No Man's Sky

No Man's Sky

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Hello Games  [Entwickler] 30. Jan. um 13:55
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Experimental Branch 30/01
Hello Everyone,

First of all, thanks so much to everyone who has already spent time playing No Man's Sky and letting us know about any issues you've experienced.

To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Enter "3xperimental" in the textbox and press "CHECK CODE", then select it from the dropdown menu.

The patch notes are as follows:

Experimental Branch 30/01
  • Fixed an issue that could cause the In Stellar Multitudes to become blocked after failing to learn a required product recipe.
  • Fixed an issue that could cause the In Stellar Multitudes to become blocked after creating a new system at the Atlas.
  • Fixed an issue that could cause the In Stellar Multitudes to become blocked after arriving in the created system.
  • Added a refiner recipe to allow the creation of Quartzite from Activated Quartzite and Carbon.
  • Fixed a visual glitch with the mission icon for In Stellar Multitudes.

  • Fixed an issue that added a non-functional "Add to Favourites" button to Featured Bases.
  • Improved the distinction between purple and red stars in the galaxy map.
  • Fixed an issue that caused solar systems to generated their stellar class letter in an insufficiently random way.
  • Fixed an issue that could cause the Nautilon to be launched out the sea when the framerate became low.
  • Fixed an issue that prevented the Starborn Phoenix from hovering.

  • Fixed a number of audio issues.
  • Fixed an issue that caused the game to freeze periodically while playing in 120hz mode.
  • Fixed a number of animation glitches in the Nomad's suspension when driving over water.
  • Fixed a number of visual glitches with sea creature death animations.
  • Fixed an issue that caused the Analysis Visor background to fail to render in VR.
  • Fixed an issue that caused all Gek eyes to be the deepest black.
  • Fixed a rare issue that allowed some water plants to grow forest leaves.

  • Fixed a number of visual glitches in the shadow system.
  • Fixed an issue that could cause graphical corruption in some particle trails.
  • Fixed an issue that made derelict freighters too light.
  • Fixed an issue that caused some glowing textures to appear too muted.
  • Fixed a number of visual glitches when descending to a planet.
  • Fixed an issue that caused a visual glitch around the starship engines.

  • Fixed an issue that caused textures on relic worlds to be low resolution Switch.
  • Fixed a number of graphical issues on Mac.

  • Fixed a number of crashes related to camera positioning.
  • Fixed a number of crashes related to starship navigation.
  • Fixed a crash related to collision generation.
  • Fixed a crash specific to some integrated AMD GPUs.

As always, thank you to all players who use Experimental and take the time to report any issues you encounter.

Please note there is the possibility that experimental builds may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here on PC: %appdata%\HelloGames\NMS\ and here on mac: ~/Library/Application Support/HelloGames/NMS/

Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.

If you decide to opt out of experimental and return to the main branch, we strongly recommend resuming from a backed-up save from the main branch, rather than taking an experimental branch save back to main, which may cause unexpected behaviour.

Feedback and reports of new bugs/issues being found on Experimental are welcome, so please reply to this thread or submit a ticket to https://hellogames.zendesk.com/ with the phrase "Steam Experimental" in the ticket title. If you are running any mods for the game, please list them along with your bug report.
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Beiträge 7690 von 184
Ursprünglich geschrieben von Musashi:
Ursprünglich geschrieben von Pvt. Stoner:
So we're stuck on experimental until we can revert back to base game? I tried to revert back after finishing the expedition but the save isn't compatible with current version now so I gotta wait until it is?
yes.. just stay in experimental until it goes public
I've been stuck in experimental since experimental was implemented. :steamhappy:
Breach Portal 3, pleeeeeease make it work. Or extend the expedition time frame. I've spent the last two days trying to fly through this after work because I want the ship😭
I’m also stuck on breach 3. Missed the first time for this expedition due to work and just barely caught the redux.
I'm not sure if this has been said but, ships are colliding with freighter and capital ship docking doors again. Please increase the no-clip duration during the docking sequence animation.

Thank you!
I found another bug, melee boost (using melee attack and then quickly jetpack) is stronger on higher FPS.
Ursprünglich geschrieben von enoch_root:
Ursprünglich geschrieben von Seeker:
All worlds are bright green and pixilated since new update. anyone else have this problem?

If so, what can i do about it? I have changed graphic setting, but nothing has helped so i have reverted to original.

