American Truck Simulator - contact@rockpapershotgun.com (RPS)

Virtual reality has grown in a short few years from a wasteland of minigames to having more good games than you’ll ever have time to play. Thankfully we created this list of the best VR games so you don’t waste your time.

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No Man's Sky - Hello Games
Happy New Year, Everyone!

We’ve released a small patch today to introduce some new items to the Space Anomaly’s Quicksilver shop. The Synthesis Bot has an exciting and diverse range of products planned for this year; we’ve enjoyed reading your requests and ideas and hope you’ll enjoy what we have lined up!

You can read the full developer update here.

From the Quicksilver Synthesis Bot
Commencing on Monday 27th, Polo’s Robotic Companion will begin compiling community research data to unlock a new category of customisation: coloured jetpack trails!



Over the last few weeks, explorers have also unlocked a number of new exotic heads through Polo’s ongoing Community Research request. Progress is currently underway to unlock the final exotic Traveller head: Iteration Ariadne.



Complete multiplayer missions at the Nexus to contribute to the research project, and unlock these exclusive Red, Green and Blue trails to apply to your jetpack exhaust.

Community Research progress may be tracked from your Mission Log in No Man's Sky, or from the Galactic Atlas.

Weekend Missions
Another planet has begun presenting signs of instability, detected by Priest Entity Nada’s specialised equipment. This time, the disturbance’s epicentre is originating from somewhere deep upon a distant planet, far below the sea level.

This weekend, Travellers may sign up at the Nexus to participate in the event, and earn generous Quicksilver rewards.

The Iterations aboard the Anomaly are expressing increasing discomfort about these ongoing disturbances. Speak to Iteration: Mercury before venturing out on the mission for more information.

Development Update
A minor game update to support the upcoming shop items has been released on all platforms today. We have another, more substantial update arriving in the not-too-distant future, and much more planned for 2020 that we look forward to sharing with you!

Thank you so much,
Sean
Half-Life 2 - contact@rockpapershotgun.com (Katharine Castle)

There’s an old saying in gaming monitor circles that once you’ve gone ultrawide, there’s no going back. Indeed, having had the vast Samsung CRG9 hogging my desk for a bit last month, I’m inclined to agree. But what do games actually look like on a screen this wide? It’s one thing looking at lovely wallpapers, but another thing entirely to have a game occupy your entire field of vision.

To find out, and more importantly show you>, I’ve rounded up all the very best ultrawide PC games, complete with pictures of what they actually look like in the flesh, plus oodles of lovely GIFs so you can see how it works in action. If you thought playing Red Dead Redemption 2 in 5120×1440 was impressive, you ain’t seen nothing yet.

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No Man's Sky - contact@rockpapershotgun.com (Lauren Morton)

According to Hello Games, players spend a lot of time designing their bases in No Man’s Sky these days. They say a frequent player request was for the ability to add sounds or music to their planetary homes. Apparently one of the coders at Hello Games was quite into the idea and integrated a system for programatically generating music. Players can leave the algorithmic music as is or use the new ByteBeat device to edit it themselves. Now you can invite your friends over for a dance party set to spacey chip tunes and create an in-game light show to accompany it.

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No Man's Sky - timdog99
Hello Everyone!

Hopefully this is a bit of a nice festive surprise for folks. We have released a neat update today, adding a full audio creation application to No Man’s Sky. We’re calling it the ByteBeat Device!

We’ve made a brief trailer to demonstrate the potential of the feature, but as always, we’re sure that you the community will take it and run with it in all sorts of unexpected directions.


Credit to community creators DjMonkey, G_Man_D, Nukie000, Whimblo and ActionPantsGaming for the bases featured in this trailer.

Base building is a big part of what people spend their time doing in our game, and a frequent request is for the ability to add sounds and music to their construction. Our team always likes a creative challenge, and audio is one of our big passions. Over the last few weeks one of our coders got obsessed with making an audio creation tool for the community, we were so excited about it we thought it’d be a nice surprise to release it.

We love playing around with music toys like Teenage Engineering Synths or FruityLoops, and we like the idea of creating something that can encourage anyone to make cool audio.

Once placed in your base and powered, the ByteBeat will immediately begin to produce sound. ByteBeat formulas are made out of simple waveforms that are manipulated through maths – but by default, the device handles all of the mathematical heavy lifting, procedurally generating random presets for you to play with. Dedicated audiophiles have the option to explore deeper, manually sketching out note sequences, rhythms, and even manipulating the raw sounds.

Audio enthusiasts interested in reading more about the original concept of ByteBeat music may find this article a good starting point.

The ByteBeat Device
Learn the module blueprints from the Space Anomaly, then construct and power your ByteBeat Device within your base. It will immediately begin to play a unique pattern of procedurally-generated music.



The Sequencer UI lets you customise your track, allowing you to modify the melody and drums. If enabled, the arpeggiator will fill in notes automatically, and other panels allow you to adjust the octave, key and tempo.



