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PaleoGamer

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  1. Yeah, I will do it. This is something I was trying to not do, but I'm not seeing much alternative here. Shame, if only listplayers gave both ids - or if getplayridfromsteamid wasn't borked...
  2. Edit: Forgot to say: this is in SE, not ASA. What I want is (or shoud be) easy: I want a way to get the UE4 PlayerID number for every connected player. And I want to get it thorugh RCON. I know I can use the myadmin panel, but it will not work for me. "But why do You want to do it this way?", You ask. Easy. I want to run a periodical "lottery" on the server. Every amount of time (let's say 24 hours), a script is run. It will find who is online, and run a "lottery" of a given item. This item (its blueprint, in fact) will be sent to the lucky one inventory. And I don't want to be around to do it. I have already solved everything. Everything, but this pesky playerid. How do I find it? The good and old "GetPlayerIDForSteamID" is bugged, and returns a false result. I already tried to correlate it with SteamID, but no joy. Weirdly enough, the "GetTribeIdPlayerList" works from in game, but hard crashes the server through RCON. If someone could help me with this, it could be a way. Any ideas? Suggestions? The server runs on Linux, and the scripts would be run through cron - locally too.
  3. I paid for this speed! These 20 speed points would give me about 35k plus in health, since just after imprinting they have about 17,5k! This is just moronic - just like taking the pods away. It will blow in their faces big time, mark my words.
  4. Not only PVP. I'm running my breeded Therizinos with 145,2% speed! Yes, it's 20 points less to anything else - but is SO good to rip through the map with them... WHY would someone do this to land Dinos? I can understand the fliers (i don't like it, but understand). But land ones? Everything will take double the time to accomplish! Well, maybe that's the idea: to take double the time to accomplish. A rubbish idea, but and idea.
  5. Of course You can: the feeding through. Yes, i know: babies don't eat from them. Remember that I said to use this mechanic on the parent? Yes. Just do it. Slot cap the parent with the food needed. It will act as a Maewing for its young. All the code is already in place - it's used on the Maewings! And, Yes: I don't know how someone can live without the cryos. I must have more than 200 tames freezed - most of them from the breeding program, but several are my "production" tames. I just keep them frozen to save food, space and work. Really I don't know why someone would even consider getting rid of this.
  6. Yes, I do realize this. I'm using them myself - only way to breed something and don't become a slave to the game. You do realize that the Maewings ARE a living feed through, right? It's exactly the same mechanic: you put the creature food in it, and every creature in range (babies, on Maewing's case) eat through it. Exactly the same. Yes, one can transport 4 babies with it, and steal other's tribes too. But, really, the "feeding" part could (should?) be offloaded to the parents. I agree with You points about incubators and cryopods too: they are a must for anyone doing breeding. I would even say that cryopods are a must for everyone else too: best way to keep your base "small", organized and needing less food. Not to mention when someone playing solo will go away for some time: cryo everything, let the generator running and problem solved.
  7. Strictly speaking, there is a way to get rid of Maweings: just follow nature. I mean, we have 3 basic types of mothers in nature: 1) Drop the eggs and go away. Turtles are a good example. Baby fends for himself. 2) Lay the eggs and keep around, to take care of the babies. A lot of creatures do this. 3) Give birth and keep around, to take care of the babies. We mammals do this. Several others too. Even ASE could do this way: we already have all the mechanics in place. 1) Babies already follow someone. The problem of it following the mother is already solved. 2) We already have feeding troughs. The Maweing is just a live one. Use the same logic on the mother, and the baby is fed. 3) We already have mammals giving birth, so this part is done. There. Got rid of Maewing, did not impact QOL and got rid of the breeding mechanic that turned the game into a job. It should be fun and a challenge, not an obligation. Same thing for "Oh my god, we will have wild babies!" We could have them already. All the mechanics are already implemented on the game - You just breed the baby and change the human for its mother. Done.
  8. I think the order came from above, at the last minute. Remember the original announcement? The one that was free, and just a port for UE5? I think that was the thought out one. Then the CEO from hell thought "free money!", and changed everything. Without thinking, consulting or asking anyone. And so here we are. I'd say "realistic", not "pessimistic". No one, NO ONE, was complaining about the assets graphics. Well, dinos maybe, but even then... We were all excited with UE5 not because we would get a "new and improved smith" (contain generous quantities of sarcasm and irony), but because we hopped that it would run better. Nanite would do wonders for far rendered trees, Lumen could revolutionize how shadows work and ambient light behaves.