Do i just wait for a patch?

I am on Mac (27" late 2015 with 24 gig ram)

Same issue here, 2015 MBP with Thunderbolt display. Latest experimental is even worse.

I've had issues with an external display, default settings for graphics result in abysmal FPS, even with the latest experimental (MBP M1 Pro & Gigabyte M28U) In the end I found the best compromise for playability and quality was to turn off anti-aliasing completely. Part of me is wondering if the metalfx settings are hard wired into the game. I also noticed that any attempt to change the anisotropic setting crashes the game instantly.

With default settings on my external space station interiors are a mess of shimmering and FPS is less than 20 most of the time. Anti-aliasing off, allows for resolution scaling as well, so I have scaled that to 70%, and get a solid 30FPS with most quality settings on high.
Stellar Extractor Cores (gas harvesters on freighters) were supposed to be fixed in main right?

mine still won't harvest from Purple systems and have the bottom resource output locked with a red "hemantic seal - S class" icon.
Ursprünglich geschrieben von Zarquon:
Stellar Extractor Cores (gas harvesters on freighters) were supposed to be fixed in main right?
not AFAIK... mine on experimental was not fixed yesterday and main is behind experimental... it is also not listed in the fixes in the first post of this topic...

Ursprünglich geschrieben von Zarquon:
mine still won't harvest from Purple systems and have the bottom resource output locked with a red "hemantic seal - S class" icon.
yes, this is how it is/was yesterday evening for me... have to hop in later and see if any new fixes have been added...
Ursprünglich geschrieben von wkitty42:
Ursprünglich geschrieben von Zarquon:
Stellar Extractor Cores (gas harvesters on freighters) were supposed to be fixed in main right?
not AFAIK... mine on experimental was not fixed yesterday and main is behind experimental... it is also not listed in the fixes in the first post of this topic...

Ursprünglich geschrieben von Zarquon:
mine still won't harvest from Purple systems and have the bottom resource output locked with a red "hemantic seal - S class" icon.
yes, this is how it is/was yesterday evening for me... have to hop in later and see if any new fixes have been added...

Thanks. It was listed as fixed on the old 29/1 experimental notes, from a couple of days ago
Ursprünglich geschrieben von Zarquon:
Ursprünglich geschrieben von wkitty42:
not AFAIK... mine on experimental was not fixed yesterday and main is behind experimental... it is also not listed in the fixes in the first post of this topic...


yes, this is how it is/was yesterday evening for me... have to hop in later and see if any new fixes have been added...

Thanks. It was listed as fixed on the old 29/1 experimental notes, from a couple of days ago
ahhhhh... that one has slipped off my horizon with all the other chatter... i'll have to go look back at it... oops...

[edit]

found it... don't see that fix listed... there is one for Planetary Harvesters, though... not the same as the Stellar Extractors... https://steamcommunity.com/app/275850/discussions/0/595139465034377499/?tscn=1738272529
Zuletzt bearbeitet von wkitty42; 1. Feb. um 5:53
On experimental: Not getting credit for finding critters in the new systems. The splash on screen even said 8 of 8 but when I went to collect my nanites, only half were credited.

The new breathing sounds underwater are NOT an improvement over the old ones pre-patch. They sound weird and unrelated to anything going on u/w.
Any idea when this fix for Portal 3 will be done?
Same for me, unfortunately: The dialogue for using the blood in breach 3 doesn't show up at the portal. In experimental it does show up, but the game freezes after confirming it.

Probably just be a side-effect of the new update, but some planets changed completely in terms of color and visuals, which is a bit frustrating if you've already built a base on it.
We can't see the food benefits in the recipe list.

After worlds 2 patch and before the hot fix I could see what benefit each good provided it put inside the ingestor, now I can't.
Ursprünglich geschrieben von wkitty42:
Ursprünglich geschrieben von Zarquon:

Thanks. It was listed as fixed on the old 29/1 experimental notes, from a couple of days ago
ahhhhh... that one has slipped off my horizon with all the other chatter... i'll have to go look back at it... oops...

[edit]

found it... don't see that fix listed... there is one for Planetary Harvesters, though... not the same as the Stellar Extractors... https://steamcommunity.com/app/275850/discussions/0/595139465034377499/?tscn=1738272529

oh, my bad. i thought they would have fixed both when i saw harvesters
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Geschrieben am: 30. Jan. um 13:55
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