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ARK Dev Kit v200.5 (Fixed Sotf!!): 'Survival of the Fittest' download, Total Conversions, Mods, Maps

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    #31
    it seem to cause issue to used that so i would say to wait for the official patch on the epic launcher xD

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      #32
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      I was looing forward the new funtion of the Total Conversion in the ARK Dev Kit, however I can't still find a way to modify the text in the radius menus via the lastest version of ARK Dev Kit.

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        #33
        InventoryRadialSelectorBP
        MultiUseRadialSelectorBP
        PlayerActionRadialSelectorBP
        WhistleRadialSelectorBP
        Last edited by isixith; 08-17-2015, 04:44 PM.

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          #34
          Anyone know of an effective way to import the v200 content from the zip file into my project folder when I've already been making changes to the base BPs for a Total Conversion?
          Main Mod: Statera Vis | Other Neglected Mod: Rebalance Mod Lite
          Guides: References and You - Down the Rabbit Hole

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            #35
            Originally posted by cwm33 View Post
            Anyone know of an effective way to import the v200 content from the zip file into my project folder when I've already been making changes to the base BPs for a Total Conversion?
            I would suggest waiting for now, many have had issues with the devkit after importing the 200 content
            If you want to try my map you can find it at the link below
            Founder of [Map] Terra Nova

            So you want to make a map? (Tutorial)

            My setup: Asus Rampage IV black edition, i7-4820K @ 4.20ghz, DDR3 1600mhz 32gb, Nvidia GTX 780 Ti, 2x 128gb SSD 8x3tb 7200rmp hdd's, 950W PSU

            Streaming here whenever I work on my map http://www.twitch.tv/uzumi/

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              #36
              im probably you have all heard this before ive installed in and said file is corrupt filed to install. i went to the github and downloaded the engine file copied it to the engine file for ark dev kit and tried to launch from the .bat file and i got a message said something like file path couldn't be found. then the message the game module "shooter game" could not be loaded. there may be an operating system error of the module may not be properly set up. so how can i fix this tried installing a couple times with no luck. thanks.

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                #37
                Originally posted by wazalop View Post
                the sarco tail it's because we don't have the last version of the sarco where they did change the lk of it's tail so it conflict somewhere or so i think since it do it only with mod sarco

                don't know for the unique.
                for the snap point, don't know.

                for the update, i'm pretty sure nobody know until they release an update and a modder with a total conversion that change the map see what it does , that's one issue of not moving the file to another folder... you can't grab newest version of the original file without erasing your own without making a backup of your own before.

                for studioWildcard, the total conversion is cool and all, but it seem to be a pain to use :s, do you intend later to make it so that we can move the original file into a mod folder to edit here and still have the original file? if we just need to move the file base on the original directory tree of the vanilla game into our mod folder then when cooking telling it is a total conversion and that's it. it would be easier to use for us.


                thats what im on about wanted them to think this total conversion before they just update like they do now they need to figure out a workaround before they start doing updates or every update will just erase all our stuff lol cheers for the reply <3
                Creater of Btac Remap http://steamcommunity.com/sharedfile.../?id=491313948

                For questions or help see me on teamspeak @ 223.252.38.169

                Gankey ind. doing stuff right the first time <3

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                  #38
                  Originally posted by gankey69 View Post
                  thats what im on about wanted them to think this total conversion before they just update like they do now they need to figure out a workaround before they start doing updates or every update will just erase all our stuff lol cheers for the reply <3
                  One of the functions of the new ADK Launcher is total management of separate full conversion mods. I obviously need to get a working version of the new dev kit before I can start really working on it, but it should be available soon enough after things have settled down though.

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                    #39
                    Now updated with SotF content link! Phew that took a long time to get uploaded. Will try to upload SotF content diff later for a smaller fileset. Also Epic will likely post the Dev Kit 200.5 tomorrow as part of the Epic Launcher, which will make it easier to get!

