dragonbane
Member
UPDATE #2
Hugo released his model viewer and extractor now. Go check it out if you are interested in taking a closer look as well: https://github.com/HugoPeters/NMS-Tools
UPDATE #1
Nice binary text:
ORIGINAL OP
A good friend of mine and GAFer as of recent Hugo Peters extracted all the game data from No Man's Sky Steam build and is digging through them right now in hopes to find the top secret multiplayer branch, more Hillary mails, Half Life 3 or just the typical left over test assets that make you scratch your head.
The game uses PS4 libraries and compression for its stuff which is a quite interesting way of doing things on a PC release.
Some of the discoveries he has made so far
The list of locations displayed during the intro cinematic is stored in a plain list:
There is in fact a Half Life 2 logo in the game for some mysterious "Testing" reason:
Hello Games uses Havoc for its physics and the license included also entitles them to develop for Xbone (big surprise here):
There is an actual Poop effect in the game:
The shaders are not pre-compiled and source code is included. Some of the prototyping work on NMS seemingly already began in 2008 or maybe that's just part of their engine also used on Joe Danger:
We do know that NMS was a long time in development though which is supported by prototyping materials still in the final release done on PS3, 360 and Orbis (later PS4):
More demo assets left on the disc:
This could be the player character, an easter egg or another dream never realized:
Helmet texture:
This seems to be the player's backpack:
Video: https://www.youtube.com/watch?v=kDG3visCxlk
Assets from the E3 2015 demo are still in there and its contents hint at a rather scripted nature of the demo (which makes some sense):
Some of the assets found in the demo folder:
E3 Trex:
E3 Walker:
And this thing called "Space Grave":
Hugo has a bit of experience in reversing game file formats and did a hobby project in which he made a semi PC port of the engine used by Quantic Dream and even got as far as figuring out their custom model formats, lua scripting, cutscenes / user interaction, etc. He plans to release some of his tools (including the model viewer) once it has been a bit cleaned up so others can take a look at the game as well and maybe it shapes the way for future modding.
This thread contains and will probably soon contain more speculation, so take everything with a grain of salt as usual.
PS: Big surprise, no mentions of Multiplayer could be found so far in any of the files or folders.
Hugo released his model viewer and extractor now. Go check it out if you are interested in taking a closer look as well: https://github.com/HugoPeters/NMS-Tools
UPDATE #1
Nice binary text:

ORIGINAL OP
A good friend of mine and GAFer as of recent Hugo Peters extracted all the game data from No Man's Sky Steam build and is digging through them right now in hopes to find the top secret multiplayer branch, more Hillary mails, Half Life 3 or just the typical left over test assets that make you scratch your head.
The game uses PS4 libraries and compression for its stuff which is a quite interesting way of doing things on a PC release.
Some of the discoveries he has made so far
The list of locations displayed during the intro cinematic is stored in a plain list:

There is in fact a Half Life 2 logo in the game for some mysterious "Testing" reason:

Hello Games uses Havoc for its physics and the license included also entitles them to develop for Xbone (big surprise here):

There is an actual Poop effect in the game:

The shaders are not pre-compiled and source code is included. Some of the prototyping work on NMS seemingly already began in 2008 or maybe that's just part of their engine also used on Joe Danger:

We do know that NMS was a long time in development though which is supported by prototyping materials still in the final release done on PS3, 360 and Orbis (later PS4):

More demo assets left on the disc:

This could be the player character, an easter egg or another dream never realized:




Helmet texture:

This seems to be the player's backpack:

Video: https://www.youtube.com/watch?v=kDG3visCxlk
Assets from the E3 2015 demo are still in there and its contents hint at a rather scripted nature of the demo (which makes some sense):

Some of the assets found in the demo folder:




E3 Trex:

E3 Walker:

And this thing called "Space Grave":

Hugo has a bit of experience in reversing game file formats and did a hobby project in which he made a semi PC port of the engine used by Quantic Dream and even got as far as figuring out their custom model formats, lua scripting, cutscenes / user interaction, etc. He plans to release some of his tools (including the model viewer) once it has been a bit cleaned up so others can take a look at the game as well and maybe it shapes the way for future modding.
This thread contains and will probably soon contain more speculation, so take everything with a grain of salt as usual.
PS: Big surprise, no mentions of Multiplayer could be found so far in any of the files or folders.