#nms-modding
1 messages · Page 136 of 1
I want to re-create new water, similar to the firewatch companies new water in their upcoming game
But this here interests me more (changing the engine)
The main annoyance would be adding in a more realistic gravity system and at least rudimentary atmospheric simulation.
And eventually you've found yourself making a new game entirely, lol
No Man's Sky but XPlane
@toxic goblet you can ask @obsidian tree ..they regularly run nms from within IDA. They would know better of whats possible and not possible
Well, it's possible for some definition of "enough work".
Yeah, it's possible
I think even now they are playing nms within IDA..so you can clarify any possibile doubts @toxic goblet
"enough work" might be replacing the entire engine however, unfortunately
I always hated IDA
when working with GTA V in the past
lol
But now I've taken interest in it
what am I answering?
You have not played with GDB then, rayrod
@obsidian tree how much work would it take to implement a realistic flight engine on top of NMS.
Adding true gravity to ships and planets, atmospheric simulation, and so on.
I think some stuff wouldn't be too unreasonable for them to add
adding gravity variance by planet I think would be feasable for HG to do
@obsidian tree Yeah, sadly they wrote about how they chose not to.
Even though they could have
Basically how possible would it be to turn No Man's Sky into XPlane Lite by a third party modder.
Would be better off imo if it wasn't a global setting
Yeah..currently there is gravity setting thats the same everywhere..which is not properly utilized by hg @toxic goblet
Esp with the low atmosphere planets and moons
what value determines gravity?
It's in the playerglobals
do you know the value? I am looking it at the moment naming a few more...
Sec
Ideally, a param determined from the planet size would be how it's done, but I suppose a global is doable.
just need to find a planet with a lot of water
Ah yeah, I agree with that
I guess I could just modify the planet to have lots of water lol
Like, different variations of planets would be great with different gravity intensities
Would be awesome if moons had low gravity
Alongside low atmosphere planets
Well, low gravity moons are just based on size/mass.
i mean we don't even have a real jump tho
Oh yeah, true lol
so you just jet around anyway
I don't think mass is an existing planet field (?) but it is something that could almost be done.
Just realized that lol
I'm not all too familiar with physics
But sir Monkey newton 192 is
I only know enough to not sound overly stupid :P
Oh! Going back to weather, biome generation based on climate would be really cool to have too.
@toxic goblet currently changing gravity affects only one thing and thats how high you jummp ..setting it to low makes you jump higher and 0 makes you float
The gravity value is fun to play with
I tinkered with it and got the right value that I like
So its better termed like "jump resistance" rather than "gravity" kaz
It's a mixture between slightly lower than normal gravity
and normal gravity
But you can still take fall damage
ToDo: implement better physics engine.
I seriously regret and don't regret having this conversation haha
ToDo: make mined heridium affected by gravity.
Because, now that I know that this stuff "is possible"
well if you knew how to patch the exe you could implement a system that had variable gravity
just looking at how it is used in the exe
ToDo: melt literally everyone's computer running full physics simulations.
My mind will perseverate on it and study what needs to be studied, to be able to take things further
it's only used in a single place
I really dont think you can mess with the games engine unless you get a API from hg ..or if the nMSSE is made to work again
Something like forge but for nms would be nice
These hooks are really deep in game core, yeah.
@obsidian tree is it related to jet pack stuff...?
The place where that gravity is used?
and gamer: yep
@toxic goblet Do you code C++?
Nice
apparently there is a way to do exe patching with python
And cybersecurity.
I should lean to do that lol
@obsidian tree that has already given me a nightmare lol
I have a base setup, but I still need to learn more. There's a lot that can be done with script hooking
@dreamy tulip if you ever want to build your own multiplayer infrastructure hmu and I'll see what I can do re a moddable server :p
Thanks man! Btw, you mentioned Battle Royale as an idea?
I hear that a lot
What is that? lol
Just as a silly idea/meme, yeah.
Is that like a fornite thing?
Because fortnite/pubg are stupid popular for no reason.
So everyone is jumping on the battle royale bandwagon.
It's also a really simple game mode to code.
lol, I can zoom around in the ocean like a dolphin
lol
Lock everyone to a single system, do some crafty abuse of planet naming and other things, add "trackers" on players, and some PVP code/shit.
@obsidian tree Hardcoded editing?
globals
close
there was SwimSpeed but it is actually SwimAcceleration and the one below is SwimSpeed
Ah okay
No Man's Sky: The Procedural House
Lock everyone inside a house
I remember when pre-release, HG's was joking about that
A procedural Universe, a procedural galaxy, a procedural house
I think we're gonna accidentally break rayrod soon
"must... research... classical... mechanic... physics..."
Haha
Still have a lot of other things to study
But
I think I'm too ambitious for my health
Working on NMS has almost killed me a few times, because my mind locks in on things
But yeah man
This stuff sounds super interesting
Would love to see a GTA V Level NMS
in the aspect of game engine alteration
You're gonna end up making your own game from nms modding lmao
Just straight up hard fork
gah, would have to run NMS live in IDA to trace how the gravity value is used...
it is read and then moved elsewhere
How long does it take IDA to load the exe on your PC?
Long enough for me to curse GDB for existing
Actually all of GCC just to be fair
mapped ot hotkeys
but
the gravity only gets loaded on boot
Or upon re-loading your save
not upon planet transition or warp
A lot of things in globals are like that
yeah, but if I run live I can see where the game puts it so I can modify it in real time
specifically the value that has been identified as 'gravity' is read when the game generates all the player stuff
CE has been very useful to me in mod creation
will mess with the names of the few variables related to water movement then run NMS live in IDA instead of with CE's debugger attached
or I guess I could do it in CE too with a game reload...
@toxic goblet Hopefully, a lot of the things that you desire may be introduced via NEXT
Like more in-depth systems, events and moments
And more thought out changes
Heh. Would make everything easier for you lol
Oh yeah, am excited to see what new possibilities open
I am hoping that some static files (that can't be expanded upon currently) have that restriction uncapped
My sleep schedule is weird atm
I eat dinner for breakfast, before lunch, before dessert before breakfast before bed
And I live in like every time zone
I started my day at 1:00 am
Feeling Nocturnal atm lol
do you think "SwimStoppingForce" is a good name for the value that determines the damping applied to the player's motion when they aren't pressing a key?
setting it to 0 means you can press a direction underwater and you just keep going until you hit something
it is essentially the viscosity, except it isn't applied while you are moving I don't think
Yeah, that name sounds fitting
lol, setting it negative is funny
when you stop pressing a button you get accelerated
❤
^dis
only here cos ray pinged me lol
I think gamer pinged ya haha
What happens with negative?
Do you move too fast? lol
Look..monkeyman is pink now 
I can already move super fast
Keep going?
I launched myself out of the water and I went over some ships flying by
as soon as you get onto land everything is slow again
Like, I hit a bump and then flew up almost in space
within like a half sec
but the vehicles are restricted
at a certain height
unfortunately
hahaha... haha
Dont you think it should be changed to jetpack resistance if all it does is affect how high you jump by changing the global? @obsidian tree
well... I found the variable that tells the game how much you should bob while underwater
lol
I set it big and you just oscillate heaps while underwater
like this? @obsidian tree
whoops... Almost launched myself into space
Yeah, I was thinking that
Monkey, what would you like to see most on NEXT?
