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ppattumi: I hope the new patch shows soon on Library download page for non-Galaxy users.
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Socratatus: Agreed. We paid the same, yet we`re having to wait longer than even the Galaxy users. It`s like a Feudal class-system, Steam>Gog galaxy users> non-Galaxy users.
"non-Galaxy users stranded on game downloads page"...should we file it as bug?
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Socratatus: Agreed. We paid the same, yet we`re having to wait longer than even the Galaxy users. It`s like a Feudal class-system, Steam>Gog galaxy users> non-Galaxy users.
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ppattumi: "non-Galaxy users stranded on game downloads page"...should we file it as bug?
Meh.
Anyway they say our version will be ready on Monday. We could be playing it over the weekend, but we peasants must wait.
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HypersomniacLive: - Fixed a rare issue when scanning creatures that would cause all planets to show as 100% complete even if you had only completed one.
Does anyone know if this fix only affects new 100% completions or also ones that you already completed but couldn't claim their completion because of this bug?

Because it still won't let me do that for my unclaimed completions and still shows 100% on the planet that I haven't fully explored yet.
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Zapeth: Does anyone know if this fix only affects new 100% completions or also ones that you already completed but couldn't claim their completion because of this bug?

Because it still won't let me do that for my unclaimed completions and still shows 100% on the planet that I haven't fully explored yet.
It is only a vaccine update, it will prevent it from happening again but won't fix a planet that is already broken from my experience.
A new update (1.09) appears to be up on Galaxy, have not had a chance to play yet though. Work decided to actually make me busy today.
..overall, yet again, smoother performance in general. If you experience stutter, remember to clear the shader-cache (should only be a problem in the system you were in on the last version, though).

Total guesses in absence of patch notes:.. new creature variations? Could just be the first time in a.. million hours I see this variation. Better utilization of cores (thread priorities changed, maybe - just a guess, but the crunches from what seemed to be background tasks having higher prioritization than needed, that caused these constant transfers to the graphics bus, that then dropped shader-unit utilisation, are gone altogether, at least for me on my laptop. Could also be they did something to the way the caching works, pulling in larger pieces at a time, which then agrees with non-apu platforms). Frameskip seems to work, may also have something to do with this on my.. typewriter with a graphics card on. Which then in turn makes fade-in appear much less often, spawns in plants and creatures further away sooner, etc. (Have an i7u dual core/840m running 1280x720 with max generation detail, medium rest, and it hits 30fps most of the time - much better than I expected in general.. Decreasing world generation detail has no impact on anything, though... so sort of suspect the caching system towards vram/system ram got the first actual overhaul in this update).

These lod and visual things seem to be consistent for people running higher detail setups, so against would bet on some tweaking done to the caching/generation system. This.. is the part of the game that there is ... some very circumstancial evidence...to suggest was done through a Sony library, that then had been compiled for a generic platform rather than the ps4 with various amd tweaks. This is pure guesswork, though, even more than the rest :)

And some of the shaders have been tweaked for painting some of the objects, I think. Might also be they've done something to the second to close lod, but it's only noticeable in buildings with corridors. Could be they've just turned off some texture filtering, though.. That would actually explain it. Shimmering that shouldn't be there on my detail-settings also seem to have disappeared, so that is also consistent with some extra pass having been removed or scheduled differently.

Pure guesswork ends. :)
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Red_Eagle_LXIX: A new update (1.09) appears to be up on Galaxy, have not had a chance to play yet though. Work decided to actually make me busy today.
It's on manual downloads page too.
Looks like this time non Galaxy users won't need to wait until monday, like they did with 1.07.
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nipsen: ..overall, yet again, smoother performance in general. If you experience stutter, remember to clear the shader-cache (should only be a problem in the system you were in on the last version, though).

