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CyberAngel67

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Posts posted by CyberAngel67

  1. 13 hours ago, arkark said:

    I dont want to argue with you, but your first quote of my comment was absolutely wrong and I was trying to explain to you:

    You are spending real money, and can only buy it through paying with real money.

    And also in the second part the treasure maps have nothing to do with player buried content. One friend on my server bough the DLC cause he got a good quality Treasure Cache Map, and got like 5 ascend items, including one 124 carcha bp. Thats not content buried by players.

    From that, you were arguin to me with other things that I think are not accurate.

    Anyway, I left my point clear here in the discussion about what I consider are loot boxes gated by a pay, and are very dangerous for our young ppl.

    I understand that because of cultural factors, some ppl may see this as normal, or as "cool" or something because gambling is historically normal in their cultures. I understand that and I wouldnt want to change that. I just said, this kind of things are probably prone to be banned in some contries.
     

    But you are not paying money for each map!!!

    The maps are just part of the DLC!!!

    • Facepalm 1
  2. 3 hours ago, arkark said:

    Paying for a map, or for extra content is normal in gaming, and as far as I know its allowed in every country.

    Presenting prizes, IE Treasure Caches, with different rarity, that are gated by a payment, is imo designed to create a psychological response to increase player excitement and led the player to spend money, to gamble, to pay for a random prize. In this case, to do a single payment which also has to be done in few time, because tickets (Treasure caches) have expiration timer. What reaction do you think a kid (the game is rated +16) will have if they recieve an "Ascendant Treasure Cache" and if they dont have the DLC. Let me tell you, they are gonna be psychological influenced to make their parents buy the DLC in a hurry. To open a prize that they dont even know what can be.

    This is explicity forbidden in some contries.

    For instance in Japon, Korea, the developer MUST list all the items in the loot caches with the exact % of drop. Still, thats a relaxed regulation that doesnt ban the random loot behind a pay wall.
    In Belgium and Netherland the regulations are much more severe. Games that do any kind of gambling are forbidden. There are games like CSGO, that had to create a specific version for these countries completely removing the loot boxes from the game. They do to protect the young ppl from gambling.

    Add to that I've read multiple times in the chat of my official server how people is looting this treasure maps and they dont have the DLC and they comment they werent planing on buying the DLC but with that treasure map they have the curiosity of know whats inside so they buy it. So, imo, clearly, the system to influence users to buy the DLC just to claim the prize is working as intended. And imo this should be put in the knowledge of countries that do regulate gambling in game for evaluation.

     

    I think your confusing me with something or someone else.

    The OC quoted countries and their laws on Loot Boxes, not me!!!

    If you want to go down this rant, I would suggest you look into the comment I replied to!

    I am very well aware how the system works with Loot Boxes, and the laws that have been introduced in some countries, and what other law makers had tied to do.

    It does not change my initial comment.

  3. 1 hour ago, arkark said:

    Well, he said a "Treasure Map."

    And I think he is referring to an item called: Treasure Cache Map
    With description: Use to ping the location of buried treasures. Have this in your inventory when you dig.

    I dont think it is to reveal some cache leaved by a player. Would have not much sense at least in PVE.

    And is he paying for the maps each time with real currency? That is the issue a lot of countries have with loot boxes!

    • Facepalm 1
  4. 15 minutes ago, arkark said:

    You are spending real money, indeed it can only be bought with real money.

    Imo to comply with regulations, users without the DLC shouldnt be receiving that treasure maps, or for users without DLC there should be an additional information line indicating what exactly the user is gonna recieve for buying and opening the loot crate, erm, the "treasure map".

    He was talking about the chests that players put into the ground!

  5. 3 hours ago, arkark said:

    Yeah, we found one of those treasure map and I'm not even sure if thats even compatible with the regulation of some countries in regard of loot boxes in gaming. I.E. you cannot give a ticket for a prize which the user has to pay to open without knowing what exactly is going to be inside.

    You are not spending real money on this, and if I understand correctly these treasure maps are for player buried content.