More detailed physics?
as a physicist, any improvements to the physics engine will make me happy lol
I also read a lot of sci-fi, so some more... fantastic elements would be cool
not necissarily just "space whales"
but all kinds of interesting things
I want ultra-rare planetary anomalies
The painterly style of walking in an 80's scifi novel
like, imagine warping into a system and seeing an entire array of abandoned giant... things
something
like stuff orbiting the planet
or weird mega structures on the planets
This is the BETA style
Yeah, more stuff to discover is very nice
I'm down for anything that adds more presence to the game
Like that lighthouse esque thing on the far right
It looks like it belongs, but it just is interesting to me as an eg
@supple wadi What kind of artistic style do you prefer?
I think you mentioned that you like a more alienish style, but not too far into fantasy
yeah?
stylized/painterly in terms of the general art direction
and then with that style, more alien and unusual environs yeah
Nice, same!
I feel the same way, but I do tend to like having the possibility of some familiar things in the mix
I get so exhausted with the lush planets because they're clearly liked due to their familiarity
Which is probably why I drift to the other extreme of sheer desolation in barren worlds at times
Like, the way that I would prefer the game to be (personally) - is similar to what was described in this "Sci-fi Inspirations" video - https://www.youtube.com/watch?v=UgFNPg9qUXI
Hello Games founder Sean Murray shares his favorite sci-fi films and games and explains how they helped inspire No Man's Sky.
That when you first start off...
Things seem more familiar
But the further that you progress
Towards the center
The more alien things become
If there was some kind of algorithm that created more alienish environments
and cranked things up in unique ways
Would be awesome
And also planets being affected by distance to the sun
I feel like that definitely sort of shifted a bit more towards, "The further you get into the game, and unlock hyperdrive upgrades, the more strange stuff you may see"
Because the different star systems have slight differences in biome frequency that mean you may see stuff you haven't seen as much in the others
Yeah, I personally prefer the former. I'm more incentivized towards exploration - though I do like having exciting things to do and discover during exploration
But if there were a generational algorithm at play, like a modifier, that would alter/crank things up in different degrees
rather than preset settings
might produce some wild stuff
From the old wiki, before it was taken off
I saved this back before release
"Any player will be able to visit a specific planet once they know its galactic coordinates, given their spacecraft has the capability to do so, and find the same features as any other player, as these coordinates serve as the seed for the planet's topography, environment, and flora and fauna. This also enables the game to be played locally offline in addition to online, as there is no server-side storage of the universe, with all details being generated on-the-fly as the user plays the game.[10] However, players will need to be online to register their finds to the Atlas.[8] Though the player may temporarily alter aspects of a planet, such as by mining resources, these changes are only tracked while the player is on the planet; once they leave, or when visited by others, the changes will disappear.[10] Internal game time will also play a factor, as creatures on planets will evolve, and effects of erosion will occur as the game progresses.[19]
This generation system can create a variety of planet ecosystems, including differing rotational periods, and behavioural cycles for the creatures.[10][20][21] The amount of life on planets will be factored based on their distance from their local sun, with planets far outside the habitable zone typically being barren of life.[10] Not all stars will have habitable planets, but will still offer potential opportunities for resources to the player if they can survive its inhospitable atmosphere.[11] The developers aimed for a 90–10 rule: about 90% of the planets will be uninhabitable, and of the 10% that do support life, 90% of those will only be mundane lifeforms, making the planets that thrive with a vivid ecosystem rare within the virtual universe.[22]"
🤔 This generation system can create a variety of planet ecosystems, including differing rotational periods, and behavioural cycles for the creatures.
The amount of life on planets will be factored based on their distance from their local sun, with planets far outside the habitable zone typically being barren of life.[10] Not all stars will have habitable planets, but will still offer potential opportunities for resources to the player if they can survive its inhospitable atmosphere.[11]
Also, talk about "Details of erosion"
during progression
ok, time to study gravity
phh
Einstein you mean
he did even more on gravity
you know... general and special relativity
without which we would literally not have GPS
I mean newtons stuff still is used everywhere..einteins effects are more on a large scale effect applications..so first become newton..then become einstein😬
yeah, I know 😛
I just like general relativity
fun fact: the solar system data is generated before the player instance
#prettymuchuselessinformation
whoops
setting gravity to 0.1 kinda breaks the game a bit
but I found the value in memory and i can edit it live
so that's cool
@obsidian tree What exactly are you looking for?
setting it really high doesn't seem to do much though
I dunno, just seeing how the game handles gravity I geuss
you asked... lol
well someone did
When I was testing with it, I eventually found a good value. Like, if you set it too low it removes fall damage
So, I just set it to 19
I think 19 feels comfortable, like (not too low in gravity - considering that it affects all planets) - but still feels like you're exploring different planets in space
And it still gives fall damage
For a gameplay perspective
I think vanilla is too strong
The default value is 30
And yeah, what we were talking about was utilizing C++ to rewrite certain aspects of the game's engine
Which would be a lot of work, but could be awesome in the longrun
Setting it to 0 makes you float and setting it to 100+ makes it difficult to even jump @obsidian tree
Also, out of curiousity in regard to whether or not HOTAS (usb based) modding could be a thing
Setting the value really high makes the gravity really strong
Sure you have the right value?
What if you reload your save
Was doing this last year
But am curious to know if you find anything else related to this via IDA
it only chanegs stuff when you stop jetpacking
Ah, fair enough
ok, so it looks like the game clamps the effectof gravity
What is it capped at?
it is capped between 0 and 1
lots of things in the game are
but there are other values that affect it other than just the gravity number
@dreamy tulip is there a way in CE to get it to tell you the location of the various registers in memory?
Cool beans. Dunno sorry, did you try "dissamble this memory region"?
I think there's online forums with register info tho
I haven't spent much time looking into that
Awesome
because if you can I can just tell you that the gravity value is stored at rbx+0x104
although that register it is loaded into changes
it was rax+0x104 last time...
but it is always +0x104
Thanks for the info
@dreamy tulip ok, so if you search for the byte array 00 00 A0 41 00 00 F0 41 01 01 23 BE in CE you should only get one match. View as float and the 30 you will be able to see. This is the 'gravity' value from the play globals
also, the 20 is actually more the gravity strength
Unfortunately the value of 20 is hard coded into the exe :/
@dreamy tulip would it be possible to have the atmospherics in the immersion update as a separate mod?
Nah, sorry. Almost everything is interconnected (and numerous different things spread all throughout the mod) cause things to look and function the way that they do - I promise, it's a rabbit hole.
Practically the entire mod is the mod
Take one thing away from the mix, it's no longer the same (in almost all scenarios).
Which is also why I will never make a standalone biome mod (Another reason is because the biomes require other in-game functions, and this will eventually become a build that is a cross between 'Beta No Man's Sky', a serious of mysterious unknown pre-release builds, late IGN footage builds, all the way through NEXT, Including additional PS4 RC1 content ported to PC - and various biome/atmospheric related things require a large amount of components that keep growing (the more that I discover different things) that become a part of this tailor made build which is consistently becoming closer and closer to pre-release footages and concepts.
