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PaleoGamer

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Everything posted by PaleoGamer

  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.
  14. The new structures are all very pretty and all, I'll give You that. But what I REALLY want to know is: will the large bases rendering get fixed? I'm tired of the "game will take 30 seconds to render your entire base". Just because it's a 43 x 56 foundations, 3 stories and 16 walls high borg cube, with 150 tames inside (hey, it's my breeding grounds). Will it render better this time? Will it render in a way that who is outside will not see my floating tames inside? Will it stop babies clipping through the ground as they mature? Will the awful decision to render dinos first and structures later be revised? Come to think of it: will finally the game use our several cores? At the moment it is effectively single core, as more than 90% of the work is done on a single thread. Yes, it uses about 4 threads - but only one of them does the heavy lifting. And since I'm ranting already: Would You, pretty please, make comments possible in the server config file? Do you know how annoying is not to be able to write "i put this setting here because...", without the server wiping it later? There. I feel better already.
  15. Which year? ARK2 should be ready 1 year ago. It was postponed two times already.
  16. Because only You believe ASA will launch in October. Even the devs know better than this.
  17. Personally, I think that's the hallmark of something really amazing. The game is so good that the assets have a "life" of their own! Unfortunately that's about it. ARK is a truly wonderful idea - bad coded. It really is a love/hate relationship, with the crashes, collisions problems (the dinos collision box behave more like a ball of cotton full of hooks than anything else), truly awful tame path finding... And then we have a game that we say "I'll do just this, and then stop". Five hours later we are "still" doing the nth "just this", and will "then stop after". Yeah, right. But now we have this dumpster fire. It isn't a matter of "it could have been handled better". It's more a case of "I didn't think it was possible to go so wrong so fast - must be a world record".
  18. No, it is not. It's the old one ported to UE5 and some new things. But even if it were: my point still stands. Even if the new Parasaur had wings and two rockets attached to its head: it would still be possible to make the import. Take the old one, convert the values and make a new one based on this. Yes, it is that easy. What isn't easy is to let people with ASE and ASA play together - but this wasn't never asked for. Understand this: the code is one thing, the creature is another. The creature is an asset, that the code uses for parameters when running. Importing a creature is theoretically easy: all you need to do is make a filter that looks and says: "An old parasaur with 400 health. Ok, it will be a new parasaur with 600 health." And it's done. That's all that's needed to a one way import filter. The bases are harder, because they interact with the map's grid, and its various pieces with one another. So it could be quite hard to manage all those snap points - and only if You wanted to keep the base built. If Your problem is just the pieces, it would be quite easy to create a "magic" box, with all the thousands of parts of your (now disassembled) base. If You are so worried about pillaring, make the import only valid to unofficial servers. It would be good enough for whoever is attached to its tames and work done, wouldn't impact official servers, and would give a way forward for the thousands of unofficials that exist today. There, everyone's happy.
  19. I hate to be that guy, but... You do realize that "years to come" is valid even if it is just two years, right? It would be true about the time when ARK II would get released... And looking the way they treated us with all this... Well, I'm not holding my breath.
  20. Of course it's possible. The tames - and gear - are things completely on their own. Take the parasaur, for example. Doesn't matter if the knew one is a different skin. Doesn't matter if if has 10x more polygons. It makes no difference if the whole body/collision mesh/AI is different. Because, at the end of the day, Your parasaur is just a code, that in the game's context means "this is a parasaur". The same thing goes for its stats. We have the stat (say health) and a number for this stat. Even if the number were to be different (say ASA uses numbers 20x bigger than ASE), it wouldn't matter. Your conversion filter would look at the "400 health" status and multiply it by 20. Done. "But there is a new stat, that doesn't exist on the ASE!" Well, this stat will have a base value, and a level progression too. If this is the case, just look at the tame lvl and scale this stat as if it were a wild one. There, problem solved. The bases are harder - because they interact with the ground and with their own snap points. I can't say if would be easy to port a base from ASE to ASA. But tames, character and gear? Easy peasy.
  21. Still no migration plan? I have "only" about 1200 hours invested on SE - but there are people with tens of thousands of hours, and a good part of them breeding! Why not a "one way, single time" migration? Even if the bases were left behind (snap points been upgraded and all), the tames (and gear) surely could be imported. A one time, one way, format filter for tames/gear shouldn't be that hard.
  22. By $DEITY! I can't imagine my life without maewings! Well, come to think of it... If I stop playing (after these gems, probably will stop)... I will have a life without them.
  23. It's annoying the ARK II's delay, but nothing too serious. I mean, it's not as anyone here had bought the game... It's REALLY annoying - and disrespectful! - to make who already have ARK SE to pay for the ARK ASA. And, to top it all, shutting down the servers - while STILL selling the game! Not, this should be criminal - literally. They could end ARK SE, give ASA for free for who already have the game and upgrade all servers to ASA. Sure, it would inconvenience some people - but at least would be logical and provide a way to keep gaming. I don't mind that whoever buys ASA gets ARK2 - as long as it only affects who doesn't already have the game. It would be like a "2 for the price of one". We, that already have ARK SE, would pay (if wanted) to buy ARK 2. I would be fine with this. Hopping that this was all a bad april fool joke.
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