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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

alt3rn1ty

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alt3rn1ty last won the day on July 1 2017

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About alt3rn1ty

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  1. Oh no, its just in the last four to five years with each new version of a game based on Gamebryo I have become more and more disenchanted with them. It just seems like money for old rope and no more effort going into the thousands of bugs they always have at release. Skyrim SE has been released on many platforms now, and each new platform release still has bugs we were moaning about and making official reports on back in 2011/12 When TES 6 comes out you can just about bet your life on it we will need to wait six years for an unofficial patch to do the business as usual before we can really enjoy the game without complex script issues I am more OCD than I care to admit, right now I am reasonably happy with Skyrim SE and Fallout 4 on PC (even though Skyrim SE still has that awful LOD bug when you fast travel to Whiterun from Riften), but the reason I am is only due to the stirling effort of the community. I couldnt bear to play the game completely vanilla without an unofficial patch .. And thats my issue with Bethesda. So I am no longer putting money anywhere near Bethesda pockets. Its a shame because they do make a good game, they just dont give their games the aftercare we would all wish because if its not a critical bug, the bean counters are nudging the majority of the team onwards to the next bugfest cash cow. I guess they have grown too big they need to be a heartless combined harvester, instead of a caring gardener who attends the important details. And then Todd stands up on stage and brazenly makes jokes about their own bugs because he knows the salivating crowd is going to laugh while they are in the throws of enjoying the visual feast of whats next "give us more you naughty devil you". Contrast that with an Indy doing their damnedest to make good on promises with a handful of people as a team. I dont think HG deserve half of all the crap they got, certainly not death threats. I agree they did eff up quite badly to start with, but they did come through on what they promised. So I know where I am putting my financial and community support / time in future, on a company that deserves it. That about sums it up Nothing against the community at all, or any individuals, you are all amazing people who collectively achieve some brilliant things.
  2. Personally I think they are all related to your review .. In that they point out that Sean Murray is keeping to his promise of providing everything they said they would. Take everything not related to your review out and it becomes just a rant topic which does not document how much it has changed since that time .. .. Unless you plan to amend the OP to reflect how much it has changed since version 1 and that link you provide of "Check out this astonishing list of things promised to be in the game but are no where to be found." (the site it was linked to is down now anyway) ? How about adding a link to "An astonishing list of things promised to be in the game which have now been implemented .. and the rest, since version 1" Edit : This is going to be my last post here anyway, I hardly participate anymore (lost interest in all things Bugthesda) apart from addressing the balance in this topic, so I may aswell butt out.
  3. Now that 1.54 is live I think (judging by the decrease in the amount of fixes in the last couple of patches) that they are running out of serious fixes which needed doing .. https://mobile.twitter.com/NoMansSky/status/1026788487285166080 So now I think the amount of fixes will go up again in the next next patch .. https://mobile.twitter.com/NoMansSky/status/1026791312723456001
  4. Patch 1.54 now public https://www.nomanssky.com/2018/08/next-patch-1-54/
  5. Could be, when I get emails back from HG its not as often as it used to be, and on some of those occasions I see something being fixed in the next patch, which I reported but they did not ask me to verify the fix. So I can only assume someone else reported the same and was already asked to confirm with the experimental releases. Anyway, there has been another internal update and now yet another experimental release, still have 6 unresolved issues out of the 10 I reported so far, but they were only minor issues so they will probably get swept up in the last patch for Next after all the bigger priority fixes are done. Latest changes on Experimental (02/08): Fix for crash while reloading mission markers from save Fix for issue where invalid characters could be inserted into a save, causing it to fail to load Switched to using lockless small block allocator for physics to reduce memory footprint Fix for occasional crash when looking up data about substances in UI pages
  6. I have never had a patch from these guys that has not fixed what they said they did, there is a lot of activity in the experimental branch forums when an experimental patch is released, aswell as communication with people who sent reports to see if a fix reported for that person has actually been fixed, I have had three of those so far since 1.5+ and each case was solved. ---------------------------------------------------------------- Patch 1.53 is public https://www.nomanssky.com/2018/08/next-patch-1-53/