Nearly everything is built/assembled/designed from scratch to naturally rely on other components that often rely on other components that often rely on other components that often rely on other components all throughout the mod in different areas (for various different reasons strategically) that ultimately cause things to look/function/play the way that it does. - It's not just a designer choice, but the way that this game works.
So, in this case; my custom atmospherics (which I am still working on, and will have vastly expanded for the upcoming Reboot) are a result of global settings (that require various certain custom shaders, and custom shaders that require certain custom models (or else a CTD), various what are called 'mbin' files, custom made color palettes, numerous heavyair files, numerous weather files, and a lot more.
And when attempting to untangle that web (it makes things different than when they were before), alongside being different than my design intentions as a dev of the fan project, potentially unstable/broken and inconsistent (which could possibly be the result of some necessarry factors that might've been forgotten throughan isolatation process), and simply 98% of the build as a whole.
However, in the event of something not being desired (or any requests to alter the overhaul mod or tailor adjust things for people) I can send hotfix override files. - There are a few things, that are not interconnected though (but like 98% of the overhaul is interconnected with other things).
Mentioned here: https://justpaste.it/6ran4
There also happens to be hundreds of thousands of mods that I've made in here (as I make new and different mods on a daily basis) - But I just pour it all out into this custom build, the overhaul, (without really saying anything about it). The mod alters almost every aspect of No Man's Sky (while keeping things mostly centered on vanilla, but it'll hopefully end up feeling like (as various people have said - despite it still being an unstable test build) an additional fan addition to the game; rather than merely a 'mod'. Another way to play the same masterpiece by HelloGames.
At some point, I might release some standalone mods though (depending on what it is)
Anyway, as a related side note: I know that was a book of a response (but I decided to elaborate on a few things in response to some questions that I am asked here and there) and as to why/how I am doing things a particular way that best fits my workflow. There's also other information on that "justpaste.it" link to anyone who might be curious in regard to my approach to requests for people who like to use the mod; including modularity and compatibility in regard to the Overhaul mod.
Thanks for the info!
I just can't wait until we rip into the music
?
"Presence" is indeed what I want he most with the next update to NMS. Creatures in particular. It's true that you can have pretty large creatures, but they often don't have the weight or presence a lumbering large creature like that would have like the original trailer had.
Is there a way to extract all dialogs and conversation texts in Russian?
I want to make a compilation of lore but in russian
There should be a Russian language file. If you havr the game files unpacked it is in the LANGUAGES folder
Presence in that aspect is something that can already be worked with.
With creatures.
Also, the large creatures in the trailers (apart from the rhino) were usually set to idle in one spot.
You can calibrate the physics of creatures, like pretty much anything else
wait this is another modders nest here? lol
modders everywhere lol
Not for you Greg :p
Some recent screenshots:
New, No Man's Sky: 2013 style 'planet replication' video coming shortly. This video showcases a replication of a pre-release style swamp. I handcrafted everything in here (and I have about 86 distinctively unique variations of this biome type). I handcrafted the biome. I handcrafted all of the color palettes in real-time. I handcrafted the atmospherics in real-time. I handcrafted the procedural weather. I handcrafted various distinctive swamp color palettes in real-time, and this video showcases one of them. All swamps will be 100% procedural, but the rules set in play will keep consistent beauty
No Man's Sky: 2013 Style Swamp Replication - RaYRoD's Overhaul - Upcoming REBOOT for NEXT
This video showcases a replication of a pre-release style swamp among a few random planets. I handcrafted everything in here (and I have about 86 distinctive...
@solemn breach it was me 
@obsidian tree you see he is still hunting me @charred isle STAY AWAY OK??? 😨
I'll get you some day shakes fist
btw I was thinking of re-writing the viewer in c++
the last work that I did on the viewer was to convert it to a sort of a game engine
Don't want to just fix the existing bugs?
but I found out that rendering is a bit slow
I think native c++ will speed up stuff A LOT
Ah nice
If it's possible to select a combination of altids and export that model as a custom scene into a specific directory.
@obsidian tree well yeah I think this is the plan fixing major bugs on the existing version
and in parallel rewrite the shit
That's what the right click and export to obj does ray
thank god syntax is not dramatically different
Oh I misread what you wroye
Wrote
well at this point I think Rayrod remembers the tool better than I do lol
ooooh you mean restructuring an exml?
Well have fun re-writing it lol
I gotta go to work :/
hmmm I think this was the reason we made the python script in the first place. that was its goal 😛
Make sure I have shit done before taking days off next week for next
😄
I'll be around and working as well
I got to start writing some papers 😡
its fucking boring
Riiip
the only thing I need is NEXT to hook me up man
Hey, sorry.
thats all i need
Just got back
Basically...
If one could select a combination of altid parts and export it as a custom model
W/o the need for descriptor editing
Lets hope next doesnt break the viewer too much...
I also can't wait but I'm really concerned about its content
I'm really not sure of what to expect
MP doesn't concern me THAT much
so if its mainly oriented on that stuff I'll be kinda dissapointed
I got a bit carried away and shared some thoughts here:
https://justpaste.it/4hmft
I'm worried GOG will get gimped mp
It does now
Pretty sure you cant see other people lol
Oh yeah, GOG with mp is not setup on AR yea?
hahahaha
well rip then
but NEXT is supposed to actively let you coop and do shit
so I really doubt its gonna be the same situation
it has to be the same
theoretically always lol
Hope so
Also if you are bored Greg you should have a look in the mod-reverse engineering section of the main modding discord. I havent gotten a lot better at IDA lol
There is loads of random stuff there
Rayrod, when you say there are variations of the swamp, are there color variations?
Is it green every time?
Also looks fantastic
@lime mesa Thanks. I was referring to unique alternate handcrafted swamp biome variations that are designed differently. However, they can be all sorts of swampish looking colors 😃
Suppose I'm too concerned on being an expert on optimization algorithms lol
I made sure to handcraft various different swamp palettes
from actual swamps
as concepts
for each part of the biome, including creature palettes
Lol. I was thinking of trying to get mbincompiler to habdle the other glsl vertex format. But I got sidetracked...
wait there was a new one? 😮
I even have code in python to read and write the format
Ooh what kind of creatures can we expect in the swamps?
or you mean the packed one that we were discussing
Ye
oh oh oh I added support on this one didn't I?
Not to mbincompiler
yeah I mean for the viewer
Yep
?
I mean half job is done we need to add it to the compiler and we're good XD
Oh yep
I just need the algorithm in c# to do the conversion and I would prettybmich have it working
to be fair lets wait till NEXT there might be a chance that they introduce more formats like this one
Could just tranlate the python code but I think it wont be very optimised...
@lime mesa Well, creatures in the overhaul are restricted to certain biome types.. but I also have re-worked creature models and assembled different individual creatures, out of proc creature models to be fitting for certain biome classes. Including various pre-release creatures from official HG's pre-release biomes, and also by looking at old footages or snaps as concepts to recreate them
So, primarily lush creatures
but due to the nature of HG's engine...
They will always look swampish
But the palettes I did for creature skins and fur etc....