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                      #40
                      When you verify your installation from the launcher, it will create a backup folder with the modified files in it and restores the files to the originals. Found this out because I accidentally moved the playerpawntest and couldn't move it back. I imagine this will be a similar process when you update the devkit.

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                        #41
                        Originally posted by Heavensn View Post
                        [ATTACH=CONFIG]52969[/ATTACH]
                        I was looing forward the new funtion of the Total Conversion in the ARK Dev Kit, however I can't still find a way to modify the text in the radius menus via the lastest version of ARK Dev Kit.
                        That text is harcoded in the C++ code. We can make it variable strings, but what the options actually DO is hardcoded, so would changing the text actually be useful? What I bet would be FAR more useful would be for us to allow Blueprints to add additional commands to the radial wheel and to override the existing commands -- we'll work on that

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                          #42
                          Originally posted by thestalkingwolf View Post
                          Is a full TC required if you want to create a mod for a TC? Ie a mod that will not work for primal but *requires* SoFT?
                          No, you can just create a Mod for the TC in that case -- but what is required (most likely) is having the uncooked TC content from which to base your Mod (you'll have that in the case of SotF from us, of course). For other people's TC, you'll have to ask them -- and you CAN still create a Mod for the regular game and use it within a TC, but the results may be unpredictable depending on what the TC changes.

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                            #43
                            Originally posted by StudioWildcard View Post
                            That text is harcoded in the C++ code. We can make it variable strings, but what the options actually DO is hardcoded, so would changing the text actually be useful? What I bet would be FAR more useful would be for us to allow Blueprints to add additional commands to the radial wheel and to override the existing commands -- we'll work on that
                            We are translating the interface of this game into chinese, and have finished approximately 80% of that and now we are faced with some trouble. The first picture shows where I can't find a way to tranlate. Could you help me solve my problem?

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                              #44
                              it keeps not downloading it all any ideas? "the content"
                              Creater of Btac Remap http://steamcommunity.com/sharedfile.../?id=491313948

                              For questions or help see me on teamspeak @ 223.252.38.169

                              Gankey ind. doing stuff right the first time <3

                              Comment


                                #45
                                Originally posted by StudioWildcard View Post
                                Hey all,

                                The process for getting the Dev Kit updated on the Epic Launcher will take a little longer, so for now here's how you can upgrade your ARK Dev Kit to v200.5:

                                #1. Download the Dev Kit v197 from the Epic Launcher (you've probably already done this)
                                #2. Extract the v200.0 Game Content available here ( https://drive.google.com/file/d/0B2F...ew?usp=sharing ) on top of your v197 Dev Kit installation directory. Sorry that it's a complete 28 GB media drop, as I wasn't able to diff it myself. Tomorrow on Epic Launcher it'll be diff'ed and a smaller download, but if you want it now...
                                #3. Extract the GitHub v200.0 DLL's available here ( https://github.com/StudioWildcard1/Ark-Dev-Kit ) on top of your v197 Dev Kit installation directory.

                                Then you're good to go v200.5!

                                This will be updated into the Epic Launcher in a day or so, but if you want access now, that's how you get it!

                                Furthermore, if you want to make a Total Conversion derived from 'Survival of the Fittest', or a Mod for 'Survival of the Fittest', extract this Content onto your Dev Kit instead of Step #2: http://www.playark.com/workshop/ARKD...otfContent.zip

                                That's the SotF content! And for SotF, the new Game Mode and Game State Blueprints are:

                                Blueprint'/Game/PrimalEarth/CoreBlueprints/Sotf/Sotf_GameMode.Sotf_GameMode'
                                Blueprint'/Game/PrimalEarth/CoreBlueprints/Sotf/Sotf_GameState.Sotf_GameState'

                                You can edit those to tweak much of the SotF game functionality, and of course TheIsland itself. And the various other gameplay Blueprints you already know of. You could release modifications to SotF as your own Total Conversion if you want to just edit everything directly, or you could inherit from the SotF GameData and classes, and cook a Mod (or a Map!) for SotF just like you would for the regular game.