Total guesses in absence of patch notes:.. new creature variations? Could just be the first time in a.. million hours I see this variation. Better utilization of cores (thread priorities changed, maybe - just a guess, but the crunches from what seemed to be background tasks having higher prioritization than needed, that caused these constant transfers to the graphics bus, that then dropped shader-unit utilisation, are gone altogether, at least for me on my laptop. Could also be they did something to the way the caching works, pulling in larger pieces at a time, which then agrees with non-apu platforms). Frameskip seems to work, may also have something to do with this on my.. typewriter with a graphics card on. Which then in turn makes fade-in appear much less often, spawns in plants and creatures further away sooner, etc. (Have an i7u dual core/840m running 1280x720 with max generation detail, medium rest, and it hits 30fps most of the time - much better than I expected in general.. Decreasing world generation detail has no impact on anything, though... so sort of suspect the caching system towards vram/system ram got the first actual overhaul in this update).

These lod and visual things seem to be consistent for people running higher detail setups, so against would bet on some tweaking done to the caching/generation system. This.. is the part of the game that there is ... some very circumstancial evidence...to suggest was done through a Sony library, that then had been compiled for a generic platform rather than the ps4 with various amd tweaks. This is pure guesswork, though, even more than the rest :)

And some of the shaders have been tweaked for painting some of the objects, I think. Might also be they've done something to the second to close lod, but it's only noticeable in buildings with corridors. Could be they've just turned off some texture filtering, though.. That would actually explain it. Shimmering that shouldn't be there on my detail-settings also seem to have disappeared, so that is also consistent with some extra pass having been removed or scheduled differently.

Pure guesswork ends. :)
however this may be, stars are still fake and cannot be reached and if you go far from the planets in the current system, textures fall apart, flicker and physics goes crazy :D
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Red_Eagle_LXIX: A new update (1.09) appears to be up on Galaxy, have not had a chance to play yet though. Work decided to actually make me busy today.
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ppattumi: It's on manual downloads page too.
Looks like this time non Galaxy users won't need to wait until monday, like they did with 1.07.
Yes, however it was a full week after it was released for PS4. And PS4 got 1.08. So something was fixed specific to PC players. prolly the pathing.
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The 1.09 patch notes: http://www.no-mans-sky.com/log/#pc_1_09

The changes listed there seem to cover both Steam and GOG, and seem to highlight that GOG got a broken patch again since Steam 1.09 appears to have that new threading code and GOG yet again is missing the executable portion of a matched patch. Just like they failed to include the AMD Phenom patches in the GOG 1.04 build 1284085 and instead left that executable portion of the patch till GOG 1.05 1287169.

Anyone from GOG want to comment?

Anyone from GOG want to reply with what HelloGames has to say?

Anyone from HelloGames want to reply?
Post edited September 21, 2016 by Red_Eagle_LXIX
Btw, a new or slightly updated animation system for getting long-legged creatures to walk properly is actually in the game now. This was pretty bad on the first release, with creatures sort of tilting and falling over on sharp terrain. And the monster-deer and six-legged wolves and so on don't do this now.
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Here are MD5s for each version released so far to main branch GoG Galaxy Client:

2.0.0.2 - 1.03 - PC Release Version.md5 -- http://pastebin.com/9M8LfbNB
2.1.0.3 - 1.04 - 1284085.md5 -- http://pastebin.com/3cTTBBZG
2.2.0.4 - 1.05 - 1287169.md5 -- http://pastebin.com/Y8xa1uVh
2.3.0.5 - 1.06 - 1289496.md5 -- http://pastebin.com/N2EgE00E
2.4.0.6 - 1.07 - 1314359.md5 -- http://pastebin.com/naqf0NR7
2.5.0.7 - 1.09 - 1337927.md5 -- http://pastebin.com/asrJNig6
2.6.0.8 - 1.09.1 - 1389976.md5 -- http://pastebin.com/3hhYvHfV

NOTE: Game files only I did not include the GOG Galaxy file list, hashdb, etc, nor the MXML or ShaderCache files that get recreated/updated when the game is run.

Just some quick notes on differences I do know/remember between GoG Galaxy client version and the Steam version.
v1.04 and 1.05 had fixes on Steam for AMD Phenom that did not arrive till v1.06 on GoG.
v1.09 on Steam had the new threading code mentioned in the release notes but was missing from GoG till v1.09.1.

As far as the easily visible functionality is concerned there have not been noted differences between the descriptions and imagery seen for 1.09.1 Steam versus 1.09.1 GoG.
Post edited October 27, 2016 by Red_Eagle_LXIX
high rated
NOTE: Game files only I did not include the GOG Galaxy file list, hashdb, etc, nor the MXML or ShaderCache files that get recreated/updated when the game is run.