Helps to make it look swampyish for the swamp biome
Yeah, I was thinking that. But if I at least have the mechanism in place for mbinc to be able to handle reading different formats, then if they do introduce a new one we can add it easier
literally at this point I can't promise anything but I'll try to at least supply to you the conversion routine, it shouldn't be that hard
yeah yeah
we need some kind of classification
then the packing will be just a different function
and we should be good
Also, I did look at Grant Duncan's swamp creatures, and one of them looked like a frog variation on the side of two others. I am considering assembling those as well @lime mesa
I have the algorithm already. If you look in the nmsdk source there is a int_rev_10_10_10_2.py file (or something like that)
Totally understand
I spent the whole day with just 1 coffee today :/
given the fact that I hate coffee :/
Lol, you've gotta be making yourself hungry with that lol
@obsidian tree I think I'm good I know how that shit works lol
but yeah in principle whatever else they are gonna introduce is probably gonna be a modification of this scheme
UNLESS they start using half floats
They are already using half... Lol
does the compiler support them?
Yep
I highly doubt they are IEEE half floats lol
All the vertex data is currently read into half floats
I mean have a look at the struct in the mbincompiler source code and see
Are there multiple half float format specifications?
oh there is a lib
Yeah
thank god
Lol
I domt remember
you're using the latest lib?
I found out that just recently there is native support for half floats
in python 3
yeah
Yep
with some new packing identifiers
no H is for shorts
The IEEE 754 binary16 “half precision” type was introduced in the 2008 revision of the IEEE 754 standard. It has a sign bit, a 5-bit exponent and 11-bit precision (with 10 bits explicitly stored), and can represent numbers between approximately 6.1e-05 and 6.5e+04 at full precision. This type is not widely supported by C compilers: on a typical machine, an unsigned short can be used for storage, but not for math operations. See the Wikipedia page on the half-precision floating-point format for more information.
e (7) float 2 (5)
"e" is the identifier
shit I turned into familiar lol
Hmm ok. I think I use h but do something to the float beforehand. Can maybe have a look at the code later. But I got the code from somewhere online I think
anyway the good thing is that its handled in the compiler cause of that lib I totally forgot about that lol
so no probs at all
Haha
in python 2.7 I had to use external libraries and shit like that and I had to carry them over ALL THE FUCKING TIME
Anyway, actually have to go now. Time to cycle...
Py3 ftw
Cya
someone needs to grant Greg the pink 👀
Greg's done some mods?
Model Viewer
(Excuse my ignorance)
Is all good
Leave it with me 😃 I'll try to get it sorted
@solemn breach Congrats on No Man's Sky Modder role. Thank you for your services ❤ 😛 
Thanks for the heads up @supple wadi - next time DM me incase I miss stuffs
Haha, I was mostly goofin' about so didn't think to just then
This planet's terrain is wild. I've been working on the voxel generation again.
Oh shit
XD
I"m PINK NOW
@worn bison ty very much 😃 @supple wadi ty very much for your interest man but this was literally not necessary ❤
Heh 😛
😃
@solemn breach I noticed that in nmsdk I added support for half by using a function I found somewhere: https://github.com/monkeyman192/NMSDK/blob/master/nms_imp/half.py
I don't know how this compares speed-wise to just using 'e' as the format for struct.pack(~)...
its exactly like what I told you I hated about 2.7 XD
if we use python3 I think we can remove that shit once and for all
but it doesn't bother anyone for now and since its working there is no problem keeping it for the forseeable future
so yeah in this case its eaxctly how you described it
you unpack "h" 16 bit signed ints
and those functions convert them to half floats based on the IEEE spec
yeah
I didn't realise 3 had the 'e' format
maybe at some point if I have to make some modifications to nmsdk with NEXT I'll fix it up or at least benchmark it to see if there is much of a difference
it should definitely be kinda faster but they main point here is that you get rid of external shit
I don't expect much of a difference since its intepreted anyway, although I have no idea what python internal functions are called to pack that thing
if there are native C functions that do that there will be a significant difference I think
This module performs conversions between Python values and C structs represented as Python bytes objects. This can be used in handling binary data stored in files or from network connections, among other sources. It uses Format Strings as compact descriptions of the layout of the C structs and the intended conversion to/from Python values.
maybe? lol
still not sure what it does lol
lol
using C structs doesn't say a lot about the conversion process lol
well I'll test it when I have to do work on nmsdk again
yeah ^^
got actual work work now lol
the only thing I'm not sure about is if this was enabled in specific version of python 3
this can be tricky if it is the case
Changed in version 3.6: Added support for the 'e' format.
that's why I never added it
nmsdk was dev'd on 3.4 iirc
if there is a decent enough speed increase we can check for version and implement it is the version allows it
but we don't have to really worry about it for now
yeap sounds like a plan
testing of this should be really easy though so still wouldn't be a problem at all
Above are 5 examples of pre-release Alpine Biomes that are now possible with the upcoming NMS Overhaul Reboot for NEXT (and extended further)
This is a different alpine biome variant that I've made, out of the other 86 unique alpine biome:
https://youtu.be/gP-CHI-FVZc
This is a different alpine biome variant that I've made, out of the other 86 unique alpine biomes. The alpine biome has been shown to be used in different wa...
who wants to take bets on how much the structs for terrain stuff will change with next? lol
It probably will haha
Hopefully, it'll be improved, expanded, and no longer a static file 😛
Ray rod is there any evidence of a more advanced fauna proc gen system that was cut content? I remember seeing a demo of the proc gen that seemed more advanced pre release.
There actually is within the files (in numerous places). There also happens to be a lot of discussion/talk of advanced ai in old articles.
Cool, thanks
Check this out:
``- "So far in our play session we've encountered an Ewok-like creature that was at least seven feet in height. He was on foot, apparently searching for his family. When he found them, they hugged each other and made a an adorable little dance. On this planet, night is as dangerous as you might expect: it's the time when carnivores get red eyes and a hankering to hunt. You can shoot at them and loot them with your 'multi-tool', a weapon that looks like Kirk's phaser, but you can specialise it for long or short distances.
On another planet we find a race of robots, praying to some form of sun gods. As it turns out, the robots work as slaves for an artificial intelligence, controlling an entire army of drones to protect their resources. While there is an almost infinite amount of stuff to discover in this game, it's reassuring to find that there is a lot of depth behind each and every gameplay mechanic too."``
Source:
https://www.redbull.com/int-en/no-mans-sky-interview-and-preview
"While the basic behaviors themselves are simple, the interactions can be impressively complex. Artistic director Grant Duncan recalled roaming an alien planet once shooting at birds out of boredom. “I hit one and it fell into the ocean,” he recalled. “It was floating there on the waves when suddenly, a shark came up and ate it. The first time it happened, it totally blew me away.”"
Source:
https://www.redbull.com/int-en/no-mans-sky-interview-and-preview
Wow. Here’s to hoping next brings back some of what was lost
That last quote is unbelievable, waves and animals eating a floating dead body
Heh, yeah.... always loved reading that.
Lots of cool stuff tucked away in the files as well, in regard to more advanced AI
But, let's also hope that NEXT expands on this.
yeaaah this is an example of us really getting screwed over haha
I mean the funny part is, shark eating floating body isn't that much of an advanced AI thing. Tag certain animals prey, as they already do, have predators nom them up if near, also as they already do
Yeah, that could've been a creature role scenario. However, there are genuine advanced AI mechanics that were/could be used.