  6. There are supposed to be changes made on the MIndwipe that if you have allow respect on, then it is supposed to do just that allow you to always respect, if it is off then you are supposed to have a timer that you can use it again.

    From what I have seen it is 24 hours or allowed to always do a respec.

    So, in ASA from what I have seen on Single Player and a private dedicated server, it is always allowed to respec, no matter what that setting is set to. Anyone else seeing the same thing? 

  7. 6 minutes ago, UndeadInsect said:

    As of this post Nitrado has a message up throwing the Shiny mod under the bus and saying just remove the mod until it gets an update.  My guys, you haven't the slightest idea what Shiny does and you're blithely suggesting players just be cool with losing dinos they've spent who knows how many hours taming.

    Nitrado are a bunch of #$%^ ers

    I mean my testing has shown around 50+ mods are affected, or should I say was affected.

  8. 10 minutes ago, UndeadInsect said:

    I'm not a mod developer but I do play on a nonofficial servers that have mods and I would like to protest the attitude that this is the mods' fault.  Those who read my observations will probably guess at my professional background, but I have no interest in arguing from authority.  Let my comments stand on their own.

    For whatever reason, Wildcard has chosen to support mods.  That's the ecosystem for their game they've chosen.  This is the second time in a few weeks that we'll be paying our hosting provider for a server we cannot run.  Just remove the mod(s)?  This is either just callous in the face of how many mod based structures, dinos, etc that players would lose or it shows a pretty ridiculous ignorance of just what types of mods are popular, what they offer, and the investment players put into enjoying them, to say nothing of admins and mod developers.

    Based off information I've seen from visiting various mod discords, etc., it will not surprise me in the least when we find out once again that Wildcard has pushed changes that are not compatible with their current devkit.  How exactly are mod developers responsible for preventing this from happening when Wildcard is not supporting the mod developers with up to date devkit, not communicating with them, and not respecting the curseforge turn around time?

    At present from the outside it looks like this could randomly happen to any mod developer at any time and it's just luck based as to whether a mod uses something Wildcard decides to change.  We aren't talking about one or two mod developers making bad choices.  We are talking about large subsets of well liked mods getting hit by this for a second time.

    This cannot continue.  Non official servers are watching their player bases evaporate, mod developers are taking misplaced heat for changes that aren't their fault, and Wildcard is completely silent.

    I love this game but this current system is unsustainable.

    And the reason this is not the mods fault, is that the latest Client Update now allows people to play the game again without mod updates.

  9. 4 minutes ago, Joebl0w13 said:

    Yup, for me right now it’s just Svarth crashing. No problems elsewhere. Nekatus has it in his discord that the patch broke it. 

    Yes, but people can blame other mods all they like, I have seen D+ and others and yet they work fine on clean maps.

     

  10. 6 hours ago, Joebl0w13 said:

    The mod that's broken for me is the damn map itself. There's no amount of mods I can disable to get back on the server. It's funny because I just fired Ark up over a long period of not playing just to try mods. Underwhelmed at this point to say the least. 

    I have to agree here.

    I will not pretend to know what WildCard has done, but I can say for certainty that if one was to back up their Save Game for Single Player, at least on PC that is. And recreate The Island Map, I have no issues with any mod.

    On Series X, I am yet to crash at all.

    Any other mod Map that I have downloaded, apart from Svarth, works fine for me as well. With all the same mods that I have for The Island.

  11. This is a classic sign of the mod was corrupted on updating or installation. Your best bet is to uninstall the mod and reinstall it on the server, and if that doesn't fix it, then you will need to load the client and remove the mod and install it again. I suggest if you need to remove the Mod from the client, and you rely on it for a Single Player game, then exit the game first and load it back up and install the mod before playing the map.

  12. Before the update, had no issues playing on The Island on Single Player, after the update I keep getting the below exception. I do not have any issues with any other map.

    Fatal error!

