#nms-modding
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Sooo prettyyy :3
E3 style planet "Y A A S R I J" during a storm with the overhaul mod
(Rayrod Overhaul)
thats pretty
hey, please move screenshots over to #nms-photomode-gallery
this is more for discussion of modding
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.
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...
@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?
@sacred trout Just sent you a dm
No Man's Sky: RaYRoD's Overhaul (Swerved, Stormy, Palm Tree Hills)
``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,...
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
Thanks, Krem!
Btw, re: player models...Mightn't it be best to kinda let Next handle that? lol
Yeah, it likely would be... but I'm officially intrigued right now and working on something
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
Nice
Missions are dense & totally the output of some internal tools, lol
The mission files are long and tedious
I've been mapping out certain palette related things
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.
Hmm, this isn't the missiontable no?
Was it in the....
scanning folder?
SCANEVENTTABLEMISSIONS and SCANEVENTTABLEMISSIONSCREATIVE ?
The missions also have a sub-area for scanning events.
It's, uh, yeah. It's a whole thing, lol
The dialog section is basically a rip of the GcAlienPuzzleTable
Ah yeah, I can see that as being tedious
I'm like, going to have to map out the biomepalette files
Which are huge
The missions aren't super bad, tbh, but they're definitely awkwardly organized
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
Yeah, those kind of files are tedious
Where you have to look all over the place lol
Yeah, that's why I went through & tried to automatically annotate them, lol
i found templargfx (better worlds) alive and well
https://www.youtube.com/watch?v=LBzFhS20ZXs
I have finally gotten over the disappointment and given NMS another run. RaYRoD's Overhaul is awesome, but it is missing several changes from my Better World...
Hope we can see him back- cheers
Yes, likewise! I'm making it compatible with the Immersion Update at the moment
He granted me permission.
Mhmm.. does he have any plans for a standalone release, like he used to make?
Oh hey, they liiiveee
hey how do i find my parked starship with rayrods overhaul installed
aside from spinning around and hoping i find the "your starship" marker
Here's a temporal hotfix :)
https://drive.google.com/open?id=1MUK-ARYi9ylIHImgmIOgiW78qbv0pBOF
@half condor
New version coming soon
โค u mrtwigs
Is that pak file the only thing I need to install the pre-immersion overhaul?
Hi
That is a temporary hotfix, which you can add into your MODS folder
For the v10
for a few known old issues
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)
Ah okay
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.
@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.
Can someone explain the affect generation detail has on no mans sky.
Is it referring to draw distances, or how detailed the landscape is?
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.
Oh ok
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?
Wheres the best place to download Rayrods Overhaul?
Wait for the his new update tbh, extremely different/improved from the V10 mod
@flat bridge Absolutely, will do ๐
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 ๐
It's a work in progress, and needs some tweaking still ๐
No Man's Sky: RaYRoD's Overhaul: E3 Space to Planet Transition
``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...
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?
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
@past mulch Planets in that scenario appear to be fine and accurate thus far, will let you know
Oh okay ๐
good work
fuuuuuckin hell rayrod that looks good
Indeed, it does
Sounds pretty complicated heh
But would be pretty crazy if you were to succeed in it
And I will play it then obv
However
If it comes around NEXT
I'll wait with it
It'll be some time before I start doing it
Will be after NEXT
I'm mostly interested in what is likely to be a goldmine of data โค
I'd also port the 1.0 (vanilla RC1) version to PC
As I've already ported every other version to Atlas Rises
Yes please
1.0 planets
I want em back
D:
Terrain had better lightning and had more intense biomes
Like genuine forests and mountains
Mhm
Now its mostly just little hills
Uglier textures
And more ground snakes
or just a very rocky terrain in general while the planet was scanned as like a paradise planet
Stream highlight from: www.twitch.tv/kackishd Showcasing a pretty amazing swamp planet discovered in No Man's Sky, featuring DRAGONS, DINOSAURS, and a HIDDEN...