But I don't see the lack thereof as us getting screwed over
Although, hopefully, we'll see it firsthand... reincorporated.
well we don't really know how advanced the AI they have for animals is that isn't being run... We can see things names for stuff in mbins, but we can't know to what degree they are utilised or ignored...
Wait did Grant Duncan really see that in Pre-Release NMS?
Probably yes
There are in-depth articles about more advanced creature functionality that have been around forever.
However, from a file-based perspective based on things that I have seen or firsthand tested with... Pre-release, HelloGames were able to specify specific creature types (with pre-set appearances in regard to parts and procedural colors chosen that worked in tandem with the pre-set biomes palettes, and roles), and which kind of terrain tiletypes that they would be restricted to per individual planet/biome (which is different than how it is currently being handled).
They also controlled the information/data type (likely scannable) in regard to their age, two gender probabilities, temperament, alongside various different weight and height values. They also specified what kind of diet they had, (birds might be an herbivore for example) They were able to control the min/max distance that creatures could despawn (rather than spawn) as well which is different. - All of this is a hugely beneficial approach to creatures pre-release that allows more flexibility and freedom (in sensible, more detailed, relevant and yet procedural creatures) rather than all creatures being thrown everywhere on every biome w/o few rules.
Then there is the super formula related mechanism that I found for creature visuality.
A lot of people have mentioned that the diplos were non procedural creatures. That is wrong. Creatures back then, well, along time back, (alongside numerous biome assets) - Spoken of in very old articles of a consistently unique unverse - did not have to rely on a combination of procedural parts to be unique in appearence; instead they functioned in relevancy to bone structure and were set to be always unique in real-time as the result of a superformula related, model scene morphing mechanism - alongside the same being for various other model assets. There is talk officially from HG's (hard to find) from awhile back, in regard to not even a single blade of grass being identical.
There's also unused structs for creatures that Emoose found awhile back, one of them being an advanced herd mechanic (which I believe was used in the trailer, for that herd of triceratops following each other down a windy path) in the infinite worlds trailer. namespace { public class GcCreatureGroups : NMSTemplate { public int CreatureGroup; public string[] CreatureGroupValues() { return new[] { "Solo", "Couple", "Group", "Herd" }; } } Then there's a different herd method that still works, via global file modifying, then there's data (which we've never seen used ofc) - for 'Space' creatures (that is not used, due to a specific file being static and we cannot add it afaik).
More kinds of creature ai types here (A few of which are not currently used or working, most are): "None", "Bird", "FlyingLizard", "FlyingSnake", "Butterfly", "Beetle", "Fish", "Shark", "Crab", "Snake", "Dino", "Antelope", "Rodent", "Cat", "Fiend", "Drone", "Quad", "Walker", "Predator", "PlayerPredator", "Prey", "Passive", "Brainless"
There's a TON of unused creature animations, and animations for other sentinel AI (Like how walkers used to stand up in the portal trailer). There's other fragments of data in regard to charging rhinos - still present in the oria v creatures, alongside the tree's that worked in tandem with the rhinos, and then there's entity sided (likely linked to the executable creature AI data) That handles certain behaviour, animations, bone structure, and other stuff
It's simply something that can be extensively looked into a lot more.
There's also a lot of other more advanced settings for other AI in mbins and the executable. One of which being procedural factions. There's mbin data for that, for which was used in old footages for procedural factions... alongside other kinds of ai rules if you dig deep enough
Alongside a lot of other things that I don't feel like writing
This is all very interesting RaYRoD. Thank you for taking the time to write this up!
@merry turret Thanks for checking it out 😃
Looks like the fiend finally made it in game, here is to hoping more crazy fauna made it In aswell
Next Looks GLORIOUS <3
Can't wait!
Sweeet!
Yeaaah mannn
Dude, I'm gonna have so much fun making additional biomes haha
Same here man, was really not expecting a trailer. I'm sure alot of what we are getting in this update wasnt even included in this trailer. But the trailer has the nostalgia of the original ps4 pc release trailer
I imagine the potential factor in this update for things you can do mod wise would be jumped up a good bit being this update was what, a half year in the making?
Good luck with your modding, rayrod. This is going to be madness next week lol
Yessssss
Thanks
Love it
haha
Sorry, too excited to reply to @warm thistle
sec
lol
Oh yeah man, @warm thistle There was unlimited possibilities before
Now it's cranked up
But HG's did an awesome job
Looks glorious ❤
I can def understand the excitement man I bout shat a damn brick when I heard that familiar music start playing and seeing the original Every "such and such" procedural pop up.
They are finally catching up to rayrod ❤
Lol @hallow pumice
They've blown RaY outta the water with this, and it's only gonna get better from here on out!
I can't fucking wait
@supple wadi No one is competing with anyone haha
I express fan work through creative mod content
And even with the most polished and refined games, there's always room for expansiona nd improvement
Which we will see from HG's
And I look forward to working with NEXT as a fan of HelloGames and NMS ❤
Looks glorious
I know, but we gotta be real here, HG has done so much more than we could have with this as is custom with devs. Nevertheless, there's certain to be areas for us to expand upon. 😃
Yeah, undoubtedly, however - I don't have to be the center of that as an example haha
I'm very much hoping that they've uncapped the terrain gen & building tables
I'm just another person like anyone else, and I never supported people saying - HG needs to catch up with Ray
It's 'cause JessE brought that up is all, I'd have said it if they said this of myself
Because I'm merely trying to catch up with what HG's did
In older builds
But also expand in my own ways
It was a response less to you and more to JessE is all. 😛
And y'know, there's a lot that I've done and accomplishments (unspoken of) - which are genuine accomplishments and likely not in NEXT.
Yeah 😛
But anyway
As said earlier, can't wait to overhaul the overhaul of all former overhauls ❤
Yeah, I think we're all super excited to mod the hell out of however they've changed this
I'm extremely curious as to what they haven't mentioned yet
Yeah, indeed. I hope that they uncapped it too.
The hype is transferrable and contagious like a NMS STD
Like, nothing said on planetary nor spatial points of interest
But it's the kind of infection everyone needs lol
Nothing said of new biomes
The biomes look the same tbh
Let me clarify
The biome types
But they look better than freaking ever
But for all we know, we could see more
Eh
Yeah, it looks like a different variation of lush, possibly a new weird biome
Yeah, indeed.
It's gorgeous
But, I think that Multiplayer Custom biomes would be glorious too
That's honestly something that I am extremely excited about
I'm sure they're keeping stuff close to their chest for the patch notes and release itself
Did you see the patch noites?
But damn, y'know we gonna be able to mod the player models 😛
It looks slick, without a doubt, but I've always been pretty happy with the vanilla terrain
liamchiame is amazing
The terrain there
have you seen it?
You can see the unique cave biome, with rolling snake like terrain with layered mountains in the horizon
That planets, it's Imachemae or whatever, that's my favorite image of NMS of all time. Love that planet and always have
Oh yeah, I love it
Oh man, oh man. @warm thistle
Proposing an idea of what my aim is going to be this time.
