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

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  • replied
    Originally posted by JesusIsInDaHood View Post
    Uhm, how do we update now again? Got the ArkDevKit downloaded via the EpicLauncher, but it doesn't seem to update (still on V. 197.1).
    Same. I just assumed it would notify me that an update is ready, but so far, nothing. Not even after restarting the launcher

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  • replied
    Originally posted by JesusIsInDaHood View Post
    Uhm, how do we update now again? Got the ArkDevKit downloaded via the EpicLauncher, but it doesn't seem to update (still on V. 179.1).
    Same. Also ETA for v201? I'm worried about mah Titanoboa mod now that they are laying eggs :3

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  • replied
    Uhm, how do we update now again? Got the ArkDevKit downloaded via the EpicLauncher, but it doesn't seem to update (still on V. 197.1).
    Last edited by JesusIsInDaHood; 08-18-2015, 05:01 PM.

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  • replied
    Originally posted by cwm33 View Post
    When the update comes down from the unreal launcher, is it going to overwrite any total conversion style work we've done in the PrimalEarth folder so far? or will it have a form of diffing that will only update needed values to maintain balances and tweaks made in the update?
    It will, but the Epic Launcher also backs up your files and tells you this, so you can just copy them back afterwards. To be on the safe side, however, it would be a good idea to make a backup of your Content directory before you update via the Epic Launcher.

    And the Epic Launcher has now posted v200.5!

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  • replied
    Originally posted by StudioWildcard View Post
    "Could you please tell us how you make a TC on an example? I don't have a clue how i would make a TC.
    And if it is realy that plain simple editing the originals, how do i make several different TCs then and how do i get the originals back?"

    Should be as simple as modifying stuff and then clicking "Cook Total Conversion" in the Steam Upload menu, and posting that to Steam Workshop. At least it should be.
    Regarding how to work on Several TC's, you just gotta maintain a backup for your Content directory for each one, swap them in and out as you wish to work on each different TC.

    I'll work on getting Diff'ed SotF content up shortly, note that it'll be diff'ed against the 200.5 content so you'll still need that first (either from the Google Drive link or hopefully from Epic posting it on the Unreal Launcher today )

    (thank you JasonFJ -- 200.5 doesn't support modifying experience directly to create negative XP, but 201.0 will)

    -Drake
    Drake can you fix ComponentStatus for the BoaFrill. The vanilla files don't alter the Boas base stats in health as they were intended to do, ( i tried to edit them in the PIE just to test and nothing changed the Boa still starts with 100 health ).

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  • replied
    I finally got the 27Gb download done... after about... 12 tries. Lucky I'm on unlimited 1Gbps Internet.

    I had to keep restarting/resuming the download in Firefox download... the last 6Gb was quite slow (less than 70Mb/sec which is slow for me).

    Hopefully dear Drake saw my #48 post and is busy accelerating diff checks with WinMerge (and putting in my 25% XP loss on death code haha)

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  • replied
    Thank you very much! I gonna try that out tonight.

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  • replied
    Originally posted by StudioWildcard View Post
    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.
    Thanks.

    I am not sure if it is possible but can you specify if a mod is dependent on a TC in the workshop or just post it in the description?

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  • replied
    When the update comes down from the unreal launcher, is it going to overwrite any total conversion style work we've done in the PrimalEarth folder so far? or will it have a form of diffing that will only update needed values to maintain balances and tweaks made in the update?

    Leave a comment:


  • replied
    Any one else hgaving an issue with the downling it mine gives an error at about 10gb everytime?

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  • replied
    "Could you please tell us how you make a TC on an example? I don't have a clue how i would make a TC.
    And if it is realy that plain simple editing the originals, how do i make several different TCs then and how do i get the originals back?"

    Should be as simple as modifying stuff and then clicking "Cook Total Conversion" in the Steam Upload menu, and posting that to Steam Workshop. At least it should be.
    Regarding how to work on Several TC's, you just gotta maintain a backup for your Content directory for each one, swap them in and out as you wish to work on each different TC.

    I'll work on getting Diff'ed SotF content up shortly, note that it'll be diff'ed against the 200.5 content so you'll still need that first (either from the Google Drive link or hopefully from Epic posting it on the Unreal Launcher today )

    (thank you JasonFJ -- 200.5 doesn't support modifying experience directly to create negative XP, but 201.0 will)

    -Drake
    Last edited by StudioWildcard; 08-18-2015, 07:26 AM.

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  • replied
    Originally posted by gankey69 View Post
    i get a better dl rate than that 2m but it just stopps at the same place
    Same issue here, SOTF download link is not working

    Leave a comment:


  • replied
    Originally posted by isixith View Post
    I have already answered to you at the first page.
    "InventoryRadialSelectorBP"
    "MultiUseRadialSelectorBP"

    Can only modify the text font

    Leave a comment:


  • replied
    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
    Check this for radial wheel

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  • replied
    How to change the radial ui. I'v tried opening the multiuse thing but all that seems to do is contain the font and textures. Not anyway to add a new button

    Leave a comment:

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