3xperimental

Now people call it preserving gaming history. Until last year, we had a retro gaming store near here. They retired and I often wonder where their stock went. Anyway, there were several times I ended up with a game that had been ripped. Real bummer. So glad this stuff is fairly easy to find digitally. Keeps people from ruining so many physical copies.
I never really engaged in this clandestine shenanigans myself but, I have taken advantage of what others have done. :smile:
Never used MAME. Looks interesting.
Love this guys setup.

Attempting to finish installing NMS in Linux Solus today. Running Proton. We shall see how this goes. Will keep working in Win7 as well.

Back up and running in Solus…with Christmas trees…

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Experimental update incoming! Steam info not yet updated …

Same topic from 30/08 (title not updated)

Experimental Branch 02/09

  • Fixed an issue with Vive touch pad sensitivity and Left Trigger select.

  • A number of performance improvements for OpenVR.

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I will shut my eyes and hit download…:grimacing:

EDIT: That is prolly not gonna be good. All the VR updates are messing more and more with the non-VR

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Looking at the changes listed, I am afraid you may be out of luck for this one.

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From Steam:

Experimental Branch 03/09

  • Mods have been disabled by default to prevent a crash due to a data change that made some mods incompatible. As after the release of Beyond and other major updates, mods can be re-enabled by deleting the DISABLEMODS.txt if your mods are up to date and compatible.
  • Introduced an error message to help better identify potential mod incompatibilities.

For more information on how to disable/re-enable mods please visit https://hellogames.zendesk.com/hc/en-us/articles/115001916589-How-should-I-install-Steam-mods-

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From Steam:

Experimental Branch 04/09

  • Increased the speed at which text in alien interactions prints out after clicking to move the interaction on.
  • Cut down the amount of text in Cartographer interactions.
  • Allowed players to exchanged multiple pieces of navigation data at a time at the Cartorgrapher.
  • Fixed an issue that caused sulpherine to be extracted at a significantly lower rate than other gases.
  • Fixed an issue that caused mineral extractors to fail to work when placed on rare mineral hotspots such as gold.
  • Fixed an issue that caused all technologies installed on the freighter to be filled with incorrect products.
  • Fixed a number of issues in driver warning boxes that could occur when all available drivers were out of date.
  • Fixed a rare memory corruption issue.
  • Fixed an issue where the Mod Warning and Low Disk Space Warning could cause a softlock in VR.
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Can’t wait for this to come to Live. :heart:

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People are in such a hurry. Where’s the fire? :smile:

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The interaction with the mission giver in the space station no longer has the pause in between missions you turn in. Haven’t been to the Cartographer yet. This has been the most noticeable fix so far. I just havent had the crazy game breaking issues to notice those.

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For AMD users RX 580 19.9.1 update

Added Vulkanā„¢ Support

  • VK_AMD_device_coherent_memory
    • This extension adds device coherent and device uncached memory types. Device coherent and uncached memory are expected to have lower performance for general access than non-device coherent memory but can be useful in certain scenarios particularly so for debugging.
  • VK_EXT_calibrated_timestamps
    • This extension provides an interface to query calibrated timestamps obtained quasi simultaneously from two time domains such as host and device time domains.
  • VK_EXT_line_rasterization
    • This extension adds some line rasterization features that are commonly used in CAD applications and that are supported in other APIs like OpenGL. These features include Bresenham-style line rasterization, smooth rectangular lines (coverage to alpha) and stippled lines for all three line rasterization modes.
  • VK_EXT_shader_demote_to_helper_invocation
    • This extension adds Vulkan support for the SPV_EXT_demote_to_helper_invocation SPIR-V extension. The SPIR-V extension provides a new instruction that allows shaders to ā€œdemoteā€ a fragment shader invocation to behave like a helper invocation for its duration. The demoted invocation will have no further side effects and will not output to the framebuffer but remains active and can participate in computing derivatives and in subgroup operations. This is a better match for the ā€œdiscardā€ instruction in HLSL.
      Hoping this has some benefit for me. I have had weird stretchy grass and a few other irritants since the last couple of updates.
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problem was when interacting and you have read the same script 100 and 30 thousand times waiting for the dots to come on the screen one at a time and then click over and over to the tune of the number of planets!!! lol,

never really was that bad but… . . . . .

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I can’t remember which update it was but they introduced the ability to complete text scroll with a button press and then read it at your own pace.

Beyond removed this which has been a bit of a pain in VR, especially the long wait between handing in missions. I timed it once, forty seconds. And I hand missions in in bunches. One of my streams I wasted thirty minutes handing in missions haha. Will make the edit for that session easy anyway :joy:

I’m collecting all the new story elements and dialogue changes and editing them down into concise videos so those who aren’t interested in starting a new game can see what’s changed.

A lot. Is the answer. An awful lot. The story is less vague and easier to understand (which I have a love hate thing for, I liked the vagueness, left gaps to fit your own headlore into.) and there’s tonnes of new dialogue with nada and polo between each stage of the atlas rises quest line, you can actually miss these if you don’t visit the nexus in between and its interesting to get nada and polo’s insight as to what is going on.

Also this is how you get quicksilver from nada, every time you visit during a new stage of the atlas rises quest he gives you some. The anomaly mission will also notify you when nada and polo have new things to day.

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I’m still not happy with the way the quests are presented –higglety-piglety.

I am unable to place the weapons station in order to go get the Vy’keen to please the Gek, even though I can put anything else down in the same space. The Gek is disappointed in me because I haven’t done it yet and I’m stuck.

I have however in the meantime just finished scanning critters for the Scientist. So I’m hoping that will move the other thing along. (sigh)

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i didn’t get the armorer until i help the scientist.
No able to get past the last sentinel.
There are no smaller sentinels or dogs around.
I hit the walker over and over.
Does not damage it.
I may be in the same boat which I do not like … lol

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Just in case you’re not aware of it, you have to shoot off all pieces of armor before you can actually damage it. I think there’s 5 of them?

In a pinch, have your ship nearby. A photon cannon makes pretty short work of walkers…

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If you are working on the Armorer mission, and you get into your ship, the count resets. Have to kill 8 sentinels in a row while standing in the open.

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where are these pieces of armor located?

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yes i get to 7, the walker is the last one.
I have to reload, reload, reload, reload, reload, reload, reload
tis why I’ve asked!

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I believe there are two pieces on each leg, upper and lower, and one on the main body.

The plasma launcher is a good option for taking on walkers. Makes short work of the armor.

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