Seeing how those pre-release (amazing worlds, even some that are very alienish not shared here) looked then, and how it currently looks on replicated on Atlas Rises in screenshots of the overhaul; which is strictly a work in progress fan project that I am actively working on (which is still gradually getting to the quality of what it was like pre-release but not to my expectations yet), how much more glorious would such unique worlds look on NEXT with all of the new visual and gameplay upgrades with multiplayer and everything else?
I'm trying to visualize in mind right now, utilizing the gloriousness of all pre-release builds and pre-release planets from off the record footages, from trailers, from late ign footages, the PS4 RC1 build and every other version of the game all the way up to Atlas Rises, and (while keeping everything in vanilla NEXT a thing) - You take the various different kinds of stylish beauties, key features, and differences that might compliment the already gloriousness of NEXT and fuse it all into one NEXT build on steroids, like an alternate/additional expansion to the game with all of the awesome things newly introduced.
Speaking of that, are you just gonna have to start from the ground up with the mod once Next comes out?
I don't think so. 😛
But, even if so, I'd gladly do so. I already started a reboot particularly for NEXT (with a new structure) that makes updating easier.
Very excited.
I didn't think it would be too hard for an experienced modder, all the assets are still there, just new ones are also added
The new update looks fantastic, but as a visionary... I see potential, and I look for the potential in things and try to flesh it out and push things further as before. It's not really a 'need' to be fulfilled, but I get really excited when there's more things to work with... to help contribute in building more with an alternate version of the game.
As mods were never 'needed' but optional, and users can use them out of choice. But I'm first going to experience vanilla (as I am also a vanilla player) but I am very excited to work with a superior build.
And to see what stylish worlds (like the snaps I posted above) might look with all of the enhancements.
Yeah gotta get the feel of Next
So, as I planned in the past... I'm going to blend the best of everything (across all builds) and create a new NEXT build out of it if all pans out as desired.
But I would really like to emphasize this... (not to say that NEXT isn't good enough) - But simply because I really do enjoy expressing creativity and inspiration of HelloGames through fan content, and I see No Man's Sky as a game with near infinite potential, and there will be so much cool stuff for us all to be able to work with.
And seeing 3rd person, is so bizarre, but in a good way... and I can just picture exploring the new worlds by HG's and even the additional (different kind of stylish worlds) in 3rd person.
There is a general rule with the upcoming reboot @wary hazel
Every planet, every biome, everything in-game MUST look like a concept this time.
I am allowing zero exceptions.
Have you seen any recent footage of the wip reboot, being prepared for NEXT?
Have not
Here's a few recent clips
Alpine Lake:
https://youtu.be/9mQBh61_8uE
I handcrafted this procedural biome. This Alpine biome is also one of 36 different unique alpine variations for the upcoming reboot of No Man's Sky: RaYR...
2013 Style Swamp Replication:
https://youtu.be/MQRn1HySrYE
This video showcases a replication of a pre-release style swamp among a few random planets. I handcrafted everything in here (and I have about 86 distinctive...
Alpine Clifts:
https://youtu.be/gP-CHI-FVZc
This is a different alpine biome variant that I've made, out of the other 86 unique alpine biomes. The alpine biome has been shown to be used in different wa...
In-case you decide to check em out sometime.
The first one looks amazing
Thanks, these are pre-release planet replications.
And this is a part of the WIP NEXT Reboot
Where everything is a fresh new take and build completely from scratch
With what I am calling "Seamless Generation"
A near seamless universe, with almost zero need for fade in or generation
With overhauled generation
Wait so when you enter an Atmosphere it won't fade in ?
And the new structure of this new 'Game Overhaul' that will soon be an Overhaul of the NEXT Overhaul, allows for ease of updating (as I am making certain preparations).
There's an E3 space to planet transition, and apart from that, everything will generate at once.
If you look in that 'Alpine Lake' biome for example...
You cannot see one thing generating, or popping in.
It's as if everything has always been there and always will be there.
This was also made with virtually zero performance cost.
You answered my next question lol
Yeah, fair enough haha.
For a long time, there has been a theory that pre-release, generation was so subtle because the game was less developed supposedly.
You really should work for HG man. But at the same time, mods by the community make it a much more fun experience.
I proved that theory wrong.
I think that NEXT will be fantastic
And that NEXT will open an opportunity for more mods.
And that the biomes that I make may be more flexible and have all of the visual upgrades, in which I look forward to pushing the visual upgrades further
And also expanding the atmospherics. Every update, things end up for the better. I am also excited and love how they made the trailer in the style of the pre-release traielrs.
I am looking forward to seeing how that works, game wise. I am assuming there will be a new game mode like Normal, HC, Creative, etc. So you pick NEXT and it plops you in a system with other players right off the bat.
That would make the most sense at least. And yeah HG really outdid themselves
Yes, indeed!
Wooo I have next Wednesday off. Will probably be playing NEXT all day.
Looks like a creature 😛
I am looking forward to the day when we can get into VR and explore games like NMS
Like true VR like Ready Player One
has anyone found a config that tells the game what server to point to? It would be interesting to write a proxy and decode the packets, especially of NEXT.
it's in DebugOptions
Alright
I don't have the files with me otherwise I'd give you the value sorry
<Property name="ProxyType" value="InetProxy" />
<Property name="ProxyURI" value="localhost:8888" />
<Property name="ServerEnv" value="default" />
<Property name="AuthBaseUrl" value="-nms-auth.nomanssky.com" />
<Property name="CertificateSecurityBypass" value="False" />
<Property name="OverrideUsernameForDev" value="" />
<Property name="DiscoveryAutoSyncIntervalSeconds" value="0" />
yep there we go.
I think the path comes up also when running the game live in IDA. I don't remember if it's different to that or not though
i can't wait to see third party servers
Hello Discord! Since the release of No Man's Sky latest update - THE ATLAS RISES,I've been having an ugly bug called - Slow Terrain Generation! - I uploaded a video in YouTube - https://www.youtube.com/watch?v=x4sGNKlm4BU Anyone watched the trailer for NEXT? Is this bug still there? is it finally going to get a FIX ? HELP
Here's a video,about how slow does the terrain generate it's flora/fauna,while driving the nomad,flying the ship and sometimes even by just walking.. Also a ...
Did anyone ever manage to figure out a save editor for PS4? 🤔
theres ways of getting files on and off of the PS4
by getting around Sony's security
PC save editors should work the same on PS4 saves
theoretically
Mind you, really I should just switch to PC
So do we reckon they will implement some form of anticheat for MP and how that could affect mods?
At the very least it could mean no mods in MP, sorry if you've already discussed this at length here.
I mean if the game is p2p mp, then mods might still work. (big might)
likely not
in which case custom 3rd party servers maybe
A huge expense for a game with this many players and no microtransactions, but I guess we'll find out in 5 days!
@cinder delta It's possible to modify PS4 saves, yes.
I could have done so, but it wasn't really something that I'm interested in.
Working on getting the PS4 psarc compression working properly, so that I can finish porting my fan project to the PS4 build... https://i.imgur.com/kvMjmPO.png
I'm doing a comparison of the original retail playstation archive with the custom repacked playstation archive. Currently, trying to deduce what is causing the compressed filesize, to be a bit larger (upon repacking vanilla PS4 files) - Once I figure this out... I'll be able to just port the entire mod over.
