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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 ordens 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?
    bumpy bump bump

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  • replied
    i get a better dl rate than that 2m but it just stopps at the same place

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  • replied
    Originally posted by StudioWildcard View Post
    Sorry about that! The error is fixed now, if you get the latest from GitHub it will include the needed ShooterGame DLL binaries now!!!
    https://github.com/StudioWildcard1/Ark-Dev-Kit

    And remember, the Survival of the Fittest Content if you want to make your own version of that TC (or create Mods for it), is here:
    http://www.playark.com/workshop/ARKD...otfContent.zip

    And the regular v200.5 content is here (this should also up on the Epic Launcher tomorrow):
    https://drive.google.com/file/d/0B2F...ew?usp=sharing
    http://www.playark.com/workshop/ARKD...otfContent.zip
    Download speed is only 30kb/s

    Leave a comment:


  • replied
    Originally posted by JasonFJ View Post
    Drake,

    Because I seriously can't download that 27Gb file.. and no human deserves to diff that much content... here is a way to do it automatically:

    1) Install WinMerge. It's free and bloatware free. View -> Show Different, Show Left Unique and show Binary are all enabled.
    2) Click Open, select left as YOURMASTERTREE and right as YOURLASTUPLOADEDTREE, click Include Subfolders.
    3) Now you can see all the files that are new/changed in your master repo.

    Now to diff only the changed files:

    4) Select all files (don't select entire subfolders, use CTRL-click to deselect them), right click -> Copy -> Left to ...
    5) Choose or create a diff folder.... OK... DONE!

    Since I just gave you back hours of beer time(!), could you upload the diff ASAP for me Also, while I've got your attention... I want to include 25% of total XP loss as a death event (a better alternative to hard mode). I'll try to figure it out.. but in case it can't be done would appreciate it!
    now i just get an error when i dl it ideas would be lovely or someone that already has it torrent? idk how its not a smaller file with proper compression, isnt this just exactly what devkit and github was before wouldn't u just have updated the devkit and pushed that over just saying? ideas are always helpful

    Leave a comment:


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

    Leave a comment:


  • replied
    it only downloads 2.64g tryed 4 times and when i did get the whole thing it wouldnt open any ideas?
    https://drive.google.com/file/d/0B2F...ew?usp=sharing

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  • replied
    I only have 1 question. How do I get my non-TC, already uploaded mod to work on my server again? This last update erased settings from my gameusersettings.ini and I cant get my mod to load with the new command line strings. I know the mod still works because everything shows up in local. I have my server hosted on Citadelservers.com if that helps. Currently most of the people on my server have negative engram points on their players because my mod changes the engrams per lvl. To reiterate, I probably wont be doing any total conversion stuff anytime soon so all this update did was jack-up my game in progress. Don't get me wrong, I really like the level of control afforded by the new tools and systems, and the game is fantastic.
    Last edited by Grim Darknight; 08-18-2015, 12:26 AM.

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  • replied
    Drake,

    Because I seriously can't download that 27Gb file.. and no human deserves to diff that much content... here is a way to do it automatically:

    1) Install WinMerge. It's free and bloatware free. View -> Show Different, Show Left Unique and show Binary are all enabled.
    2) Click Open, select left as YOURMASTERTREE and right as YOURLASTUPLOADEDTREE, click Include Subfolders.
    3) Now you can see all the files that are new/changed in your master repo.

    Now to diff only the changed files:

    4) Select all files (don't select entire subfolders, use CTRL-click to deselect them), right click -> Copy -> Left to ...
    5) Choose or create a diff folder.... OK... DONE!

    Since I just gave you back hours of beer time(!), could you upload the diff ASAP for me Also, while I've got your attention... I want to include 25% of total XP loss as a death event (a better alternative to hard mode). I'll try to figure it out.. but in case it can't be done would appreciate it!

    Leave a comment:


  • replied
    Sorry about that! The error is fixed now, if you get the latest from GitHub it will include the needed ShooterGame DLL binaries now!!!
    https://github.com/StudioWildcard1/Ark-Dev-Kit

    And remember, the Survival of the Fittest Content if you want to make your own version of that TC (or create Mods for it), is here:
    http://www.playark.com/workshop/ARKD...otfContent.zip

    And the regular v200.5 content is here (this should also up on the Epic Launcher tomorrow):
    https://drive.google.com/file/d/0B2F...ew?usp=sharing

    Leave a comment:


  • replied
    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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  • replied
    it keeps not downloading it all any ideas? "the content"

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  • 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
    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?

    Leave a comment:


  • replied
    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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  • replied
    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

    Leave a comment:


  • replied
    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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