Or these landscapes
I miss em
Just got back
Yeah, the overhaul mod has all these kinds of landscapes possible
Plus a lot of other things going on
Yeah ik : D
radnox
@dreamy tulip Any ideas of what you might find when you start data mining the ps4 version?
In other words, what do you hope to find?
Thats pretty awesome dude
will you be making nms xbox mods?
lol
That depends entirely on how developed the custom firmware scene on each platform is
And also just how much RaY wants to put into making mods for all the platforms
If the custom firmware scene is sufficiently developed, I imagine they'd be into it tho
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
Everything that's possible, and theoretically not possible with NMS... I wanna do it
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
Is the way that I function haha
But what GMR_Leon said is correct
can you make nms run native on linux? ๐
lol
figure out a way to draw more proficient coders back to the modding scene & maaaybbeee
My friend CHC could do it
W/o an issue
I'm not experienced in linux or see a reason to use it yet
lol
That guy's a madman
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
@dreamy tulip your work on this mod is absolutely stunning. I have v10 currently and am very much looking forward to your Immersion Update
@midnight spruce Thanks a lot! I look forward to sharing this with everyone asap. A lot of progress has been made
He re-made the IGN gamespy servers after cloning it prior to it shutting down
He also started doing PS3/PS4 dev work corporately a bit ago
I used to talk with him a lot, back in the day... and a bit with Luigi Auriemma
He also worked with Geohotz
The guy who first jailbroke the ps3 and got sued by Sony xD
Sometimes I wonder if that cost was worth it
geohotz... that's a name i haven't heard in a long time
Luigi Auriemma
He made some tools for legos world as well @supple wadi Do people still mod that game?
Haven't played it in awhile
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
I was looking into it for a bit but shifted focus back here
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
I remember that
Like, I Was just getting into modding it
But then, it was not working the way it used to
Was a bit upset
didn't the game also used to be more aimed towards a sandbox style?
I mean it still is, more or less, but since they're trying to guide players more they added a much more structured intro
You can still jump right into a sandbox/creative mode tho, I believe...Might require the first area/mission's completion
Oh, cool
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.
Everything feels almost seamless on the recent test commit
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
A few random shots from the latest commit:
Bathing Gek:
Bioluminescence:
Bubble Forest
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.
Took a lot longer than expected. ใ
It's 7:00 am, I've been working on it since 7:00 am
Oof get some sleep dude
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
This lovely planet was filled with "Swamp like" forest, islands, dense fog, jellyfish, sparsed rich resources, ocean bathing Gek, and crystal clear water bea...
That's epic dude, nice work
Thank you! I really, really, liked this planet.
nice, love it
Thanks @gritty stirrup and nice to meet you.
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!
@cunning canyon Hi, thank you!
Welcome to the NMS discord. Glad to have you here ๐
@dreamy tulip
Thanks man I'm glad to be here! ๐
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 ๐ค
I'm shy, but sure! Feel free to @cunning canyon
Gek Plains
Todays bug fixing todolist, Compiled by Stoian/@Flameblind
After I iron these out I can move onto some other things
@dreamy tulip
Thanks man!
Ringed planet Island (Rings are courtesy of Lo2k)
Anyone here happen to have SVG versions of the various icons from the game?
What does SVG stand for?
scalable vector graphics
images that don't have pixels, but definitions of shapes, so they can be scaled inifinietly
not for regular pictures, more for logos/designs type of images
Interesting, thanks!
I personally don't have any that I'm aware of. Maybe someone else might
I managed to get the DDS files and convert to PNG but converting those to SVG really doesn't work very well
you can probably find pretty close vector icons online
and of course there are image-to-vector tools, but obviously they aren't perfect
yeah - I try a few others
it's mainly the icons for the various races and economies I need
Get inkscape and trace em. Not the best, but it works.
yeah, I think you're right Kaz, that's probably the best option
i did something similar to the glyph icons
in illustrator
it worked alright but it wasn't exact by any means
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.
