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I'm shocked.

We even got it here on GOG.

Guess what, it also appears to contain the 1.09 threading controls (the branch is tagged as 1.09.1

If you don't see it, enable beta downloads, add private channel, enter code: 3xperimental

Patch is only 2mb
Only file that appears to be changed is the executable,

Steam also got a similar patch today, same only executable update.
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Red_Eagle_LXIX: I'm shocked.

We even got it here on GOG.

Guess what, it also appears to contain the 1.09 threading controls (the branch is tagged as 1.09.1

If you don't see it, enable beta downloads, add private channel, enter code: 3xperimental

Patch is only 2mb
Only file that appears to be changed is the executable,

Steam also got a similar patch today, same only executable update.
I'm guessing you've tried it out, Red Eagle. What are your thoughts on it? Any improvement. I won't be installing it since I don't use the Galaxy client.
Ah yes the 2MB update that nearly caused reddit to have a heart-attack yesterday. Not from happiness off course, but from rage (obviously). 'What kind of rubbish sized patch is that!' etc etc. Which off course led to all the familiar circle-jerking of 'Sean Lies!', 'Where's my refund!' etc etc (YAWN).

Let's be straight up here. What else are Hello Games going to do but patch and update the game? Give it up? 5 years of sweat and hard graft because of a hate campaign on the internet? get real.

So yes we will get updates, these guys are game developers, it is their highly skilled and chosen profession, so they are not about to disappear and become shelf stackers at Asda any time soon, no matter what the kids living at home 'want'.

2MB does not sound like much, maybe 10 years ago it would have been more normal, but we have games with vast graphical assets these days, so in that context 2MB is like one texture (or a couple). However NMS is a largely procedural game, and in this case 2MB can include massive changes, or lots of changes.

To be clear this is not likely to be a huge content update (base-building, Freighters etc), but more likely some tweaks and last minute patching. I'll wait for it to appear in the regular channel, and on their website with patch notes.
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Calypso71: I'm guessing you've tried it out, Red Eagle. What are your thoughts on it? Any improvement. I won't be installing it since I don't use the Galaxy client.
I booted it and tested that it created those thread control entries in the MXML but did not play with it much.

A month for a few bug fixes is kind of silly at this point and that is the nicest way I can say anything about the situation or HelloGames.
I certainly appreciate you posts going into these details. As i am not following Steam or using the Galaxy option, it is always good to know what is going on in advance, so thanks for the updates :)
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ThorChild: Ah yes the 2MB update that nearly caused reddit to have a heart-attack yesterday. Not from happiness off course, but from rage (obviously). 'What kind of rubbish sized patch is that!' etc etc. Which off course led to all the familiar circle-jerking of 'Sean Lies!', 'Where's my refund!' etc etc (YAWN).

...
*shakeshead* That's really childish of them, they probably haven't programmed a single line ever. 2 MiB from a pure code standpoint (not resources) can mean hell-a-lot-of-things! The NMS.exe has not quite the size of Excel 2016 for example. And MS' Wordpad has a size of about 4 MiB, twice the size of the patch. And that usually excludes the various libraries and runtimes that exist elsewhere and are loaded in. A simple game in .NET can be as compact as 155 KiB excluding the framework and libraries. And most EXE files you can find on Windows in C:\Windows\System32 are way below a 2 MiB mark.

But that I guess is the curse of consumerization. I also see this at work in the technical field. People are made believe how easy stuff is, cloud this and that and wireless there but nobody thinks about the behind, the hidden complexities that still exist (and they grow) and the implications there might be (security, administration/maintenance, ...). Sad.
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DarkLord79: But that I guess is the curse of consumerization. I also see this at work in the technical field. People are made believe how easy stuff is, cloud this and that and wireless there but nobody thinks about the behind, the hidden complexities that still exist (and they grow) and the implications there might be (security, administration/maintenance, ...). Sad.
Wish I could say that you're wrong, but yeah.. make something pretty, cut out useful features to get instant response for the least useless functions. Then create something as inefficient and linear as humanly possible, and blame any hiccups on that the customer's hardware is too weak, etc. And you'll be making money.

Start talking about running-time analysis, model for the database, bubble sort algorithms in specific limited datasets while discouraging that use in situations where it makes no sense, structure for effectively moving run-time number crunching to inactive periods from the user-perspective, moving heavy calculations/compression/encodes to "cloud" system type services, have a specific approach to saving data costs and enabling cross-platform use of the tools - things like that - and you could just as well be speaking Sanskrit, to a wall.

What's weird to me is that developers who make an effort and create something interesting, in a context where they don't actually need to defer to some administrative board, or are required to get their solution greenlighted in that type of process - are still acting like they need to be sensitive to this type of "manager-level" administrative context. That if they merely know what they're doing, then that doesn't really matter if they can't also talk crap that impresses technical analphabets.

That is kind of surprising to me. I always thought that certain development studios - like Double Fine, or Obsidian, for example - were as annoyed as everyone else at having to cut down the complexity of their systems, or drop solutions for graphics and so on to conform with requirements on consoles, and things like that. But no, even when they run their own show, they have this expectation that if the games are no just too complex, but don't directly appeal to the least common denominator, as long as that least common denominator is a single digit and preferably 1 - then they don't even need to try. That they've genuinely come to believe that no one wants anything else.

