for the feedback guys, it really helps.

dreamy tulip
#

Attempting to restore unused creature animations

dreamy tulip
#

Re-doing all ecology

#

For the ecology overhaul

dreamy tulip
#

Just assembled Bob

dreamy tulip
#

The ones that I've done so far from IGN footage PHLEK, still workin on it...

lime mesa
#

whenever i try to warp, mid way through warping the game crashes ever single time

supple wadi
#

With someone's mod, I presume...?

lime mesa
#

just with rayrods latest immersion update

#

all good just reloaded save and deleted shader cahce and now its working

dreamy tulip
#

@lime mesa Still working on it

#

I fixed 12 crashes today, due to mispelled filepaths... but I've yet to upload.

lime mesa
#

but its working now so its all good man ๐Ÿ‘

dreamy tulip
#

Awesome, if you encounter a crash flying down to a planet... please report it to me

#

As I'm ironing out all crashes (prior to releasing it)

lime mesa
#

ok will let you know man

dreamy tulip
#

Alongside working on more things

#

Thanks!

lime mesa
#

what other things are you working on ?

dreamy tulip
#

Lots of things, but one of the things that I am doing now is assembling pre-release creature appearances and restricting them to certain biome classes.

#

And re-doing all ecology

#

And also porting over pre-release creature rules

#

Some shader related stuff, some other kind of adjustments

#

Working on hunting down the last of crashes

#

Tweaking atmospherics

#

Working on more terrain

#

Fixing static birds

#

And some other stuff

#

And adjusting anything else that would kill immersion

#

Just finished PHLEK

lime mesa
#

the game just now crashed as i was flying into the atmosphere of a new planet @dreamy tulip

supple wadi
#

whoops

dreamy tulip
#

Thanks, what kind of planet was it?

#

From space?

#

Ooo, apparently IGN footage also had Atmospheric Atlases

#

I never noticed

#

The Atlas Stations were the space stations there too

lime mesa
#

Well I was going into the planet from space, and I think the planet may of been a fiery planet or radioactive not 100 percent sure because it was only generating some of the land before crashing @dreamy tulip

dreamy tulip
#

Just finished assembling the creatures from the IGN footage biomes "PHLEK" and "LOUIL". There's a lot of unused one's there too.
I also redid the ecology from scratch

uneven bone
#

how do mods work with this game if it all players technically exist in the same world universe?

supple wadi
#

They basically result in different universes when heavily altering the terrain gen

#

But as long as you use the same mods you can find each other's discoveries

uneven bone
#

huh

#

i feel like it should cause problems if, say, a vanilla player comes across a heavily modded base. wouldn't something break, or would the base not even appear?

#

or like, aren't there ship mods? how would a vanilla player see that?

supple wadi
#

They likely simply wouldn't

uneven bone
#

:v

#

i see

#

just trying to figure out how mods would work with the upcoming multiplayer

#

i know there's no real way of knowing

#

just curious

sacred trout
#

The modded version requires you to delete the text document that disables mods, and Hello Games might make in a requirement to have that active to play multiplayer. Mods are unofficial at the moment.

uneven bone
#

that would make sense

supple wadi
#

Yeah, current bets seem to be lingering on that they'll simply disable multiplayer stuff for those using mods

wicked niche
#

Simple fix for those who don't want MP if they don't make multiplayer optional ๐Ÿ˜‰

dreamy tulip
#

The network connection can already be disabled in the settings

wicked niche
#

Forgot about that bit

wintry wedge
#

RayRod, those giant worms, they were scripted, right?

warm thistle
#

I hope NEXT, reimplements those giant ass worms. Would be cool to come across a planet when the next thing you know some giant ass worm creatures are just doing their thing in the distance

urban perch
jagged kiln
#

So how will next work with mods you think?

#

Oh wait nvm scrolled uo

dreamy tulip
#

@wintry wedge I think the term "scripted" is used very loosely

#

The E3 creatures were procedural creatures, turns out even the static (non additional proc parts) diplo model was made procedural with a particular method by HG's that I've discovered. The E3/pre-release biomes were also procedural biomes in a procedural universe. They were surely demo planets used for showcasing purposes, but it's really in the same realm of logic of a person who would say, force every biome to a lush biome in the game's current standard format. There would still be a lot of variety.