๐
...holy shit
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
Like....I want to play NMS right now...but not until you're done
This station was in my face
Gonna test with the Atlas Station, Space Stations that I assembled
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 ?
Maybe, but likely not in any reasonable amount of time within my project's timeframe
I had something like that going on sort of, in the past... but I didn't finish it
๐
just curious if it was posisble
ive gotten so used to it traveling around but
always felt like they could have been bigger inside
they are huge on the outside, couldve used more space for the inside too
lol, Dav there are certain awkward constraints that prevent much of interest in interiors
At least in terms of using what's already there
Also that planet looks so smol, lol
Reminds me a bit of the ol' Spore planets
reminds me of mario galaxy
Is it making all of'em smol, btw?
I actually kinda like the aesthetic
Or just the targeted planet?
I liked it way back when with Ratchet & Clank but it makes for super quick exploration, lol
Yeah, it's making all of them small and the solar system
It's the planet struct being used, I believe
What HG's did pre release
Where they forced planet sizes
Btw, is the vanilla game this bright?
My eyeees
Trying to figure out if this is something that I caused
It seems a little bright, but I could be wrong. It's been a while since I've been a snow planet like that
That looks like something you caused, unless that's one of your custom biomes placing the weird planet assets elsewhere
Is it snow? or is the planet texture missing?
Okay, thanks!
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
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
Only on some planets though
I'm gonna figure out which biome is loading, in-case it might be caused by the terrain palette textures.
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
This sun is better
Looks amazing
ohwow i thought the first screenshot was from your mod before i read the name of the video 
Yeah :)
I'm replicating more atmospheric visuals from old trailers by using the old screenshots as concepts
I'm doing all of this in real time
whoa that looks cool
That is better. I especially like that bottom one.
Thanks
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.
Not keen on the black space, personally
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
So, figured I'd make a mix of everything. ๐
By any chance are you working on a way to make the cores of the spirals option of the mod less hectic
Its pretty much impossible to tell whats what in those lol
Could you elaborate a bit?
The spiral clusters in the galactic map
Yeah.
Will see if it's feasible to space out a tab bit, for the optional mod.
Alright thanks
Here is my replication of "GRAFNINGARD" from IGN footage
The depth of field on the nearby planet is also possible, I just gotta turn it back on
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)
@hexed wasp Yup, I grabbed it way back when
@supple wadi Oh man, I don't suppose you'd be willing to upload it somewhere and share it with me, would you?
I'll look into it in here in awhile, & give you a heads up when I do somethin'!
Wow those screens look nice. Is the draw distance on the grass improved?
@supple wadi Thanks man! Appreciate it
Question, what if NEXT will release before the immersion update is released?
Won't you then need to rework almost everything to make it work again?
Yup
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
Good to know beforehand :P
Some things may just likely require porting to the updated structs (if those files get updated structs)
Wouldn't be surprised if a lot of things are just minor things to update
While some not at all
What would likely require the most updating are the globals (where there's not so many of those)
It's of little concern to me
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).
I am eager to update it though and see what's NEXT.
If anything, the biomes might be a pain to update (if the structs get updated)
Not because it's difficult or won't be possible per say to port it (given that that compiler's updated)
Just a lot for me to do, but It would likely be the amount of work that I do in a day anyway lol
@past mulch
Underwater blends much better now
Albeit I think that can also vary by planet ๐ค
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
Re-doing the overhaul mod from scratch quick
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 ๐
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
Don't forget to take some time to rest up โค
@dreamy tulip you're a machine
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
Love the fog effects in that 3rd screenshot
Er...Didn't notice until I gave it a closer look, but those trees...Are they untextured? ๐ค
so.... what's your guys' take on that Xbox One box art?
@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 ๐
In the last pic?