    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000000f

    CL: 484455 
    0x00007ff76ea504e2 ArkAscended.exe!FObjectInstancingGraph::GetInstancedSubobject() [C:\j\workspace\RelA\Engine\Source\Runtime\CoreUObject\Private\UObject\CoreNative.cpp:216]
    0x00007ff76eafe452 ArkAscended.exe!FObjectPropertyBase::InstanceSubobjects() [C:\j\workspace\RelA\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:60]
    0x00007ff76eb5de08 ArkAscended.exe!FObjectInitializer::InstanceSubobjects() [C:\j\workspace\RelA\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3938]
    0x00007ff76eb5da1a ArkAscended.exe!FObjectInitializer::PostConstructInit() [C:\j\workspace\RelA\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3848]
    0x00007ff76eb5d548 ArkAscended.exe!FObjectInitializer::~FObjectInitializer() [C:\j\workspace\RelA\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3695]
    0x00007ff76eb5e78a ArkAscended.exe!StaticConstructObject_Internal() [C:\j\workspace\RelA\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4348]
    0x00007ff76cc90478 ArkAscended.exe!NewObject<AActor>() [C:\j\workspace\RelA\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectGlobals.h:1637]
    0x00007ff770be3373 ArkAscended.exe!UWorld::SpawnActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:650]
    0x00007ff770be2ef9 ArkAscended.exe!UWorld::SpawnActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:425]
    0x00007ff770818082 ArkAscended.exe!UChildActorComponent::CreateChildActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\Components\ChildActorComponent.cpp:781]
    0x00007ff77081b27e ArkAscended.exe!UChildActorComponent::CreateChildActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Classes\Components\ChildActorComponent.h:186]
    0x00007ff7707c0c22 ArkAscended.exe!UActorComponent::ExecuteRegisterEvents() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1785]
    0x00007ff7707c0442 ArkAscended.exe!UActorComponent::RegisterComponentWithWorld() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1442]
    0x00007ff770f1cef5 ArkAscended.exe!USCS_Node::ExecuteNodeOnActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\SCS_Node.cpp:175]
    0x00007ff770f4be81 ArkAscended.exe!USimpleConstructionScript::ExecuteScriptOnActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\SimpleConstructionScript.cpp:699]
    0x00007ff7705e9ad6 ArkAscended.exe!AActor::ExecuteConstruction() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:796]
    0x00007ff7705dcb18 ArkAscended.exe!AActor::FinishSpawning() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\Actor.cpp:4068]
    0x00007ff7705c7659 ArkAscended.exe!AActor::PostSpawnInitialize() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\Actor.cpp:4001]
    0x00007ff770be3469 ArkAscended.exe!UWorld::SpawnActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:721]
    0x00007ff770be2ef9 ArkAscended.exe!UWorld::SpawnActor() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:425]
    0x00007ff76df44fa7 ArkAscended.exe!AShooterGameMode::FindOrCreateSerializedObject() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\PrimalSaveWorld.cpp:851]
    0x00007ff76df46dc5 ArkAscended.exe!AShooterGameMode::LoadWorldFromFile() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\PrimalSaveWorld.cpp:1415]
    0x00007ff76e0cc5d0 ArkAscended.exe!AShooterGameMode::LoadWorld() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\ShooterGameMode.cpp:3615]
    0x00007ff76e0bc2fb ArkAscended.exe!AShooterGameMode::LoadWorldFromFileWrapper() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\ShooterGameMode.cpp:868]
    0x00007ff76e0c1df0 ArkAscended.exe!AShooterGameMode::InitGame() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\ShooterGameMode.cpp:2135]
    0x00007ff771143044 ArkAscended.exe!UWorld::InitializeActorsForPlay() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\World.cpp:4847]
    0x00007ff7710b981a ArkAscended.exe!UEngine::LoadMap() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:15163]
    0x00007ff76e0990bd ArkAscended.exe!UShooterEngine::LoadMap() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\ShooterEngine.cpp:1800]
    0x00007ff7710b6ff4 ArkAscended.exe!UEngine::Browse() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14312]
    0x00007ff76e09c77d ArkAscended.exe!UShooterEngine::Browse() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\ShooterEngine.cpp:2271]
    0x00007ff7710b7cf6 ArkAscended.exe!UEngine::TickWorldTravel() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14511]
    0x00007ff7709b3ac6 ArkAscended.exe!UGameEngine::Tick() [C:\j\workspace\RelA\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1873]
    0x00007ff76e091903 ArkAscended.exe!UShooterEngine::Tick() [C:\j\workspace\RelA\Projects\ShooterGame\Source\ShooterGame\Private\ShooterEngine.cpp:175]
    0x00007ff76b831259 ArkAscended.exe!FEngineLoop::Tick() [C:\j\workspace\RelA\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5906]
    0x00007ff76b81ed3c ArkAscended.exe!GuardedMain() [C:\j\workspace\RelA\Engine\Source\Runtime\Launch\Private\Launch.cpp:195]
    0x00007ff76b834c0a ArkAscended.exe!GuardedMainWrapper() [C:\j\workspace\RelA\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
    0x00007ff76b835678 ArkAscended.exe!LaunchWindowsStartup() [C:\j\workspace\RelA\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
    0x00007ff76b83574b ArkAscended.exe!WinMain() [C:\j\workspace\RelA\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
    0x00007ff771c9e77a ArkAscended.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
    0x00007ff884fb257d KERNEL32.DLL!UnknownFunction []
    0x00007ff88672aa58 ntdll.dll!UnknownFunction []
     

