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Ark Dev Kit : Features request [New Procedure 4/11]

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    I have some requests that feel like they're specific to my mod so I'm not sure how likely they apply to other mods. That's why I never really brought some of them up, but here's hoping they have enough logic to affect a change I realize that some of these things might be my lack of understanding in the dev kit but without proper documentation I'm at a stand still on figuring ways around these things.

    While I understand that, from a security standpoint, you might not want modders to tinker with the primalitem data of vanilla structures, it makes zero sense to restrict modders from doing so when its items we created. It was a bummer having to discontinue the low material version of my mod but time spent there wasn't advancing the main version. I would love to have the ability to change the crafting costs via ini. Lots of interesting things to play with in those files but no way to do so.

    We need a simple check box for block weather on our pieces. I've spent hours researching this topic and the best I can come up with is that the materials or specifically named pieces are the only things that block rain. Duplicating and overwriting something vanilla seemed to work but making it a child instantly broke the piece so that precipitation comes through. Collisions have been duplicated but extra boxes set to block everything have no effect.

    Shelter creation code needs to find the distance between the center of the structure and its edge and not look at the default distance based on vanilla structures if that's possible. I guess that might also be an issue with mine being one of the only mods so far to create entirely different sized structures but the system leads to some very drafty castles I assumed it was the distance when I could find pockets of shelter where the foundation's pivot is, but nothing a few feet away.

    Can we have a check box that turns off the 'Shove your player from the top of a wall' code? Again, for vanilla items, I could see where you would want that feature to keep players from glitching into places they shouldn't be but its a PITA watching videos of people using my mod, seeing that the wall has a large walkable space, but then watching as they fall to their deaths without warning. I created another piece to snap onto my walls to get around this but its one of those things that I can't figure out why its a default option for items classed as walls. This one is minor, but ties into the shelter code issue because making them something other than walls fixes this issue but takes away what little space they already have for 'sheltered' areas.

    The first one is a major request that I will duplicate in that form that was posted at the top but the others seem minor or maybe even my lack of knowledge so I'll just leave those here. Thank you for your time!

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      Could you add the ability for Total Conversions to stack their "Additional Engram Blueprint Classes", "Additional Structures to Place", etc with other normal mods that use these fields in "PrimalGameData_BP" too? Normal mods seem to stack these fields together just fine with each other, but Total Conversions that use these fields just seem get overwritten by any normal mod that uses these fields, making any additional engrams from the Total Conversion not show up in game. I could add the new engrams to the "Engram Blueprint Classes" list, but that defeats the purpose of using the "Additional Engram Blueprint Classes" because the new Scorched Earth Engrams will not show up in game if you edit the "Engram Blueprint Classes" list, which I do not want to happen.

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        So i viewed the spreadsheet and the last entry was in March... by Complexminded... Lol, it appears very little to non of the request ever got implemented. The biggest issue i see is new modders asking questions that could easily be remedied with some decent tool tips within the devkit, just actually add real descriptions to the tool tips... i learned a long time ago asking for features is a waste of time but what the hell, tool tips does not required a contracted programmer to type up, i am sure one of the staff at the actual studio could spend some time doing it.
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          faster cooking procedure. it takes ages to cook even a small mod.

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            in the SOTF devkit can we get Evo Events exposed so we can make custom EVO events?
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              Originally posted by fjb View Post
              faster cooking procedure. it takes ages to cook even a small mod.
              Probably not gonna happen soon, this is optimaztion

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                Cooking has nothing to do with optimization, it depend on your PC, the same as rendering a video or a 3D model.

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                  Add an enumerated list in the properties of items that we can use to add Engrams to the items. This would be useful for creating workshops, and ideally would work like the Engram Blueprint Classes property in the PGD bp.

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                    1. the source again ... so modders can actually see what they are breaking internally (error in XXXX.cpp(601))
                    2. Global Reflections to resolve the reflection issue with "only display reflections with whats in camera view"

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                      1. Update the dev kit engine to at least UE 4.9. (Latest engine would be ideal)
                      2. Variable for xp "needed to level up".
                      3. Expose more code in graphs for the default core blueprints.

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                        1.) A node that adds $100 to my bank account every time its called.

                        (since we are doing completely unrealistic things)

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                          Originally posted by Lifefire View Post
                          1. Update the dev kit engine to at least UE 4.9. (Latest engine would be ideal)
                          Never going to happen. The core code-base changes between .5 and .9(and this goes for any engine really, later than 4.7) alone are too great to be futzing around with an already working engine and a game that is used by hundreds of thousands of people. They have an entirely custom engine and they pull features they want or changes/fixes they need from newer engines, no need to deviate.

                          2. Variable for xp "needed to level up".
                          This is already a thing? Either directly or workable, I'm pretty sure there's two means of determining this.

                          3. Expose more code in graphs for the default core blueprints.
                          Also not going to happen. The core of ARK is done entirely in C++... you can't just turn C++ into graphs either literally or ethically due to the inherent performance/optimisation gains from working largely in native code and some things just can't be done in Blueprint. The best you're going to get is when they decide to do new mechanics/features in blueprint, which they started doing a couple of months back.

                          -WM
                          Last edited by WoefulMacabre; 10-06-2016, 08:04 PM.
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                            Originally posted by WoefulMacabre View Post
                            Never going to happen. The core code-base changes between .5 and .9(and this goes for any engine really, later than 4.7) alone are too great to be futzing around with an already working engine and a game that is used by hundreds of thousands of people. They have an entirely custom engine and they pull features they want or changes/fixes they need from newer engines, no need to deviate.



                            This is already a thing? Either directly or workable, I'm pretty sure there's two means of determining this.



                            Also not going to happen. The core of ARK is done entirely in C++... you can't just turn C++ into graphs either literally or ethically due to the inherent performance/optimisation gains from working largely in native code and some things just can't be done in Blueprint. The best you're going to get is when they decide to do new mechanics/features in blueprint, which they started doing a couple of months back.

                            -WM

                            i'll elaborate a little bit on what i meant for each one...

                            the first, yes it's a custom dev kit, which means more updated features can be added from newer engine versions...

                            the second, i have looked for weeks and short of creating my own xp variable i have not been able to locate one, if you know where it is located can you please share that with me as it is a critical function in my ui mod...

                            the third, i meant exposing more of the core variables to be "blueprint callable", they are already exposed in the "defaults" section of bps but being able to call them even if they are read only would increase everyones modding capabilities.

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                              A dynamic cast. rather than the static ones. where you can pass a variable, and a class and it returns a casted copy of that vairable.

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                                Originally posted by Sicco0803 View Post
                                Cooking has nothing to do with optimization, it depend on your PC, the same as rendering a video or a 3D model.
                                8 core amd with 16 gigs.

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