I believe so yeah
Huh, they're really smooth & shiny
@dreamy tulip This mod's progression is so beautiful to watch
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
Yeah, those def. have textures
It might be that it's the distance affecting the appearance
Heh, yeah
why does everyone keep linking to peaceful 
๐คท
The first place I saw it haha
I think a lot of people follow'em is mainly it
Was I not supposed to?
not really. just larger versions exist ๐
I wonder what kind of MP it will (likely) to be
not sure, honestly. i'm gonna be curious to see what infrastructure they use
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.
Also curious about how mods might affect stuff, lol
Lest, it'll only be MP models
Will be hilarious with some of our terrain mods giving weird experiences, if it still works out that way
modding with multiplayer will be interesting as hell.
Multiplayer biomes ๐
yes daddy
Working on voxelgen a lot
Have been for several hours
Mapping things out
Still testing
cool screen shot like the floating rocks @dreamy tulip
Thanks! It needs some balancing
But I'm working on various templates for unique terrain
I want to overhaul the terrain overhaul
Oh that sounds great
I'm planning to release the mod not too long from now, but I need to iron some more things out first
So will it come out this mouth?
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. ๐
Oh thatโs sounds great, and Iโm sure all this hard work will pay off as with any perfectionist ๐
You're a trooper RaY! I have a hard enough time staying up for 24 hours straight without my mind going jelly
@warm thistle Thanks man! Also, thank you for being very helpful with bug reports (same to anyone else who has been a tester)
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
I'm glad that you are enjoying it, and I hope to keep improving it! Glad to have ya as a tester bro!
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?
Looks like that may be right, yeah
Aand yeah, my memory was right in the pathing for that
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.
Oof, if that turns out to be what's going on, I'm sure HG would dig that deep dive into the issue
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
Yeah...Hard to say tho, depends all on what they've prioritized
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
Huh. Wait, what issue was that?
Also literally this:
<Data template="GcGraphicsGlobals">
<Property name="Unknown" value="3" />```?
Yessir
It was set to 5 in the mod
3 imo is still overkill bright in vanilla
I had to find my sweet spot
Heh, found a little island
Wha, so increasing the value decreases the brightness? O_o
Oh, lol
So at some point you flipped it about, lol
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
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
I think it's also a result of switching the filters
The vintage filter cuts back on the brightness a fair amount
I typically use it, but flip between default/vintage for shots at times
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
Default value = 0.25
๐ค I'm not sure what you mean about that on 1C. I'm thinking colour strength has to do with the saturation/opacity?
Those two shots are for changes to 1C, or...? Just to be sure
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
Ah, three seems to be what I needed to catch the slight diffs
It's like it's the StarRadiance value
Desaturates the colors a tad?
*Unknown20, yeah?
Haha, this is why I keep doublechecking, when these are only unknowns it's a mess to keep track of what's what
Hmm, these last few don't appear to be fog related from what I can tell
Unknown28 did, for sure
Maybe also 30?
Just going off the shots you put up
It appears to be the fog yeah
34 looked like it could have just been starlight, but that may have just been the shot
UnknownBC appears to be multitool saturation
in the inventory
will check outside of it too
Huh, it's like it's increasing the brightness of a pointlight in the space
Within the UI globals you can adjust the angle/rotation of the lighting
Which I did a bit
Of the model
So yeah, this might be for general brightness
Was about to ask
yay less lens flare
Yeah, that's the sense I get
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
I'm of two minds about the frozen planets being blinding, lol
I feel like they should be bright, but not too bright
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..."
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
This worked, expanded the procedural planet names
Can now have singular names as well
I added Vesta, New, and others
Hi RayRod how's it going
Doing well. Just sick a bit of the ARG. But we finally got info coming. Hope it's something helpful
Glad to hear that you're doing well
Ah, I see. Well... the update will be around soon enough ๐
Overhauled the terrain again
That top shot is probably one of my favs I've seen of all the shots I've seen from your Overhaul tbh
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
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
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
And this planet was dried up underwater, but a frozen variant
If it were a barren or dead biome, it would've been sand
A flat forest
Those first few shots are very green
I think it can be, sometimes?