  7. Updates and Announcements - May 2017

    AB Apologies if I am a bit behind with this, just noticed mention of SSL " acquire and install SSL certificate for site and all sub-domains. " .. And that you already have an SSL solution - Did you use LetsEncrypt which is free ? https://en.wikipedia.org/wiki/Let's_Encrypt
  8. And another one .. https://www.nomanssky.com/2018/07/next-patch-1-52-2/
  9. Aand another one .. Patch 1.52.1 now public https://www.nomanssky.com/2018/07/next-patch-1-52-1/
  10. Patch 1.52 now public https://www.nomanssky.com/2018/07/next-patch-1-52/ .. Waay too quick, I just downloaded the 1.51 B Experimental and its already old news
  11. Patch 1.51 now public https://www.nomanssky.com/2018/07/next-patch-1-51/
  12. Oooh boy, the update is quite jaw dropping : https://www.nomanssky.com/next-update/ I haven't got it yet, but will be as soon as I get home .. PATCH NOTES THIRD PERSON Third person camera for walking, jetpacking, swimming and in-ship flight New player models Completely reworked animation system New animations for players, as well as NPCs and creatures System and animations for gestures Character customisation Player character turns to look at points of interest New get in / out of vehicle effect Interactions show the player character where appropriate Warping in ship is in third person Resized various deployable tech to better fit third person mode MISSIONS Real time missions Scheduled missions Multiplayer missions Completely overhauled tutorial New mission types – photography, feeding, freighter combat, archaeology, and specialised hunting missions Guild envoy missions BASES Bases can be built anywhere Players can own multiple bases Hundreds of new base parts Increased base complexity / size limits Joint base building Improved teleporting and selection between teleport destinations Improved terrain editor modes and options to be more intuitive Toned down saturation intensity of palette choices for colouring base building parts Base terrain editing now stops when you hit the limit rather than overwriting old edits Bases can now be deleted Improved system for placing base building parts Increased base building radius and made it expandable Disabled base auto uploading, and added manual controls Enabled downloading more than one external base from other players FREIGHTERS Frigate fleets feature – including missions, upgrade system, system combat and exploration assistance Overhauled base building inside player freighters Reworked and added procedural textures to freighter bridge hologram planet Redesigned path from freighter hangar to bridge Improved speed of airlock doors opening on freighters CRAFTING AND RESOURCES Reworked and rebalanced all core substances and resources Deployable tech can now be picked up Added refiner based crafting system Added Craftable ammunition Improved damage falloff on mining beam UI / UX Additional markers visible in analysis visor Points of interest can be tagged from analysis visor Latitude / longitude displayed on analysis visor Improved HUD layout HUD lines dynamically hidden with the corresponding UI elements Improved notification layout Improved build menu Improved quick menu Inventory stack splitting New repair interface All player owned ships can now be summoned Added system for repairing damaged inventory slots Backpack showing in your inventory will now match customised character backpack Backpack bars display hazard protection and life support In-ship map now highlights enemies Improved docking indicators when flying Completely reworked shop UI Nanites no longer take up inventory slots Scanning ships shows their slot count Save slots are now sorted by timestamp Galaxy map can show multiple markers for each system Added dynamic suit protection inventory icon Inventory full notifications now take into account cargo slots Fixed camera voxel to star voxel in Galactic map Can pin base building recipes on the HUD Added danger icons to tentacle plants Improved tech and product pinning, with more detailed guides to obtaining the build requirements Improved compass Improved HUD marker icons for objects of interest Added multiplayer text chat on PC GRAPHICS AND PLANET GENERATION Improved fog and increased draw distance New terrain generation system for improved navigability and more varied earth-like and alien landscapes Reduced situations where cave props can be spawned above ground Improved particle systems fading out over distance Added support for extremely large biome props Improved and increased variety of clouds and cloud shadows seen from space Improved planet surface rendering from space Improved terrain lods and visuals when flying in from space Improved colour selection during planet generation Improved sky and fog colour selection Tightened triplanar texture blend areas New colour mapping system to create more varied and atmospheric visuals Improved tree density Tree size variation Added empty systems, with no current inhabitants Added abandoned systems, with derelict space stations Improved storm visuals Improved textures for ship, NPCs, and buildings Added planetary ring system Increased asteroids density in space Improved space visuals Added support for larger bodies of water Character shadows for first person gameplay Adjusted TAA settings to reduce shadow blurring on terrain Added particle effect when flying above water Splash particle effects Inventory and pause menu now uses depth of field to blur in-game camera Balanced intensity of lights in the Atlas station