Players who want to dive deep into the maths behind the waveform can use the Advanced Waveform UI to fine tune the mathematical operators at the heart of their sound. Or simply randomise the function and generate an entirely new sound!



The ByteBeat Device can be synchronised by snapping it to other ByteBeats, or connecting the devices with a new type of cable. This allows you to layer multiple tracks and create more complex arrangements.

Finally, a new ByteBeat Switch allows players to power other devices, such as lights, with bursts of power that sync up to the rhythm of your track.

Of course, as a base part, all your creations are fully shareable – we look forward to hearing what you come up with!

Featured Bases
A new set of community bases has been selected for the Featured section of the Space Anomaly teleporter. Directly experiencing the community’s creativity up-close like this has been a fascinating and strangely intimate experience for the team. We hope you enjoy the set we’ve highlighted, and we intend to keep rotating the selection on a regular basis.


(Choll-Nuthe Outpost by Junglist_)

If you share your base online and would like to see it featured at the Anomaly, please remember to include your portal coordinates, current galaxy, username and platform when you post it.

Community Research
It was tremendous to see the surge in community research progress following the release of Synthesis! The Helios, Hyperion, and Eos visages are now available for purchase at the Quicksilver Synthesis Companion, and progress has begun to unlock the visage of Iteration: Tethys.



Progress may be tracked from your Mission Log in No Man’s Sky, or from the Galactic Atlas.

Weekend Missions
Mysterious planetary disturbances continue to destabilise the universe. Nada and Polo are monitoring the situation, but request as many travellers as possible investigate these incidents directly.

The Anomaly’s spacetime loom detects a new disturbance forming within an ancient Korvax monolith, on a haunted green planet with rich ocean resources. This weekend, Travellers may sign up at the Nexus to participate in the event, and earn generous Quicksilver rewards.

Development Update
Update 2.24 is live on all platforms now. As well as the ByteBeat device, it includes a number of fixes and improvements. The full list of patch notes is below.

Thank you so much for your continued support of No Man’s Sky this year. It has been one of our biggest yet in all sorts of ways. We hope you all have a great holiday and we look forward to sharing more in the New Year.

Our journey continues.

Thank you so much,
Sean


2.24 Patch Notes
Added a new base prop, the ByteBeat Device. ByteBeat allows players to generate and compose their own procedural music. Switches and cabling have been added to allow this music to control other base features.
  • To prevent accidental selling, the Galactic Trade Terminal in the Space Station now defaults to buying, rather than selling.
  • The ability to edit terrain in a multiplayer game is now its own permission setting, alongside the permission to edit a base.
  • Restored the ‘Friends Only’ multiplayer permission setting, distinct from people in your group but not in your friends list.
  • Fixed an issue where freighters bought before the Synthesis Update would be limited to 4 tech slots.
  • Fixed a hang that could occur when comparing freighters.
  • Fixed an issue where upgraded starships always rolled the worst possible stat ranges for their class. The chosen stat is now based on the unique seed for that ship.
  • The upper bounds for some starship stats has been increased on haulers, fighters and exploration starships, so that exotic ships are no longer guaranteed to the best at each specialisation.
  • Added the ability to see a starships’ stats through the Analysis Visor, including the difference between ‘core’ and ‘upgraded’ stats.
  • Fixed an issue that caused the displayed shield strength stat of a starship to be incorrect.
  • Fixed an issue that added one shell to the Position Ejector’s clip size when adding reload speed upgrades.
  • Fixed an issue with GTAO that caused many planets to appear slightly too dark.
  • Added a new ‘Ultra’ setting for GTAO on PC.

  • Plants placed in a base now get slightly bigger as they grow.
  • Interactive objects that have been used are now hidden on the compass and in the Analysis Visor.
  • Fixed an issue that could prevent players from using their secondary weapon if they only have one secondary weapon installed.
  • Fixed an issue that allowed players to equip weapons in a number of circumstances where weapons are not allowed.
  • Made a number of fixes to Nexus missions, including: reducing message spam during pirate-hunting missions; preventing missions from marking depots that have previously been destroyed; and preventing base-building missions from selecting planets with extreme Sentinels.
  • Added a multiplayer message when collecting mission-critical objects.
  • Vortex Cubes and Submerged Relics are no longer destroyed by the Terrain Manipulator.
  • Fixed an issue with the Exocraft camera that made it difficult to aim weapons.
  • Fixed an issue that caused newly installed Exocraft weapons to be unavailable until cycling weapons.

  • Unavailable options in the build menu are now greyed out rather than removed.
  • Fixed an issue that prevented players from deleting base parts while a wire is being placed.
  • Fixed a number of animation issues with the solar panel.
  • Improved the icon for the Teleport Cable.
  • Fixed an incorrect icon in a mission from the Abyss update.
  • Fixed an issue that caused some hostile plants to have incorrect HUD labels.
  • Fixed a number of issues with warning arrows and health bars in non-HD resolutions.
  • Fixed an issue that could cause players not to receive the correct rewards from Apollo’s contact.
  • Fixed an issue that caused the planetary hazard reading to be in degrees when on an anomalous world.
  • The amount of rust and other junk substances found in damaged planetary machine has been reduced.