I already started memory hacking and debugging NMS on ps4
And I have the ps4 nms save dumped, but still need to obtain certain keys (to do anything useful) with saves
However, the game contents are fully decrypted and dumped and modifiable.
I think that I just figured out how to trick it into thinking that I'm using the same compression 😛
Will load up and test with it later
Still waking up
I just tried loading up the modified PS4 contents on the PC and it worked. I'll try the inverse in a bit, now that it seems that I've gotten the compression technique right.
very cool stuff ur doin my dude
Thanks, @autumn moth. This is exciting to me. Haha
seems so to me too! even tho I don't rlly understand all of it hah
Cool. Well, boiled down... I've had the PS4 RC1 and Atlas Rises builds of No Man's Sky decrypted/unpacked on my PC for awhile. Awhile back, I ported all of the RC1 biomes of No Man's Sky to the PC Atlas Rises build and have added them as additional biomes to the game (alongside all biomes from every other released version of the game to Atlas Rises format). So, in totality it's (RC1, 2016-1.1, two other custom 2016 versions, Foundation, PathFinder, two custom pathfinder versions, and Atlas Rises and 1 other Atlas Rises custom version) all in one universe... alongside a series of Beta No Man's Sky build content and biomes, numerous (unseen) pre-release build content and biomes, E3 build content and biomes, early 2016 build content and biomes, alongside over around 15,000 procedural biomes that I've handcrafted in-game (and all of the content and biomes from Atlas Rises - and soon to be NEXT) blended into a single in-game universe. So, it's the ultimate build (without losing anything) but it's like a custom edition to the game.
However, I have had plans to port this project to the Playstation 4, but I have had it on hold to prioritize PC fan work... but I started to dive back into it today, to try to solve the only issue that I was encountering (which was figuring out how to properly compress my modified playstation archive (PSARC) files into the proper filesize, that the PS4 build is set to run them on).
Now that I've gotten files to compress into an identical PS4 build filesize, and I believe that with another method that I'm eager to test that's separate, I may have also found a way, to trick the game into thinking that a much larger playstation archive is using the same compression technique and is the same filesize.
Aside from that, I am also memory hacking No Man's Sky on PS4, like one would use cheat engine for PC.
I still need to load up on the PS4 build and test with this new modified file... to see if it's getting loaded properly. If not, I will need to keep at it until I resolve it. It's totally possible to mod the PS4 build, but it may require me to further study the Playstation Archive format - If this doesn't go as I'm hoping.
I have managed to alter the game on the PS4 though, in-game (from file modifying) in the past - but not to the extent that I am planning to do so.
And if you're curious about what the RC1 build is, since I mentioned it a lot (even though I am modifying/working with Atlas Rises on PS4) - The RC1 build or known as 'Vanilla 1.0" or whatsoever, is the base build that ships with only the Bluray disc. It is only obtainable by deleting all updates to the game with the official disc and loading it. It is a pre day 1 patch, the one that existed right before the first public release that shipped with the game already containing the 1.1 patch.
There's a lot of interesting things in there too, that I've yet to start datamining. One of the things that I do like about that build is, the time of day clock shown in old IGN footages being visible on the bottom left HUD is still there and functional.
@autumn moth
Can’t wait to see what kind of mods come out when next comes out
I have a feeling player model mods are gonna be a thing
^^
I’m honestly more intrigued with item mods, not terrain or biome mods.
But yeah vanilla alone will be amazing, so I probably won’t touch mods until like >20 hours of gameplay
What kind of item mods would you like to see?
New materials, resources, multi tools, weapon modifications, ship modifications, etc
Building parts too
Ah, yeah. I like those things too, and I work a lot with those things as well
This was a bit too wacky for me to release, but I once created an exploding fish gun
And a gun that shot walkers lol
Exploding fish gun, the best way to troll the hell out of a horrible ex partner
The rocket multitool wasn't too wacky though. I have a lot of custom weapons
@warm thistle Lol
Wait, I should totally make weapon mods for NEXT
But I don't want it to turn into GTA V
lol
I come from the GTA V modding scene
Ohhhh
That’s actually super cool
@final coral New materials, resources, multitools, weapon modifications, ship modifications, building parts, I got you... 👌
😃
Lmao thanks man!
HG probably tailored a few pvp aspects into the multiplayer that you could probably expand on. Just a few more days homie and we will be able to start rooting around the files! I for one am excited to see if any of the creature tables have changed at all.
Oh man yeah, I wanna see how pvp turns out
And the creatures, hopefully their sounds and AI have been..... improved
Feel free to share any ideas with me though, down the line. The game overhaul that I've been working on the past year and half expands in all of those areas. Many of those things are of my own work, some are contributed assets - But I still work in those areas.
However, on my behalf, I am heavily interested in biomes and terrain.
As exploration is the core pillar that catches my interst - But I do also love having things to do
during exploration hehe
Which those categories come into play
Have you seen any of the procedural biomes or terrain that I've worked on @final coral ?
I haven't seen you around before in this discord, are you new?
Yes, and yes, I just joined yesterday and the biomes you’ve made look excellent!
Ah cool! Thanks man.
This is a work in progress fan project by yours truly, in which I am gradually restoring the beauty and nostalgia of all pre-release trailers, pre-release fo...
^ Some old stuff
But this is newer:
https://www.youtube.com/watch?v=MQRn1HySrYE
This video showcases a replication of a pre-release style swamp among a few random planets. I handcrafted everything in here (and I have about 86 distinctive...
Basically, I look at (concept arts) and pre-release stills and photos and recreate it in game, and attempt to push it further (and some times make biomes and terrain based off of original ideas).
Damn, these look breathtaking.
But those biomes often have custom materials, items, buildings, assets, props
And ships, etc...
I like this one a lot
Thanks!
Aye, you are a talented person!
One thing on my wishlist for mods though: blur on, outside photo mode
I find blur sooo cool looking, and I wish it could just be on all the time
It really makes environments seem real
@final coral
So, with the fan project that I am working on...
There is dynamic weather (which we will hopefully also see inNEXT)
And depending on the kind of weather or storm
The visual graphics change
Like for example...
When a storm kicks in....
The clouds may thicken up a bit, and turn grey, on a lush planet
And then it will get foggy
and a subtle deph of field will kick in
and there will be a blur
But each effect is setup to match the weather type
And I've added hundreds of new kinds of weather types
including pre-release style weather
This was an extreme kind of fog without rain
But there's a depth of field in play
Minus the giant spider
lol
Lol is that an actual creature?
Yea
Omg
I'm looking for more examples
That’s one of the things I’ve always wanted in nms, giant creatures
But that weather effect looks really slick
So, @dreamy tulip .....when are you modding in a nuke so I can blow the spider planet off the map?
lol
I shot a giant missile out of my multitool and obliterated a diplo
and felt sad afterwards
@final coral You can see a dof kicking in here: https://youtu.be/KRqQDVwowPc?t=155
Exploring a random planet on the work in progress Immersion Update for RaYRoD's Overhaul. Extra Credits: HelloGames and Krem - The HG-X ship has been assembl...
It's at the right time
I hadn't thought about it until now but do those E3 diplos have physics attached to them? Do they ragdoll all over the place if you kill them?