                                So let's move on to discussing how Total Conversions, Mods, and Maps all relate to each other now! As you see in the Cook & Upload dialog, you now have 3 Cooking options, which determines the kind of Content you're going to be posting on Steam Workshop and how your Content will function.

                                Maps: These are listed in the Maps section of the Host Game menu. The user can only choose one Map to play on, and combine his choice of Map with any Mods. Technically your map can also override the PrimalGameData for new functionality (that's an option in the World Settings), but note that using ANY mod will forcefully override the map's choice of PrimalGameData. Maps can also not alter any existing shipped media, so any new or modified media needs to be duplicated into the Mod\MapName folder for your Map.

                                Mods: These are modifications to an inherited PrimalGameData; they are potentially stackable, though if you of course change fundamental things in your PrimalGameData, then you may need to note that your mod should be required to be a "Base" mod (i.e. the first in the stackable Mod list). Mods are listed in the "Mods" section of the Host Game menu, and the user is allowed to stack multiple mods. They can be combined with choosing a Map, of course. Mods have the critical limitation of not being able to alter ANY of the shipped game media, and only using inherited or duplicated classes & duplicated assets that are pointed to be its PrimalGameData and are placed within the Mod\ModName folder for Cooking (as described in the Mod tutorials). Despite these limitations, Mods have the benefits of potential stackability, and also not requiring the user to restart their game to enable them: they just seamlessly click on when you connect/host a server running a mod.

                                Total Conversions: These are the most powerful form of new content, and they are listed in the "Total Conversions" section of the main menu, because each Total Conversion is effectively a new game. When you cook a Total Conversion, you are allowed to alter ANY OF THE ASSETS YOU WANT, DIRECTLY! Literally, anything you can edit, you are welcome to edit. That includes PrimalGlobals, PrimalGameData, all of the artwork and blueprints directly, even replacing our main menus, startup Movie images and Ogg music files. You basically get to recook ARK the game and add or change anything. You can Cook as many Maps as you'd like with it as well, or just modify TheIsland and recook that (in which case, be sure to specify TheIsland). If you haven't altered TheIsland, you don't need to Cook it either, you can cook a TotalConversion with no Maps listed and it will just cook the core PrimalGameData etc. Total Conversion use a "diffing" check against the shipped game media to only package up assets that you have altered from our originals, this keeps the upload/download size REASONABLY small . Total Conversions also use separate matchmaking per Total Conversion, so you can't see any non-TC multiplayer sessions when you're within a TC (currently the core game will list TC sessions, and ask the user to autodownload the TC and relaunch if they try to join it). Any maps that you cook with your Total Conversion will be listed in the Maps list when you are playing your Total Conversion. Total Conversions, of course, can not Stack with each other, and while you can technically use Mods with Total Conversions, it can be dangerous if not explicitly designed to work together -- however it will most likely be fine as long as you don't rename your Total Conversion's PrimalGameData (since so all mods inherit from PrimalGameData assuming that original asset name). New Mods and Maps can also be explicitly designed to work with a Total Conversion if you were to upload your Total Conversion source assets somewhere, which you're welcome to do (such as what we've done with SotF). Think of a Total Conversion as a complete alternate set of media & assets for the game, because that's basically what it is! We recommend that Total Conversion creators name their content with "Total Conversion:" at the beginning of its name on Steam Workshop, as that will display best within the in-game Total Conversion list and make it clear to users where they will find this new content listed within the game. Total Conversions have the downside of requiring an application restart to switch them, but they provide the most power to remake the game as you see fit.

                                Note there is a new button called "Reset GUID" near the upload section. This resets the "network version" on your Content, forcing players to update if they want to reconnect to a server. Use this if your Content has changed dramatically that might affect network gameplay (i.e. new objects, networking logic, or architectural changes) and you want to enforce a version mismatch multiplayer disconnection with older Content. If you do want to change the GUID, then you actually need to click that button BEFORE you COOK (or cook again after you change it . We'll move that button soon to the "Cook" section of the menu to make that clearer.