Ah, I see. I think at that time, I was using the default palette
It's also just a very clear planet from the looks of it
I think it's mainly that so much of the flora is green. Typically there's a bit more variation in that
That formation is called "Blob"
I'm not a fan of that terrain type, lol
"Tube"
The tubes can be really interesting to toy with
I think they tend to use those very often for both cave tunnels & rivers/canyons
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
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
I was toying with the grid data to make those above
GridNoise's really interesting in terms of how it may be used
I wonder if enabling the disabled ones will add them to the same planet
or
if the game will select one of them
That's something else I've wondered a bit
Haven't tried it yet, but couldn't help thinking it might roll & choose one
RayRod do you think this update will be the overhaul that the game desperately needs
Hopefully it is an overhaul ๐
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
And things we can't easily do from the modding end, lol
Yes! That too lol
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
Yuup, same with models & missions
@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.
Same here Ray. Hope whatever it is that it's about the update.
lol the crystal on the left, "Heelloooo there"
"Don't worry, this is nothin'"
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.
๐
are those new underground tunnel proc gen stuff?
thats cool
alot more interesting looking than the boring proto caves nms has by default
lol I see @supple wadi on the stream comments
=/ Cool purple trees tho
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
Do you think it's intentional?
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
Ah, I see
@supple wadi
Unknown914 in the graphics globals seems to force texture streaming and remove the fadein
When marked to false
Trying to find out what messed up the HUD
I'm testing with the other unknown bools in that pic set to false
looks so bad lol
lol
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
@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
Just finished watching it ๐
@sacred trout
Looks awesome
Likewise
Wait, yeah it is NEXT footage lol
Also, that planet in the footage looks classic, painterly, E3-ish
I pray to the god Sean Murray himself that the planets got an update
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
They're basically always updating the planet gen stuff, so they'll likely do it
ummm, lol
that looks like it was glitching its pathing out
Oh nvm, but at some point it looks like that
Like riiight around here:
https://youtu.be/HAOHv_qTGBc?t=51s
The actual spawn/warp-in effect:
https://youtu.be/HAOHv_qTGBc?t=1m7s
It looks like it's robotic definitely not
Considering people have found things like this, I'm just gonna go with "it's a creature" until proven otherwise
looks like an animal with a big head and tiny legs
yeah
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
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.
That's a new animation, that currently isn't existent.
And effect
Creatures fadein at the moment in the same way that flora, terrain, and water does (in the game's current state)
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.
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.
@mossy marten Did you see the warp animation?
I did.
@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
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. ๐
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
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#
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
Steps to learning to program:
- Read the documentation for a bit.
- Decide on a small emphasis on small I cannot say this enough. Project.
- Work on the project over time, google things you need to do, try to learn from that.
- 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.
I'd like to respond more, but I'm doing this on mobile so it's a bit tedious
Not a problem :)
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
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.
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.
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.
if you want to learn about Cpp I highly suggest the youtube channels "TheCherno" and "One Lone Coder" they're both really great
I'll take a gander
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
Sure, thanks for the feedback guys, it really helps.
Attempting to restore unused creature animations
whenever i try to warp, mid way through warping the game crashes ever single time
With someone's mod, I presume...?
just with rayrods latest immersion update
all good just reloaded save and deleted shader cahce and now its working
@lime mesa Still working on it
I fixed 12 crashes today, due to mispelled filepaths... but I've yet to upload.
but its working now so its all good man ๐
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)
ok will let you know man
what other things are you working on ?
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
And LOUIL
https://i.imgur.com/wjwdqct.png
We stopped in at one small No Man's Sky solar system and took a quick tour of five new, wildly different planets. ------------------------------ยญ---- Follow ...
the game just now crashed as i was flying into the atmosphere of a new planet @dreamy tulip
whoops
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
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
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
how do mods work with this game if it all players technically exist in the same world universe?
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
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?