Updated model of hologram backpack in suit upgrade chamber Improved water surface and foam shaders Improved water reflections to better match terrain Improved imposter visuals and lighting to better match nearby objects Switched object and terrain fading to use Blue Noise to give smoother transitions Improved compression on some textures generated in-game Improved terrain texture blending and selection Improved sand and cave colour selection Improved beach blending and visuals Brightened cave interiors, especially at night Improved storm effect fading as you enter buildings Added gun model for ships New high quality tree models and textures Fixed an issue with landing pad UVs Improved drone, quad and walker models New drone texture effects Added more varied underwater and underground objects Improved appearance of Gravitino Balls Major improvements to biome object placement Improved crystal placement Improved marker distances for gameplay props Added terrain objects which cannot be destroyed by player ships Improved colours, brightness, saturation of creature textures Tweaked rock textures Improved scale of underground objects Tweaked poison blob particle effects Improved cave biome glowing plant lights Optimised cave biome prop performance Improved bushes and underwater plants Improved asteroid texture balance Improved abandoned slimey diffuse colours Improved under-foot dust effects Improved heavy air in caves Improved scale of gameplay plants Improved toxic grass diffuse texture Tweaked mountain fragments on certain biomes Improved vertex displacement on flags to make them wave nicer Improved smoke and damage effects on ships and distress beacons Modified frequency of wordstones, crates, underground props and damaged machinery Improved rare gem collection effect Improved ship trail effects New engine effect for ships SPACE STATIONS AND BUILDINGS Overhauled space station interior New space station marketplace New style for stairs in space station Redesigned look of teleporter in space station Added variation to building interior layouts and props Added a small ramp to the drop pod for easier access Improved building frequency Added LOD system for base building parts to increase draw distances and complexities EXPLORATION, FAUNA AND FLORA New underground ruins building type Buried technology modules and blueprint analysis Overhauled signal booster and navigation data input Procedurally generated technology Procedurally generated products Improved creature pathfinding Improved creature response to feeding Herd behaviour for creatures Improved scales and maximum sizes of creatures Improved sentinel drone behaviour, proximity indicator and escape gameplay Improved matching of creature body parts to their role Coprite improvements New hazardous fauna New hazardous flora Improved scan ranges for biome specific plants Added new armoured drone type Must use the terrain editor to mine resource deposits Improved Colossus speed and fuel tanks / consumption Different ship classes use different amounts of launch fuel New name generation system for planets / ships / weapons / creatures Increased variety in creature descriptions Nada + Polo’s tasks are now tracked in the Mission Log Fancier descriptions for planetary weather conditions Changed starting Exosuit inventory size Increased the number of Exosuit cargo slots available to purchase Increased crafted item stack size in the Exosuit to 5 CONTROLS AND COMBAT Climbing traversal more challenging and rewarding Added ability to slide down cliffs Player movement is more dynamic Air resistance simulation for jetpack navigation Multi-tool manual holstering / unholstering Ship weapons can be used against ground targets Splash damage added to ship weapons when used against ground targets Improved low level flight, with destruction of terrain objects with which you collide Fixed jitter on physics debris pieces Stopped player colliding with tiny rocks on scorched biomes Crit points on sentinel drones and quads Combat scope module for the Multi-Tool Personal forcefield module for the Multi-Tool New grenade types Improved weapon alternative mode, also with better HUD display Sentinel drones can repair quads and walkers in battle Improved sentinel quadruped behaviour, pouncing, evade Improved walker behaviour with different attack modes Extra armour plating added to sentinels arriving in combat Fixed placement of off-planet markers and improved pulse drive flight towards marked destinations AUDIO Updated creature vocals New third person foley for player and NPCs Additional loading music and a new track when starting normal mode Revised ship engine sounds Added low flying ship sounds Revised underwater sounds Improved combat audio and overhauled Quad and Walker audio New NPC vocals New Frigate audio STABILITY / BALANCING / FIXES Fixed a number of issues with atmospherics and water rendering on the horizon Fixed text clipping issues in some languages Fixed certain cases where opening the settings menu silently changed resolution Fixes for several uncommon out of memory crashes Fixed transition between lighting when flying to space Fixed and improved a number of situations for flattening terrain around buildings Fixed cases where terrain tiles could be missing or slow to appear while flying around or into planet Fixed crashed freighters having underground treasure too low to mine down to Prevented dead planets ever having atmospheres Prevented some story-critical buildings being placed underwater Fixed lighting