  • Fixed a rare crash in the Build Menu.
  • Fixed a rare crash in the planet generation system.
  • Fixed a PC-only crashed related to getting player names for base parts.
  • On PS4, fixed a crash when redeeming pre-order bonus content (this fix was already live on other platforms).
  • On PS4, fixed an issue where falling off a frigate could lead to players continuing to fall after respawning (this fix was already live on other platforms).
  • Made a number of minor optimisations to the texture caching system.
  • Fixed a minor visual issue with water reflections in PSVR.
No Man's Sky

Hello Games has snuck out a pre-holiday update for No Man's Sky, letting you fill the normally fairly serene galaxy with your own loud musical creations. The ByteBeat is a synthesiser you can plonk down to turn even the dreariest desert world into the hottest festival spot in the system.  

The synth lets you access the game's new audio creation suite, and frankly it looks pretty damn intimidating. I listen to music and once used to bang on some drums, and that's about as far as my technical knowledge extends when it comes to music. Luckily, the ByteBeat handles the complicated stuff, procedurally generating presets for you to fiddle with to create your own tunes. 

If you're feeling bolder, you can take over from the AI and create music from scratch, starting with the maths used to create waveforms. Or you can be like me and let it generate something entirely random and hope for the best. For more complicated compositions, you can also build more devices, rows and rows of them, adding more tracks. 

Your music deserves an appropriate setting, and No Man's Sky already has a base editing tool that will help you make anything from a dance club to torture chamber that blasts dubstep into your victims' ears. You can sync the music to lights, too, letting you craft a light show to accompany the track. 

Along with the ByteBeat, the update includes a bunch of bug fixes and tweaks. Check out the patch notes here

No Man's Sky

Just in time for the holidays, Hello Games' exploratory space sim No Man's Sky has a brand-new update, this one adding a music and audio creation tool to its ever-growing list of features.

Update 2.24, as No Man's Sky's latest patch is known, ushers in a "full audio creation application" that Hello Games is calling the ByteBeat Device. At a basic level, it's a machine that you can build by acquiring the appropriate blueprint from the Space Anomaly, then slap it down in your world - whereupon it will parp out a procedurally generated tune, or even specific noises that players have sequenced in.

Musical tinkerers can arrange tracks, modify melody and drums, or even adjust octave, key, or tempo. That's just the basics, though. "ByteBeat formulas are made out of simple waveforms that are manipulated through maths - but by default, the device handles all of the mathematical heavy lifting, procedurally generating random presets for you to play with," explains Hello Games, "Dedicated audiophiles have the option to explore deeper, manually sketching out note sequences, rhythms, and even manipulating the raw sounds."

Read more

No Man's Sky - contact@rockpapershotgun.com (Chase Carter)

When Hello Games announced last week that their next update would improve nearly every part of No Man’s Sky in some way, they weren’t trading in hyperbole. The now-live Synthesis update squashes bugs and smooths out base building, sure. But the marquee additions that elevate it above mere housekeeping include the ability to salvage your ship for parts, carry a handful of multi-tools on your person, and grind ‘n’ combine elements within your handy space backpack.

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No Man's Sky

Triangular base building parts were recently added to the free-flying sci-fi sim No Man's Sky as part of the big Synthesis Update. Compared to other new features, like starship upgrades and a new terrain editing system and a first-person exocraft, new floor tiles don't sound like a very big deal. But those three-sided bits are actually what enabled this very cool recreation of Doom's famed E1M1 map on a distant, dusty, radioactive world.

The map comes courtesy of JP LeBreton, a developer whose previous credits include BioShock, The Cave, Broken Age, and the OG Doom mod Mr. Friendly. Naturally, it's not an exact duplicate of the original: There are no explosive barrels, for instance, doors are kind of a compromise design that operate via separate switches connected to the power system, and the textures are obviously quite a bit different too, although the wall surfaces are a pretty good match overall. 

There are also no demons running around, waiting to be blown into Mephistophelian paste: There are a few creatures roaming around outside that you might want to stay away from, but otherwise this is strictly a sightseeing trip. There's no mistaking where you are, though. Even the planet is right: Red, radioactive, and rocky. 

If you'd like to see this No Man's E1M1 in action (and why wouldn't you?), enter the glyphs listed on LeBreton's NMS Bases page (he's made several) into a portal, then hop into your ship and fly to the marker—or just keep your eyes peeled for the big Doom logo carved into the hillside.

Nov 29, 2019
No Man's Sky - timdog99


Phew, what a year! If you like what we've done this year with the Beyond and Synthesis updates, maybe consider taking a moment to nominate No Man's Sky in the "Labor of Love" category. It would mean a lot to us.
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