  13. So I have a Single Player game, that I use just for testing things out, especially with mods.

    I had been developing a mod where I had to delete the Single Player and start fresh, I had always backed this up before doing so. Then tested what I need to test and restore the game and away I went.

    Generally, when I do this, I spend a minimum amount of time in that newly created world. And restore it within 10 to 15mins.

    Only the last time I did this, I spent over 2 hours in this new map, and since then I can no longer restore my game without Ark always pulling the cloud version down either when I exit the game or first load the game up. Which is always the wrong save game.

    This has forced me to do a backup, every time before I exit the game, and restore this every time before I start the game.

    The only problem is, this is sometimes a hit-and-miss if it works.

    The only true solution is to turn cloud saving in Steam off.

    Surely this is not how ASE worked?

    Edit:

    I should also add, that sometimes I get the right map but not the right added mods for the map, unless I back up and restore the way I do it. 

  14. Ok I have no idea where to raise an issue with the DevKit for ASA, but there is a problem with the Dev Kit since the last update a little while ago.

    So the background is this.

    6 weeks ago, maybe 5, I created a mod and one of the things I changed was the ability to make a different Cloning Chamber. I tested this heavily in the DevKit and then tested it again in Single Player and on a testing server hosted with Nitrado.

    Now I am in a position where the new Cloning Chamber doesn't work in my mod. So going back to the ASA Dev Kit, I then gave myself the vanilla Cloning Chamber and it has the same exact issue.

    So I then repaired the Dev Kit, which made no difference.

    I then Uninstalled and reinstalled the DevKit, and this made no difference.

    What I can confirm is this.

    Vanilla Cloning Chamber will work on PC, it will not work on Xbox Series X, and it will not work in the ASA DevKit.

    The attached image shows what it looks like in the DevKit and how you see it on the Xbox Series X.

  15. 47 minutes ago, faderide said:

    One would think you'd be aware that both games share very similar ini files. Obviously i have learned how to make my game run much better than yours.

    I'd help you, but sounds like you got all the answers..have fun.

    ..i have only been playing on my dedicated server(ASA) with friends.

    You probably should have quoted him. Also I did not see your comment about the INI files, any changes were made directly from the interface of the game.

  16. 2 hours ago, Moonie1 said:

    One would think you would be very well aware that this is Ascended not Evolved. Obviously as you learned the features are not the same.

    This is not a feature, it is existing code that appears to be broken!

    And then you can explain why this is only broken on Single Player, and not Official or Dedicated Servers!!

    • Thanks 1
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