  9. Maybe my use of "acid" was not as good as I thought. Maybe "on steroids" would be more accurate. Basically I'm complaining about both the unreal things and the "one-upmanship" thing: it is always a bigger, stronger, OP dino. There is very little balance, it is always "bigger and better at everything". Where's the fun? To introduce new dinos is a great thing - but they should all have tradeoffs. Take the Rex: it's a great tank and does a ton of damage. But it's slow as molasses, burns stamina like nothing else and isn't great to precision. Raptors are fast, can jump, are nimble and let You use Your guns while riding - but they are weak and don't carry much. Therizinos are well rounded jack of all trades: they don't tank as well as Rexes, aren't as nimble as Raptors, don't have weight reductions and collect wood and berries at an astonishing rate. But they do it all these things worse than any specialized dino would. And now... we have something that carry more than a Quetzel, flies, swims, atacks, defends and... I don't know. Makes toasts? Brings me breakfast on my bed? It is way overpowered - that is, until the next one-upmanship creature comes.
  10. Yes, there is. And yes, You are absolutely right. BUT (there is always a but) I think there is a delicate balance between "this critter will make a paleontologist cry of joy" and "this thing looks more like a pokemon on acid, with lasers on the head". And in my opinion they are leaning more to the acid side of things. Sure, no Ankylo would go out mining stuff irl. At the same time, they are reasonably accurate in game, have the same constraints (more or less) that we think about irl (heavy, slow, no agility, hardened) with this one ability created, to game play. And I'm fine with this. Or the Therizinos. Their claws can't slash or puncture (too fragile for this), and I really doubt that they would go out of their way to collect wood, fiber and thatch - not to mention they didn't have beaks. But gameplay, poetic license and all that. But now I think they are taking things too far. Just my opinion.
  11. Oh, I know about it. And I know it works (kinda) that way - I'm not disputing it. What I am saying is I HOPE they solve it, because it is really bad. I'm also saying that I don't know if this problem in ASE is due to bad programming or engine limitation - but I know that UE5 works far better. We have new open world games that prove this. SO, I am also saying that even if this problem in ASE/UE4 is an engine limitation, it's no longer the case in ASA/UE5. So, I do hope this goes away in ASA. Although I'm not holding my breath. The whole thing "it's free! Joking, it isn't!". "It's just a reskin! Joking, is a whole new game!" smells like manglement stepping in, and forcing a 180 direction change at the last minute. I hope I'm wrong, but...
  12. Well, it is that simple. I mean, either the whole process works fast enough or it doesn't. And, at the moment, it isn't - since more than 30 seconds just to finish the initial rendering of a base isn't good enough. Yes, I know it's the server task to do this - and I was talking about it, when said the CPU had cycles to spare. No, it is not a network problem - I run a dedicated sever on another machine, on the same gigabit subnet my desktop is in. Yes, You are correct in saying the server is doing it in chunks. Problem is: it takes too long to process each chunk. No, I am not talking about render distance. The problem I described affects even the floor we are walking over - so, no render distance to speak of. And I mean floor, not ground - the ground works ok as far as I know. I do hope they are really reworking this, since it's quite annoying. Not to mention the babies getting stuck on the ground - some of them I can only get out of the spot by cryopoding. And this is not a speed rendering problem, since it doesn't correct itself given enough time.
  13. Well, the drawing part already works - for a given value of "works". i mean, it is smooth here and runs without lags or jumps. No, the problem isn't drawing - it's rendering. Example 1 (easier to see with a flyer): When I get back to my base, I see first the tames - floating in the air. More than this: I see them tilted, and then get set upright, when the render (not the drawing) is completed. The rest of the base (wall, ceilings, floors) is rendered bit by bit. And this has nothing to do with textures - after all, after the first (say) ceiling tile is rendered, it's already on the GPU VRAM. And we see them being rendered in batches. It's like the server is doing it by bit, for some reason. It is NOT CPU bound - I checked, and the CPU usage was bellow 40% on the core running the world thread. Example 2: When we enter the game, or when we teleport from one bed to another. The area near You is already rendered - but not what is beyond a door. Open it, walk and You can see your player falling, and the game rushing to render that small area. Run, and You keep "falling", the game keep rushing to draw that small area - and everything else isn't rendered yet. Again: CPU to spare. Memory to spare. GPU usage bellow 80%, and less than 70% of VRAM used. I don't know if this is some developer error or if it is a UE 4.x limitation. Looking at newer games, running UE 5.x, I know it isn't an engine issue anymore - if it ever were. So, what I'm saying is this: I hope they fix this - because now the engine can definitely cope with the load.
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