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 No Man's Sky, A TRULY OPEN UNIVERSE

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TSpyre
post Aug 12 2016, 06:04 AM

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http://steamcommunity.com/app/275850/discu...72047212712737/
THERE WILL BE NO PRE-LOAD AVAILABLE! Game due to release Friday: 6pm UK, 1pm Eastern US, 10am Pacific US and 7pm CEST.

roughly 02:00:00 a.m. Saturday August 13, 2016 our timezone
TSpyre
post Aug 12 2016, 07:26 PM

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QUOTE(alpha0201 @ Aug 12 2016, 02:42 PM)
already set up alarm clock  biggrin.gif
i think the timing i wrote is wrong. should be 1am not 2am. sorry.

TSpyre
post Aug 13 2016, 09:43 AM

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screenshot album
» Click to show Spoiler - click again to hide... «


QUOTE(ganick5461 @ Aug 13 2016, 08:08 AM)
Reli? How come sell cheap?
only issue i have. locked in 30FPS for me. sad.gif otherwise i played no problem for 3hrs straight.


This post has been edited by pyre: Aug 13 2016, 09:51 AM
TSpyre
post Aug 14 2016, 02:28 PM

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For those who are crashing alot, please share your CPU? share it here. The game could be very CPU bound.
TSpyre
post Aug 18 2016, 08:30 PM

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http://www.express.co.uk/entertainment/gam...-for-PS4-and-PC

QUOTE
Improved AMD Phenom Support:
Thousands of lines of assembly have been rewritten to support AMD CPUs. The game code no longer relies on anything above SSE 2; Havok Physics has also now created new libs. Game is now confirmed working on Phenom CPUs.

Mouse Smoothing:
Smoothing on mouse movement has been improved to prevent hitching or stuttering, and is now adjustable through the Options menu in "Mouse Smoothing." It now defaults to off. If you feel the framerate is "slow" or "lumpy," please make sure that this is turned off (it helps players with sub-30 frames per second).

Improved Performance:
On CPUs with 4 threads or fewer, performance has been improved. On CPUs with 8 threads, performance has also been significantly improved.

Radeon 6xxx:
Added support for this GPU, which doesn't support OpenGL 4.5 fully.

Player Saves:
Help to recover some player saves which had been lost or corrupt.

Alt-Tab has improved:
Some systems/configs were crashing or not pausing correctly on Alt Tab. This should now be resolved.

Shader Caching:
Framerate was initially stuttering due to shaders not being correctly cached by the GPU on some systems. We have replaced the GPU caching system. You may notice some stutter during the Galactic Map intro to the game (the very first time you run), but it should be smoother from then on (this will be fixed in future). This is particularly true on ATI cards.

Max FPS Cap:
On some CPU/GPU configurations, setting Max FPS to 60 or 30 was not giving 60 or 30 FPS (causing stuttering). This has been improved.

Intel GPUs:
The game will now let you know if you are trying to run with an unsupported GPU. This will hopefully flag for some users that their high-end GPU has not been selected. We are working on Intel GPU support.

G-sync:
G-sync has been disabled by default, which was causing an issue for some users.


This post has been edited by pyre: Aug 18 2016, 08:31 PM
TSpyre
post Aug 19 2016, 08:18 AM

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for those disappointed with NMS.
https://killscreen.com/articles/alternates-no-mans-sky/

edit:
mods for NMS
http://www.gamespot.com/articles/no-mans-s...-/1100-6442802/

This post has been edited by pyre: Aug 20 2016, 11:43 AM
TSpyre
post Aug 26 2016, 06:56 AM

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TSpyre
post Nov 27 2016, 08:33 PM

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huge patch notes:
http://www.no-mans-sky.com/foundation-update/
TSpyre
post Dec 7 2016, 07:30 PM

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http://store.steampowered.com/news/?appids=275850

QUOTE
[PC] Following reports of some people experiencing issues with the game while unsupported mods are installed, we’ve added mod detection which will show a warning screen on loading when mods are detected. A mouse click or button press will dismiss this screen. We have also introduced a new method for mod installation which should prevent player’s games from breaking when a new update is released. For details please see the ‘DISABLEMODS.TXT’ file in the \GAMEDATA\PCBANKS folder.

[PC] Allowed remapping of the build menu and quick menu commands to support Azerty keyboards.

[PC] We’ve enabled a temporary workaround for the SLI issues people are experiencing. If you are running in SLI, please disable TAA and the game should run. We are looking into a more permanent solution to this issue.

Fixed an issue which, in some rare cases, prevented NPCs from giving you mission critical dialogue.

Fixed a bug which could cause core items to be transferred from exosuit inventory to starship inventory.

Fixed a number of rare crashes (if you continue to experience crashes, please send a crash report and include your crash dumps).

[PC] Fix for monitor detection on PCs with 3rd party remote desktop or screen sharing applications.