                                Finally, we are completing work on an ARK Server Manager Tool ( http://steamcommunity.com/app/346110...9887208240167/ ) that will make it much easier for Dedicated Servers to download, install, and manage the usage of their Mods, Custom Maps, and Total Conversions -- we should have it fully functional and working on Remote Windows Servers within the next 24h or so

                                A few other notes about what's new in Dev Kit 200.0:
                                • To better support mod creators capabilities to make new game types, we have fully blueprinted almost all of the core GameMode and GameState logic, including such things as login, player spawning/respawning, spawn point selection, accepting/rejecting new players, and win-game conditions.

                                  What's a game mode? https://docs.unrealengine.com/latest...ode/index.html

                                  This was done for 'Survival of the Fittest' completely in Blueprint to show how you can now make entire new competitive game modes through Blueprint. You can open these GameMode/GameState classes in the SotF content and examine how they work to override many aspects of the normal spawn processes, and do all kinds of custom team logic and scoreboards:

                                  Blueprint'/Game/PrimalEarth/CoreBlueprints/Sotf/Sotf_GameMode.Sotf_GameMode'
                                  Blueprint'/Game/PrimalEarth/CoreBlueprints/Sotf/Sotf_GameState.Sotf_GameState'

                                  Since Total Conversions provide the capability to replace assets such as the Spawn UI, you could create new game modes that go even further such as a class-based Team Fortress 2/Counterstrike style system. The Survival of the Fittest GameMode/GameState blueprints are the most extreme example so far.

                                  Though to begin with, if you want to make a simpler blueprinted Game Mode, you can simply Duplicate this asset "Blueprint'/Game/PrimalEarth/CoreBlueprints/TestGameMode.TestGameMode'", reparent it to CustomGameMode, and then create a new Blueprint based on CustomGameState, and set that as the GameStateClass in your new CustomGameMode. You can then use this new GameMode in your Map's WorldSettings OverrideGameMode value, or set it as the Default Game Mode in your PrimalGameData. If that sounds confusing, I'll upload a small example later

                                  Then within your custom Game Mode & Game State classes, you can override the various Events that let you control how the default game logic works, as you can see SotF does.
                                • Now you can get a blueprint event within the PrimalItem object when an Item is equipped, unequipped, or used -- just set "Use Blueprint Equipped Notifications = true" if you want the Equipped/Unequipped Blueprint Events to fire. To make neat custom items. We used this functionality for the Re-Fertilizer ( Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumableMiracleGro.PrimalItemConsumableMiracleGro' ), but of course can have a ton more uses for an Item to do special things when Used or Equipped/Unequipped. You can see in that Re-Fertilizer Item how to get the Owner Actor from the Item when used (or equipped/unequipped) and then do whatever you want to that Actor (most likely a PrimalCharacter) or to the World around it.


                                So that's about it for now (will fill in the links as the uploads complete, and this all should go up on Epic Launcher in the next day or so in case those links are too large download for you). Feel free to post questions and we'll do our best to answer, though it's tough sometimes bouncing between game development and Dev Kit support, so please try to bear with me

                                Really excited to see what creative content designers will be able to put together with these new powers! We had a blast making 'Survival of the Fittest' within Blueprint to prove the power of the system, and we are pretty sure that's just the tip of the iceberg -- let your dreams flow and show us what you can do! (and win that Mod Contest )

                                Cheers,
                                Drake
                                #1. Download the Dev Kit v197 from the Epic Launcher (you've probably already done this)
                                #2. Extract the v200.0 Game Content available here ( https://drive.google.com/file/d/0B2F...ew?usp=sharing ) on top of your v197 Dev Kit installation directory
                                #3. Extract the GitHub v200.0 DLL's available here ( https://github.com/StudioWildcard1/Ark-Dev-Kit ) on top of your v197 Dev Kit installation directory.

                                DevKit Launch Error
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