They likely simply wouldn't
: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
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.
that would make sense
Yeah, current bets seem to be lingering on that they'll simply disable multiplayer stuff for those using mods
Simple fix for those who don't want MP if they don't make multiplayer optional ๐
The network connection can already be disabled in the settings
Forgot about that bit
RayRod, those giant worms, they were scripted, right?
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

@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.
Grass as far as you can see:
wow next is looking better and better every day /s
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
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"
That is what forest planets should look like
Attempting to add unique different cave biomes per biome class now
Lush, Radioactive, Toxic, Dead, Barren, Scorched, Frozen, Weird
@worn bison What do you think of this "Earthlike Crab" that I assembled from in-game assets?
These can appear on beaches or underwater
Ohhh wow! That's awesome! looks like a different game heh
Thanks!
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
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 ๐
Will attempt to re-model them after New Eridu
Great!
Also have you found anything from the build they used on colbert show?
yaaas that what I'm talking about
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
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?
Here, you can see one in this video
sec
From the Stepen Colbert Footage:
https://i.imgur.com/BnTap8g.png
https://youtu.be/ZqeN6hj4dZU?t=227
Sean Murray of Hello Games gives Stephen a sneak preview of the upcoming "No Man's Sky." Subscribe To "The Late Show" Channel HERE: http://bit.ly/ColbertYou...
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....
The first:
https://www.youtube.com/watch?v=882xRTd61ZI
This is a short footage showcase, however... I have been looking back at pre-release concept arts, and E3 footages and I noticed how there are Atlas Stations...
The second (towards the end):
https://www.youtube.com/watch?v=P6CAgMpRbT4
Build a home base anywhere you'd like in RaYRoD's Overhaul mod. I built mine on "Swamp Island". Here is a small photo album of this "procedural" biome that I...
I really liked this glowing planet from the trailer, I guess you tried to recreate it in the first video
Well, I added the capability for procedural bioluminescent type biomes. I have yet to re-create that E3 biome, but I plan to eventually ๐
Do you have any idea why would they scrap that from the release?
Nope, it's a mystery to me... but I don't think it really needs an answer personally
It's one of twp main questions that I want to get answer to
- What happened with all showed cool things from the trailers of NMS
- What was going on during the development of MGS V in Konami and Kojima Productions
@wintry wedge Do you mean, why did Konami fire Kojima and even bother to make Metal Gear Surive?๐
hey @dreamy tulip send me a message, I wanna figure some crap out
&()#%&Anomaly resolved. Simulation Restored.(&6&^
AKA, shit with RayRod is figured out and everyone is best friends again.
@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 ๐
@sand sinew Hi! It's not... but I'm working hard on the newest version. I'm calling it "The Immersion Update" ๐
It's almost ready.
Some recent footage:
https://youtu.be/P6CAgMpRbT4
Build a home base anywhere you'd like in RaYRoD's Overhaul mod. I built mine on "Swamp Island". Here is a small photo album of this "procedural" biome that I...
Hence why I stated "playable" (for everyone) version ๐
I saw the youtube videos, really cool stuff ๐
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
Alright, and then the Next update will break everything XD
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
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
@dreamy tulip I think you said something about ps4 when you were on a Cobra stream. Can you talk about that or not.
@lapis copper Hi, I can talk about it perhaps later on today. I'm long overdue on sleep
No problem. Go get some sleep.
@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.
If we get mp and two people go to the same planet with rayrods, do they see the same thing?
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
@lime mesa Hi, if two people have the mod installed... they will be able to see each other and the same planet
Running rayrods overhaul, can I only use portal addresses from bases also in rayrods galaxy?
@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.
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)
so just don't build a base yet got it. btw what are some of the new features in the new update?
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
sound cool can't wait.
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
A tiny album of bubble swamp:
https://imgur.com/a/PCZFU58
Procedural buildings and locations
Draw distance as far as you can see
The game feels almost seamless
E3 space to planet transitions