#

I believe that it was another creature model, that's currently not present on the PC build tmk (but likely tucked away on the PS4 build) - as there's references to PS4 only scenes on the PC build.

#

Aaaand, I think I found the cause of all biome crashes with the overhaul mod.

dreamy tulip
tawny peak
#

wow next is looking better and better every day /s

dreamy tulip
#

lol

#

Started making weather in real-time

#

Gonna see how a "raging storm" above you might look

#

Will also start replicating ign footage, and pre-release footage weather now

dreamy tulip
#

Increased the grass draw distance greatly, with a different method. So, now it's as far as you can see. Alongside the draw distance of everything else.

#

With the overhaul mod, generation seems almost seamless now

#

Experimenting with terrain formations...

Also, I just made two more weather types. One is called "Spooky" for the "Dark Planet" class that I made, alongside a separate one called "Gas balls" that has rolling gas balls

#

Herds are now working, and also more variety of "Adult and baby creatures"

loud otter
#

That is what forest planets should look like

dreamy tulip
#

Vesta Prime was a nevada biome.

#

Just realized that.

dreamy tulip
#

Attempting to add unique different cave biomes per biome class now

Lush, Radioactive, Toxic, Dead, Barren, Scorched, Frozen, Weird

worn bison
#

Ohhh wow! That's awesome! looks like a different game heh

dreamy tulip
#

Thanks!

wintry wedge
#

Also what about the beaches?
I think they had proper beaches back in the trailers?
In the game they are not soo cool, or it's just me

dreamy tulip
#

I also assembled the creatures from IGN footage PHLEK and LOUIL, various E3 footages. (and some others creatively)
The thing is... the proc creatures have procedural parts of real'esque looking animals. There's so many. But due to the amount of combinations, we rarely see any pure, natural looking breed. I suppose that alien is okay at times... but having assembled ones, even alien-ish assembled ones from HG's assets makes a world of difference
Lots that I can do with it
They did this stuff for old footages
Forced certain appearances
So, I've been re-assembling them and adding them as extra creatures and restricted them to appropriate biome classes
So, the PHLEK creatures will have a special PHLEK ecology table for the toxic biome
Alongside others I'll do

#

@wintry wedge I figured out how to spawn beaches, now I need to figure out how to level them properly ๐Ÿ˜›

#

Will attempt to re-model them after New Eridu

wintry wedge
#

Great!
Also have you found anything from the build they used on colbert show?

dreamy tulip
#

Yup

#

I actually restored content used in there

#

Still more to do.

wintry wedge
#

yaaas that what I'm talking about

dreamy tulip
#

A few things are, the swamp weather on Flettia (some of the other things), the atmospheric Atlases, the random roaming Gek like Grunts

#

The two headed rainforest creature that showed for a few seconds

#

Still need to work on that snow weather in-between there and achia

#

Also, the creature naming mechanism files are still in there, but that was more just for show

#

When Sean named them after Stephen Colbert

wintry wedge
#

Was it just a template?

#

I saw a while ago on reddit that it was just premade pictures

#

@dreamy tulip what do you mean by Atmosperic Atlases?

dreamy tulip
#

Here, you can see one in this video

#

sec

#

Turns out that in IGN footage, they also had a different Atlas Station model as the space station.

#

And I have a few replications of it. They can also be appear "as if" they're on the planet like those footages on some occasion. It's always different.