Take the DF kickstarter for Broken Age, for example - they genuinely had hefty discussions with the community guy, who had gathered feedback from various places around the net to prove that any puzzle that potentially had people walk around for a little bit, or have to backtrack because they didn't quite get what the puzzle solution was right away. He in turn was active in their beta-forums actively defending his view about how removing all puzzles in general from an adventure game was required of a "modern" adventure game. Etc. And that's why you didn't see more than one puzzle that needed a bit of out of the box thinking, until the second act. Otherwise, all puzzles can be solved by either clicking on things repeatedly, and with items found in the specific location the solution was to be put in.

So it's not just on the technical side, it goes into the conscious assumption that the audience can't deal with anything that requires any thought. And that if it does, it will be abysmally received. And that's after the designers have made games like Dott and Monkey Island, where the games really do have an "easy mode" path, and specifically are designed to give you hints - specifically to avoid the "run around at random looking for the rubber chicken to put on the pulley", etc.

Same thing happened with for example Zipper over their MAG game. And they're making a shooter. They had this design where any individual player didn't need to have an overview of the full battle if they didn't need that. You could play this game as any other shooter, and have a good time. You could drop the "large" modes and only play the small maps with 4vs4 squads. And even they ended up - internally, long before the outrage on the internet hit them anyway - simplifying a lot of the mechanics in that game. And this is a shooter, with basically one objective at a time highlighted with a blinking box. It requires very little of the player - and even then, they were actually a bit worried that the game would be a bit difficult, and favor older players, etc., because the game had failure conditions you couldn't instantly reverse. Or that it didn't have easy strategies that always countered the opponent, etc.

Because trust me on this one - they weren't starting out with some sort of philosophical thesis problem solving level reserved for the few geniuses who can intuitively rise out of the cavern on their own, or something like that. It was already at the bottom level required to just have a game. They basically started out with solitaire, and ended up cutting the number of cards down to one suit of 12 cards. To avoid complex design where it didn't serve the overall gameflow.

And early testers of that game are just standing there and throwing a ball to each other, basically. And the internet noise comes in and calls us snotty and arrogant for not understanding that the whole "throwing the ball" thing is too complicated for the mainstream to understand.

..sorry.. rant of the week. All good now.
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nipsen: ..sorry.. rant of the week. All good now.
I'm ussually not an apocalypse apologist but players (and not only them) may have become too soft and spoiled.

On the C64 games were so hard due to hardware constraints it got frustrating very, very often. We may now be on the other end of the spectrum. And I also played Myst and the successors drawing maze maps by hand where necessary. Yes there were also adventures were I needed a hint or the other but just to get out of a thinking loop or realize a stupid oversight. I despise cheating and such, I want to succeed and win on my own. And that is very rewarding. Problem-solving also fits me as an infrastructure admin. And I wish more young people and also adults wouldn't shy away from difficulties at first sight but rather try solving problems even if it's cumbersome.

I'm curious how Thimbleweed Park will turn out, regrettably had no time to check out Oubduction yet for its difficulty.

(sorry post wasn't showing up first)
Post edited October 15, 2016 by DarkLord79
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Red_Eagle_LXIX: I'm shocked.

We even got it here on GOG.

Guess what, it also appears to contain the 1.09 threading controls (the branch is tagged as 1.09.1

If you don't see it, enable beta downloads, add private channel, enter code: 3xperimental

Patch is only 2mb
Only file that appears to be changed is the executable,

Steam also got a similar patch today, same only executable update.
Thanks for the useful info btw!
Thanks for the info on how to get into the experimental beta!

I've been playing an hour or so and haven't noticed much of anything...until it just crashed...
Well, what I have noticed is when I dismantle a crashed ship, the Gravitino Balls, Vortex Cubes, etc. now all go in their own slot...they don't automatically stack as I am taking things apart. However, when I transfer them to my suit, they still stack with the items I already have.

So...does anybody know if stacking has been completely removed? Are the "stackable" things only still stacking because I already have stacked items in my inventory? I'm afraid if I clear out all of my currently stacked Gravitino Balls, for example, then the next time they won't stack.
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jebobak: Well, what I have noticed is when I dismantle a crashed ship, the Gravitino Balls, Vortex Cubes, etc. now all go in their own slot...they don't automatically stack as I am taking things apart. However, when I transfer them to my suit, they still stack with the items I already have.

So...does anybody know if stacking has been completely removed? Are the "stackable" things only still stacking because I already have stacked items in my inventory? I'm afraid if I clear out all of my currently stacked Gravitino Balls, for example, then the next time they won't stack.
This is one of the things discussed on this thread:
https://www.gog.com/forum/no_mans_sky/stackables

In short, when 1.09 patch notes came out, there was a short debate on the effect that "Fix for stacking products exploit. Resources salvaged from dismantled technologies now fill inventory slots as expected" had on GOG version of the game.
Yes, some quick checks it appears we are likely now on par with Steam again.

Obviously without a detailed debugging and code analysis we can't say for sure.

However, 1.09.1 appears to address a lot of the functionality that was in the executable and visibly missed from the GOG 1.09 version while included in the Steam 1.09.

I would say we are likely on par with Steam experimental released the same day as this 1.09 patch.
Post edited October 17, 2016 by Red_Eagle_LXIX
There is a reasonable size difference between the old 2mb 1.09 and this new 6mb 1.09.

I seem to remember there was some issue Steam users were complaining about that we did not have in the old 2mb 1.09 patch, something to do with stacking or some other inventory thing that was made more cumbersome. We might have that issue now?
Cannot find a link, to a 1.08 to 1.09 patch file. I have to put it on a flash drive, are patch files going to be offered for NMS on GOG or on Hello Games? Anyone have a link? I do not want experimental hacks, only patches. Thank you