issues with double sided leaf shaders Fixed repetitive tiling textures on some foliage leaves Fixed issues with loading some particularly large saves Fix for superconductive lock bug Voice chat quality and reliability improvements Fixed scan events for players who have managed to go off-grid Fix for edited terrain regions repeatedly regenerating themselves unnecessarily Fixed rocks showing up as the wrong colour on frozen biomes Fix occasional hang in asynchronous IO Fixes for non-instance LODs Added geometry streaming system Made numerous memory savings to improve overall stability Made the damaged machinery turn off the sparks and smoke effect when you have finished the interaction Rebalanced AI ship damage Balanced ship to ground target damage High performance(1440p) and High Quality(2160p) rendering modes added for Xbox One X Made numerous grass and foliage rendering optimisations Optimised per-frame renderer memory usage Optimised various engine components using async compute Various optimisations Various miscellaneous bug fixes
  13. Two days to go for the NEXT update : Sean is tweeting lots lately .. https://twitter.com/NoMansSky No doubt there will be a few updates quickly to follow over the following month or two to iron out the minor bugs the world finds, but here's looking forward to the best version yet Multiplayer Team up a small team of friends and explore the universe together, or be joined by random travellers. You can help friends to stay alive, or prey on others to survive. Tiny shelters or complex colonies that you build as a team are shared for all players. Fight as a pirate or a wingman in epic space battles with friends and enemies. Race exocraft across weird alien terrains, creating race tracks and trails to share online. Character customisation allows you to personalise your appearance. Visual Overhaul The game is fully playable in third or first person, both on-foot and in ship. Planetary rings and improved space visuals make space more beautiful than ever. Dramatically improved planetary terrain generation, ground textures, water and clouds bring the environment to life. Significantly more detail added to ships, NPCs and buildings. Unlimited Base Building Bases can now be built anywhere on any planet. Dramatically increased base building complexity and size limits. Hundreds of new base parts. Own multiple bases. Command Freighters Assemble and upgrade a fleet of frigates and command them from the bridge of your freighter. Send your fleet out to into the universe, or deploy them to help you as you explore a specific system. Improved freighter base building allows a truly custom capital ship. Invite your friends aboard and take on challenging multiplayer missions from the Galactic Commision Station on your bridge. Really trying not to be even slightly tainted by hype, but the following article has upped the anticipation a fair bit : https://www.eurogamer.net/articles/2018-07-20-no-mans-skys-big-next-update-is-big Increased draw distance possibly means they have upped the performance enough to expand on the distance - HG have always had a bit of lag with this game (sometimes a lot more than others with some of the older patches which are thankfully history). I had fears that multi-player would make this game go a bit downhill in the performance department, but that wont bother me playing it in single player mode anyway .. So the single player may be better than it ever has been, fingers crossed anyway. Creatures "Broader range of sounds" was a high on my wants, the old squeaky noises without much variation has always been a minor irritation for me, no matter how much I like the game the noises were a bone of contention - So fingers crossed they have also done a good job in that department. Watching that Next Trailer would seem the low flight has been tweaked even more, enough that you can clip the low branches of trees is low enough for me Sounds like a lot more time is going to be invested in this game Interview with Sean Murray, revealing some of the crap they went through .. https://www.theguardian.com/games/2018/jul/20/no-mans-sky-next-hello-games-sean-murray-harassment-interview Whats with people and death threats over a game ??, really awful behaviour no matter how they try to justify it as an unhappy customer
  14. First post updated : Recently Skyrim SE has been updated a few times, and additionally xEdit has now gone public with a release on Nexus of version 3.2.1, which has refined its record editing. Skyrim LE results are unaffected when using the new xEdit, so no need to reclean for oldrim Skyrim SE benefits quite a bit from recleaning, and the results / CRCs/ MD5 checksums are all now up to date in the OP for using xEdit v3.2.1 Reference Bethesda using xEdit - Yeah if they could it would be marvellous, but even though xEdit is the best man for the job, I think its a case of they are not allowed to use software which from the companies pov is not endorsed. I reckon they probably use it for personal use, if any of them recognise that it does a pretty damned perfect job of cleaning up the mess their CKs make, but professionally they will only be allowed to use official tools.
  15. [Relz] CBBE SE Diffuse Maps Options

    Aunty mable is just a figment of my imagination New Version 1.4 All textures and images redone from scratch using the new .psd resource files, to include a new texture update supporting the CBBE 1.2 bodyslide 3D Special Body Labia
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