#

Here are two of my replications....

wintry wedge
#

I really liked this glowing planet from the trailer, I guess you tried to recreate it in the first video

dreamy tulip
#

Well, I added the capability for procedural bioluminescent type biomes. I have yet to re-create that E3 biome, but I plan to eventually ๐Ÿ˜ƒ

wintry wedge
#

Do you have any idea why would they scrap that from the release?

dreamy tulip
#

Nope, it's a mystery to me... but I don't think it really needs an answer personally

wintry wedge
#

It's one of twp main questions that I want to get answer to

  1. What happened with all showed cool things from the trailers of NMS
  2. What was going on during the development of MGS V in Konami and Kojima Productions
sacred trout
#

@wintry wedge Do you mean, why did Konami fire Kojima and even bother to make Metal Gear Surive?๐Ÿ˜†

glass crescent
#

hey @dreamy tulip send me a message, I wanna figure some crap out

glass crescent
#

&()#%&Anomaly resolved. Simulation Restored.(&6&^

AKA, shit with RayRod is figured out and everyone is best friends again.

dreamy tulip
sand sinew
#

@dreamy tulip Is the build of your mod you uploaded in January the newest playable version? Reinstalled NMS again and wanted to start a new game and was wondering ๐Ÿ˜ƒ

dreamy tulip
#

@sand sinew Hi! It's not... but I'm working hard on the newest version. I'm calling it "The Immersion Update" ๐Ÿ˜ƒ

#

It's almost ready.

sand sinew
#

Hence why I stated "playable" (for everyone) version ๐Ÿ˜›

#

I saw the youtube videos, really cool stuff ๐Ÿ˜ƒ

dreamy tulip
#

Thanks... looking forward to releasing it as soon as I iron out the remainder of these last few issues and add in the last few new features on my todo list and also to whip up something else as an alternate upload. :)
About 98% there

sand sinew
#

Alright, and then the Next update will break everything XD

dreamy tulip
#

I'll gladly update it

#

I see this more-so of a custom build that is portable and will always be playable

#

Working on a modernized E3 build and it's "getting there"

#

But super excited for NEXT

#

It's also a great learning experience on my behalf

dreamy tulip
#

Time to finish re-doing the ecology

#

Now that I made ruins destructable

#

It's a small thing, but it adds to immersion (imo) and makes the game feel a tad less restricted.

#

Should probably sleep and do it later

lapis copper
#

@dreamy tulip I think you said something about ps4 when you were on a Cobra stream. Can you talk about that or not.

dreamy tulip
#

@lapis copper Hi, I can talk about it perhaps later on today. I'm long overdue on sleep

lapis copper
#

No problem. Go get some sleep.

supple wadi
#

@wintry wedge The simplest answer is probably the correct answer, which is that as deadlines loomed, HG had to rework a bunch & what they showed before had to be cut as it no longer fit their standards/direction.

lime mesa
#

If we get mp and two people go to the same planet with rayrods, do they see the same thing?

supple wadi
#

If they both have RaY's mod installed, probably?

#

If not, then nah

#

There's a good chance that running mods may simply disable some multiplayer features with Next

#

Simply to preserve some consistency of experience

dreamy tulip
#

@lime mesa Hi, if two people have the mod installed... they will be able to see each other and the same planet

lime mesa
#

SICK

#

Thanks

half condor
#

Running rayrods overhaul, can I only use portal addresses from bases also in rayrods galaxy?

dreamy tulip
#

@half condor Likely, so.

#

Or maybe not

gilded basalt
#

@dreamy tulip will save from the The Immersion Update be compatible with the current version.
because i want to play it now. and i still have no idea when it's coming out.

side note : did not mean to sound so angry in that last sentence.
i did not know anyother way i say it.

dreamy tulip
#

Hi, there. @gilded basalt Not a problem.... there will a universal reset. The only thing not compatible will likely be the base (but it might work)

gilded basalt
#

so just don't build a base yet got it. btw what are some of the new features in the new update?

dreamy tulip
#

Too many to list honestly, it's like the overhaul v10 made 300x over

#

And polished, and still being polished

#

Two features that I'll name are that there's concept art, fan art, E3, IGN footage, and other pre-release atmospherics, lighting and visuals that have been handcrafed in real-time (on planets and in space)

#

Another would be atmospheric Atlases like the concept arts and old footages

#

and lots of other things

gilded basalt
#

sound cool can't wait.

dreamy tulip
#

A universal reset, as everything (all the biomes have new rules) and generate differently

#

Will also have another terrain overhaul

#

A new HUD like this:

#

There's a newer version of it

#

but that's still recent

#

Procedural buildings and locations

#

Draw distance as far as you can see

#

The game feels almost seamless

#

E3 space to planet transitions