[PC] Running the game via the .exe file should no longer give Steam Init errors.

Fixed an issue where underwater buildings could spawn without doors which in rare cases would mean the NPC missions could not be completed. (Note: If you are still being pointed to missing facilities during the NPC questlines, you can either claim a new base and re-build the NPC terminal, or if you have a Freighter, remove the NPC terminal from your base and rebuild it in the Freighter. The NPC should then give you new coordinates. We are still working on a more permanent fix for this issue).

TSpyre
post Dec 13 2016, 09:02 AM

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http://www.no-mans-sky.com/2016/12/patch-1-13/

QUOTE
Fixed a bug that would make the player character small.
Space battles will now vary in size more and players should see bigger battles.
Fixed the instantaneous death loop that could occur in survival mode if you saved with 1 health and no hazard protection. You will still be on the verge of death when you load in, but it won’t happen instantaneously.
[PC] Fix for steam controller not being able to warp.
[PC] Removed up, down, left, right as quick menu navigation keys to allow left handed players to move while using the quick menu.
[PC] Page Up and Page down can now be used to navigate up and down in the quick menu.
Removed duplicated planets from discoveries menu.
Fixed an issue with redeeming promo ships in survival, which would result in the ship being spawned above the ground.
Fix for missing ruins underwater which could cause missions to point to nothing.
Various audio tweaks and fixes:
Added ladder climbing sounds.
Fixed base building prop sounds not playing when placed inside a Freighter.
Added sound effect for calling Freighters.
Added sound effect when using communication stations.
Fixed an issue which could affect ambient sound in Freighters.
Changed the sound effect when using the Terminus Teleporter.
Fixed some rare crashes.

TSpyre
post Aug 3 2017, 08:19 AM

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Part of the Waking Giant ARG that has been ongoing for over a month now.

Latest messages have been decoded. Things are astir.
» Click to show Spoiler - click again to hide... «


edit:
and just like that.... wakingtitan.com and project-wt.com are both offline. something is definitely astir.

typing in 16 outputs:
» Click to show Spoiler - click again to hide... «


and before any mod thinks otherwise - this ARG is related to NMS.

This post has been edited by pyre: Aug 3 2017, 08:28 AM
TSpyre
post Aug 5 2017, 12:39 PM

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Complete transmission in art form
» Click to show Spoiler - click again to hide... «



» Click to show Spoiler - click again to hide... «

TSpyre
post Aug 9 2017, 06:35 AM

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» Click to show Spoiler - click again to hide... «


Same content but in text form below
» Click to show Spoiler - click again to hide... «

TSpyre
post Aug 11 2017, 08:22 PM

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http://www.nomanssky.com/atlas-rises-update/

user posted image



» Click to show Spoiler - click again to hide... «

TSpyre
post Dec 9 2017, 01:14 PM

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Hello Games' Innes McKendrick presents a study of the technical architecture of No Man's Sky, focusing in particular on the techniques used to generate planets and the supporting structures allowing this to happen continuously in real-time.


TSpyre
post Mar 29 2018, 10:52 PM

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TSpyre
post Jul 17 2018, 11:06 PM

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This post has been edited by pyre: Jul 17 2018, 11:07 PM
TSpyre
post Jul 25 2018, 08:33 PM

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QUOTE(nders @ Jul 25 2018, 03:13 PM)
anyone playing this game on this update? I'm quite hyped over this. Cos NMS actually nailed almost every aspect of a space sim I wanted, just lacks a solid story or purpose (like most 4X games, but NMS at most is a 3X lol)

now that it added true mp and tons of other stuff, very hyped and keen to try it again!
the game had a story (actually several). the Artemis path, the Atlas path and the mystery of the black holes. However you only infer them by actually reading the text at various POI u discover along the way.

And some of these stories or characters mentioned in the game were tied to the 2 ARG events before the launch of Atlas Rising and before NEXT was launched.
TSpyre
post Jul 26 2018, 11:34 AM

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yes even in AR, ships (class) affects maneuverability and other attributes like damage, cargo, shield absorption etc.

have not played NEXT much yet so not sure if those are still the same. i expect the game to use the same mechanics, just that the old ships we know may have changed in stats.
TSpyre
post Jul 26 2018, 12:35 PM

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QUOTE(nders @ Jul 26 2018, 12:14 PM)
thats relieving and exciting to hear. havent been playing since 2 years ago. lots of stuff is new to me smile.gif
if you have not touched the game since it launched in 2016, it won't be that big a shock. those who have been playing it up till recently will know the really big differences. entire resource mechanics has changed. from gathering / creation / and crafting.

for those who have not been playing much - think the biggest impact will be MP and the weekly community challenges when those drop soon.

as long as your PC can run the game. for me so far no CTD after 3+ hrs. and fairly smooth framerate but i do not have my FPS counter up last night. 21:9 users will still have issues though. hope that is resolved. sigh.

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