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arkark

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arkark last won the day on January 16 2019

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About arkark

  • Birthday December 6

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  1. "We’ve made the decision to postpone the Center as it wasn’t on track to launch with the level of quality we require." This statement scares me. Considering how The Island came out, I don't even want to imagine what state The Center's development must be in for them to have decided not to release it because it doesn't reach the level of quality that, considering previous releases, is already very low. Probably a flat surface with two trees or something 🙂
  2. It was clear that this was going to happen. You have learned nothing.
  3. Can confirm this solution doesn't work with a 4070 Super. Been playing ASA with a 1070 (with lot of commands to reduce shadows, volum. clouds, etc) with very few crashes during this months and since I have the 4070 Super I'm getting the DEVICE HUNG crash 2 or 3 times per day. This only happen with ARK btw, I've tried other games with long gaming sessions and havent had a single crash. My crash backtraces are similar to the ones in the OP, I would also add this part that only appears inside the crashstack files: I've googled about this UE function (GetCompletedValue() from CurrentQueue.Fence.D3DFence) and the DEVICE_HUNG and this appear to be happening to more ppl when playing games with UE 5.2, like Remnant, because UE 5.2 rely on old functions when talking with DX12 API. So I dont know what to expect tbh.
  4. Unfortunately, I don't think anything will change in the future. And if it does it will be at the cost of losing functionality. Apparently someone thought it would be a good idea to reuse ASE servers that are practically 8-10 years old, and besides, instead of putting three game servers for each physical machine what they have done is to put five for each physical machine. Something inconceivable knowing the antecedents of how bad ASE was in populated maps. Obviously what they have is not enough, and I doubt very much that they are going to achieve a moderately acceptable performance during the whole life of ASA, unless they discover that there is a huge bug in the code that is weighing down the performance of the servers in a very significant way, which as I say I don't think is going to happen. I think, totally unfounded opinion, but I think one of the next steps they will take will be to eliminate the issue that the dinos move with UE5 pathing system and activate some switch for the officials to work in the old mode that is probably less expensive, since the issue that in officials the dinos remain static for many seconds, is something that has been spoiling the experience since day one, and is possibly one of the points where the hardware of the officials is not suitable.
  5. There are many things wrong with the new cryopods. To begin with it doesn't make any sense that they are introducing them now in PVP. They are supposed to be coming early to alleviate the serious problem in PVE with the tame cap. Tame cap problems do not exist in PVP, they have the ability to purge dinos. In PVE as they have approached it, what they are going to do is to further worsen the coexistence on the servers. They will cause a privileged tribe to obtain the areas closest to the caves to be able to introduce the dinos they want, while the rest of the players who are not their allies will have to settle indefinitely to play in worse conditions. In addition, this brings collateral effects, since there will be no more sleeping bags at the entrances of the caves. That practice so normal in ARK is over, now unfortunately you will have to go far away, until you do not find structures of other tribes to place your sleeping bag. The issue of having to release cryos near a cryofridge does not displease me, it is consistent with the idea that the important thing now is to alleviate the load on the servers and reduce the tame cap. However I would go further: - I would only allow one cryofridge per tribe. - This cryofridge would have an activation time of 24h, so that it is not mobile. - The cryofridge would be 250 slots, and the dinos in cryopod would not count for the global tame cap of the server but would count for the limit of dinos per tribe. In this way the problem is solved, without giving unfair advantages to anyone and in the most similar way that the gameplay would be in an ideal server where there would be no need to implement this emergency measure.
  6. What you want to do is implemented in Ark Smart Breeding, in the tab "Stat Testing". In the case of the deino, a 0 damage points hatched deino would be 125.8% dmg, a 55 damage points hatched deino would be 449.2%. From here you can calculate how much % dmg it gains per level: 449.2 - 125.8 ~= 323.4 <- total % damage gained with levels Divide then by the number of levels applied: 323.4 / 55 ~= 5.88 <- % dmg gained per level 449.2 + 5.88 = 455.08 == 455.1% <- rounded, this is the stat that you will see ingame for 56 dmg points. Bear in mind that the decimals are rounded in ark hud, so the calcs are not perfect accurate. I would just dont re-invent the wheel and would give it a try to ASB which fits perfectly with what you trying to do.
  7. It does not make sense at all to release an event with dino colors and breeding rates while most of official servers are tame capped. I think you should hurry to release cryopods at least in pve.
  8. Well, after searching and searching for information about this, I finally did what I should have done from the start, which is to check it out for myself. In case anyone is interested, they have replaced the Steam protocol with the EpicGames API, so to get the server status, requests have to be made to the API. The API is not public, and I haven't seen anywhere that you can request a key. However, very well known server metric services have been using it since the launch day of ASA without it seeming to be a problem for Wildcard. I would appreciate it if a moderator could ask and inform me whether I have permission to post an example of using the API that includes the key I found, or if they could shed some light on how to request a key for the API. In my case, for instance, it's to help a friend with his website for his ASE and now also ASA cluster, which shows the server status, players connected, ping, etc. I also use it for myself, to check the server status once I've disconnected from a map (very useful to know if the server crashes within 15 minutes of disconnecting, before saving).
  9. Official 5193: 1 minute in dino breeding is 1 minute and 45 seconds in real time so basically the increased rates you applying are halved. Already reported, and indeed, reported also every day since days ago.
  10. In ASE we could use Steam Query Protocol to get info (ping, users, name, and others..) of a server. Apparently this no longer works in ASA. What is the new method to retrieve that information and where is the documentation? Some sites like battlemetrics already have it implemented.
  11. As far as I know a tool that can do this completely offline doesn't exists (yet).
  12. sure, https://github.com/alez-repos/shrink-ark-saves It can be a bit complex if you are not familiar with the subject. If you get stuck at any point, let me know and I'll give you a hand and improve the documentation.
  13. Thanks. The largest one I've completed is the one at position 44 with 2.4GB. There might be others slightly larger (up to 2.8 or 3.0GB) that are feasible given my computer's specifications (32GB RAM). I tried with valguero544, and my computer crashed after 3 hours, struggling with 79GB of virtual memory used. So, given my specs, I would need to adopt a different approach or just increase RAM amount. I did another program before discovering the json server option, to parse the save file and extract all the tribe IDs. However, unlike with the JSON, I didn't studied the save file format in depth to be able to determine how many structures each tribe has. Anyway, out of almost 1900 servers only 15 would be problematic for someone with 32GB of RAM. And also most of that top 15 list are PVP servers, so I assume that the vast majority of structures and dinos will belong to the server's alpha tribe.
  14. Which server number, I want to see how much time it takes
  15. Yes, I've seen some json up to 0.5GB but not really getting struggled when parsing it. I extract all the info from them in about 10-15 secs.
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