The atmospheric visuals In that clip and also shown on the thumbnail, I handcrafted in real-time (using this fan art that I found on google as a concept)
https://imgur.com/EKmOTe2
@merry turret The E3 diplos have animations, various unused animations, and some other things.
You can make them kill-able and give them ragdoll
The game has a way of adding physics to things
that's neato thank you!
That weather is perfect
Thanks dude!
Also, the E3 diplos are single models (w/o additional procedural parts) that can have a probability of getting chosen.
However, pre-release there was a different kind of superformula related mechanism at play
Whereas model assets in many cases did not depend upon additional parts to have uniqueness
There was an algorithm that morphed those model assets on the fly, in different kinds of ways, with different kinds of animations
For creatures and also various biome assets
Sort of like morphing an object in a 3D modeling tool like blender.
So, that talk of "Not even a single blade of grass" is identical relates to that.
In the very first No Man's Sky trailer, I believe that there is a tree being shown that happened to be using that mechanic.
I hope to eventually restore this.
But who knows what NEXT has to offer (in the full extent) - deciding to wait and see
That's all really interesting. I've been looking at the past of the game a lot lately, news articles, trailers, gameplay footage and some unused footage aswell. I am very much interested in the games development cycle and If I had the game on PC I would be looking through the files constantly. Thank you for sharing this information! It means a great deal to me! I cannot wait to see what the future holds for the game aswell!
Sweet! Likewise. Next is going to be great. Glad to know it's only the NEXT step in a further journey with this game's development.
Just a idea would it possible to make a blood mod for this game? I see that there is a mod that changes blood to red however do you think its possible to add blood spilling to the game? Nothing dynamic or anything like Killing Floor 2 or Overgrowth just a few presets that would spawn blood splatters on the environment while shooting at things like black oil for Sentinels and green or red blood for the animals in the game. The only way I think it could be done without over complicating it to much is having a gib spawn each shot or having some sort of chunk and it spawns a decal with it however I'm unsure if it would work properly with the engine I just thought since we might see a combat overhaul it'd be cool to see a blood or brutal mod be created.
Can anyone point me in the right direction on how to change or where to find voice changing mods for the AI you hear when your Life Support and the likes are going down.
Jesus, @dreamy tulip your overhaul takes ages to load after a restart xD
@dreamy tulip I've coma across a small bug when you load an old save from when you were in space.
@fleet stone just so ya know, RaY has already started on a new version with the aim to restructure it for smoother updates & further minimize bugs
That would be amazing, integrated with NEXT!
They're gonna be diving into that, for sure.
@fleet stone If you're loading up the 'Immersion Update' test build for the first time, or any mod that modifies shaders...
It will take some time to load up in-game (on the first boot) as the game will need to build a new shader cache.
After that, it'll load as normal upon every game boot... unless I decide to change the shaders again
Also, it is recommended to start a new save game (or at-least save in a freighter beforehand) - A space station might work.
Before using the mod, alongside various other mods that alter generation.
I suspect that you added the optional "E3 scaled planets + Solar Systems" yea?
I seem to crash everytime I breach the planet's surface. Would that be due to my specs, the mod, or clashing mods?
yes i do have that mod enabled
I suggest taking a quick look at the included "About .txt" documents for the optional mods (prior to installing them)... as I put a warning "note" in there for the E3 scaled planets:
And also in the filename - zzE3 Scaled Planets + Solar Systems (Read the warning.txt!).pak
Also, I can't really say - unless you provide a screenshot of your MODS folder.
If you are using other mods (which is highly advised against) - since that current public and unstable build that's strictly for testing and bug reporting is a massive project that alters nearly every file in the game and nearly every file that other mods out there use... something is bound to conflict in almost all scenarios if you add it in.
Lushgrass distance x3 is not compatible, but grass draw distance should be increased already.
No fade is not compatible.
And, there are a few sparsed out crashes leftover in that version (which I no longer have on my PC) - as a part of the disclaimer (that it's an unstable test build).
But the reboot that I'm working on is being made entirely from scratch.
I'll try it now
Something that I wrote in the past, gonna try to dig it up
Working with No Man's Sky is a hobby, an enjoyment, and a great learning experience for me. It's also a lot about research. Therefore, I am not willing to put down this experience/research/learning process (because an update is coming) - because by that logic, all modders should put down mod creation because we already know that a new update is bound to hit eventually and potentially break things. Like any other build to No Man's Sky, I have created my own custom build (that also has every single released build of No man's Sky ported by yours truly and integrated into it), that throughout time will still remain a custom build... and does not depend on any updates to have it's value. Some players on PS4, revert to a unique build and play on it. Specifically, The PS4 RC1 build. I am also an artist at heart, and I really just love to create things with the game... like some people love to use Photoshop, or other things... (Like Stoian or Cyrus James Khan). It's fun for them. It doesn't have to be a corporate or official thing.
However, here are a few benefits to my approach:
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Working on this project now and polishing it up (helps me to iron out any present issues) - So that when I do port it for NEXT it will be a clean, stable, and bug free port that has been refined beforehand (and won't require extra bug fixing later).
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Re-making the entire Overhaul from scratch provides opportunity for me to create a superior, fresh new take, so that it won't just be a 'RaYRoD's Overhaul' port that I port over, but an Overhaul of the current public 'Immersion Update'
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Re-making the entire Overhaul from scratch has improved framerate, fixed all crashes and other random issues because of the fact that I (removed fragments) of very old and outdated problematic work, is bringing more variety, (I'm attempting to do 4-86 significantly unique biomes per biome type this time, as I want every biome to give you a unique vibe/feeling to it), alongside an overhaul of all other aspects of the mod in general.
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The new version of the mod will be easier to update (with my new way of structing it). Instead of manually updating thousands of biomes, it should only take minutes to update it.
^ If you're curious about the Reboot that I'm working on for NEXT
Sounds good, looking forward to it
Cool man. Looking forward to releasing a NEXT styled version for everyone.
Utilizing this wait until NEXT to study C++ from basics all the way to advanced. Before, I knew enough to make C++ based mods; through OpenGL based hooking that calls certain functions within the executables memory, alongside certain asm scripts ported to my C++ base that get loaded upon boot... but I'm looking to expand upon that and take things a lot further.
After that, I'll dive further into reverse engineering
And in time adding additional functions to the game's engine. The talk with @toxic goblet kind of inspired me to get into that 😛
On the side, I'm about to further test with the PS4 build
Hoping this works on this attempt 🤞
@dreamy tulip, quick question, is the faster Pulse Engine travel available as a standalone mod? I love that part of your mod but my PC can't handle much of the rest.
I don't want to have to download the entire mod to check is all, sorry for bothering you
@frank cove Care to give this a go?
Is that it? Thanks a bunch, I'll test it out!
Glad to be of help, feel free to let me know if it's fast enough 😃
And yes, I extracted that from the core mod. There are two other versions as optional files in the download somewhere, but I accidently deleted the archive today lol
It worked! Thank you! 12 seconds of travel down from 1 minute and 20!
Nice 👍
Someone might appreciate this here they’re having a sale
$60 rather than the normal 5k
Yeah I was thinking of buying it because it’s cray cray and I barely have a pc or am interested loo