Here is a list of files changed between versions for the GoG Galaxy Client version:

v1.03 Release <=-=> v1.04 1284085:
Binaries\NMS.exe
GAMEDATA\PCBANKS\NMSARC.25E773B8.pak
GAMEDATA\PCBANKS\NMSARC.2BB4E68C.pak
GAMEDATA\PCBANKS\NMSARC.553AF401.pak
GAMEDATA\PCBANKS\NMSARC.B9700502.pak

v1.04 1284085 <=-=> v1.05 1287169:
Binaries\NMS.exe
GAMEDATA\PCBANKS\NMSARC.25E773B8.pak
GAMEDATA\PCBANKS\NMSARC.4F9B8F8E.pak
GAMEDATA\PCBANKS\NMSARC.553AF401.pak
GAMEDATA\PCBANKS\NMSARC.715AAAD6.pak
GAMEDATA\PCBANKS\NMSARC.7196415F.pak
GAMEDATA\PCBANKS\NMSARC.973CACEA.pak
GAMEDATA\PCBANKS\NMSARC.A11D7F99.pak
GAMEDATA\PCBANKS\NMSARC.AE23BCEA.pak
GAMEDATA\PCBANKS\NMSARC.B9700502.pak
GAMEDATA\PCBANKS\NMSARC.CA1BC01E.pak
GAMEDATA\PCBANKS\NMSARC.CE8DDE7C.pak
GAMEDATA\PCBANKS\NMSARC.DEEEE8A1.pak

v1.05 1287169 <=-=> v1.06 1289496:
Binaries\NMS.exe
GAMEDATA\PCBANKS\NMSARC.25E773B8.pak
GAMEDATA\PCBANKS\NMSARC.CE8DDE7C.pak

v1.06 1289496 <=-=> v1.07 1314359:
Binaries\NMS.exe
GAMEDATA\PCBANKS\NMSARC.25E773B8.pak
GAMEDATA\PCBANKS\NMSARC.2BB4E68C.pak
GAMEDATA\PCBANKS\NMSARC.4F9B8F8E.pak
GAMEDATA\PCBANKS\NMSARC.553AF401.pak
GAMEDATA\PCBANKS\NMSARC.7196415F.pak
GAMEDATA\PCBANKS\NMSARC.973CACEA.pak
GAMEDATA\PCBANKS\NMSARC.AE23BCEA.pak
GAMEDATA\PCBANKS\NMSARC.B9700502.pak
GAMEDATA\PCBANKS\NMSARC.CE8DDE7C.pak
GAMEDATA\PCBANKS\NMSARC.DEEEE8A1.pak
GAMEDATA\PCBANKS\NMSARC.EEAC04FA.pak

v1.07 1314359 <=-=> v1.09 1337927:
GAMEDATA\PCBANKS\NMSARC.25E773B8.pak
GAMEDATA\PCBANKS\NMSARC.2BB4E68C.pak
GAMEDATA\PCBANKS\NMSARC.553AF401.pak
GAMEDATA\PCBANKS\NMSARC.7196415F.pak
GAMEDATA\PCBANKS\NMSARC.973CACEA.pak
GAMEDATA\PCBANKS\NMSARC.A11D7F99.pak
GAMEDATA\PCBANKS\NMSARC.AE23BCEA.pak
GAMEDATA\PCBANKS\NMSARC.B9700502.pak
GAMEDATA\PCBANKS\NMSARC.CA1BC01E.pak
GAMEDATA\PCBANKS\NMSARC.CE8DDE7C.pak
GAMEDATA\PCBANKS\NMSARC.DEEEE8A1.pak
GAMEDATA\PCBANKS\NMSARC.EEAC04FA.pak

v1.09 1337927 <=-=> v1.09.1 1389976:
Binaries\NMS.exe
Post edited October 27, 2016 by Red_Eagle_LXIX
Same here with non Galaxy patch: the only relevant file changed is NMS.exe.
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ppattumi: Same here with non Galaxy patch: the only relevant file changed is NMS.exe.
I was just about to mention I see the non-Galaxy files are posted (and already downloaded them myself for storage). :)