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

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  • replied
    Any reason why we can't change primal data values on custom blueprints at run time yet? Crafting costs being the biggest one. At some point the engine is loading that primalitem data to be used when the actor is created but we are denied access to it. I get that the devs want some sort of control over their own items, but why stop modders from using that data? My mod is pretty large at this point, with a lot of things going on, and even though the pieces are cheap in comparison to vanilla Ark pieces, the number one request I get is the ability to change the crafting costs of the items.

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  • replied
    Make editing wild dinos to lay fertilised eggs that can actually hatch if stolen possible.

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  • replied
    The ability to cook your mod/map/TC to a custom path (one outside of the hdd the adk is located on) would be nice

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  • replied
    Can we get the Test Mod Output Directory to store between DevKit sessions and even closing the cook window?

    It's terribly annoying to have to either type out the path again or go to the path and copy/paste.

    -WM

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  • replied
    Add C ++ would allow the creation of many more creative mods.
    There are currently mods maps, mods blueprints, and TC. Gameplay mods done with C ++ would give a 360 degrees with very amazing mods. I add: It's my opinion.

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  • replied
    The ability to create textures/render targets dynamically from blueprints! Seems like it's only possible through C++ and we are still not allowed to create our assets/actors with C++! (Something I really think they should allow us to do)

    "The reason I want the ability to create render targets dynamically, is for the ability to apply cameras on dino's and I do believe each display needs it's own render target"

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  • replied
    The T Key transfer functions for Inventory.

    Not being able to transfer items quickly like being able to in game can be hassle

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  • replied
    i would like to see a 2nd steam upload like have 1 that Steam live upload and dev-test upload so that way we have a way to test the mod before releasing it to the public

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  • replied
    Originally posted by jslay View Post
    How about this one, when you make a mod and it works perfect in the editor, even under dedicated server mode and handling the replication to UE standards, and yet, it still doesnt work in game.

    How about an editor that will do in game what it does in editor?

    That would be nice.

    I waste more time on trouble shooting server-side issues that i cannot reproduce in the editor than anything else. Really limits the creativity time.
    I believe this is purely because of the "Single Process" that the DevKit defaults to for running testing environments. What this does is every thing and, consequently every instance of every thing, is all stored within the same process all sharing the same memory, so the results will be inaccurate especially because everything is done differently - this may be a situation unique to ARK as EPIC have stated that results should be accurate and disabling the Single Process method should only need to be done if something is fairly broken(like the entire testing environment in our case haha).

    I also believe that disabling the single process and running everything in standalone will provide much more accurate results, there is however a few caveats to this. One, it will take significantly longer to launch the test as it will run a dedicated server, and however many clients all in standalone processes(this would be a very bad idea when testing maps I believe - unless you're running a workstation/development machine with the RAM and CPU power to handle such a thing) but the time it takes may not be worth it. Two, I've not gotten it working yet. I suspect that it's mainly because all of the command arguments need to be specified but I mostly use ASM to run my dedicated so I've not learnt, nor do I even know where to look for, the arguments for running the servers.

    Originally posted by Oxxyde View Post
    There is differents launching options in the editor.
    1 or 2 players and if the "dedicated server" is checked or not. You dont have the same capabilities enabled.
    I believe jslay is well aware of them, they are the issue however, as I've stated above.

    -WM

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  • replied
    There is differents launching options in the editor.
    1 or 2 players and if the "dedicated server" is checked or not. You dont have the same capabilities enabled.

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  • replied
    How about this one, when you make a mod and it works perfect in the editor, even under dedicated server mode and handling the replication to UE standards, and yet, it still doesnt work in game.

    How about an editor that will do in game what it does in editor?

    That would be nice.

    I waste more time on trouble shooting server-side issues that i cannot reproduce in the editor than anything else. Really limits the creativity time.
    Last edited by jslay; 01-13-2016, 08:44 PM.

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  • replied
    Originally posted by WoefulMacabre View Post
    Off topic, can be done already.

    -WM
    "off topic"?
    WAit this can be done already? I have tried and purchased several items and not a single one works. Can we have some more clarification on this item please?
    From how this reads, and, maybe i am wrong here, we can use the marketplace items for Ark Dev Kit? What version of everything are we looking for here? Should we be using anything for UE4.5.1 or can we use other marketplace items that require a higher version? Are we stating that we dont need to use the ADK for modding Ark?

    found answer edit:
    Nevermind, i just realized i can import a ton of my UE4.10 projects right into the ADK and have them work 100%. Im doing mapping stuff, so, this may be different for modders ... Its nice that i can use all my 4.10 effects and asset tools to create, then, import, place a player spawn, the global_process required item, and, BAM! killing dinos in a super realistic map !
    Last edited by AP_Studios; 01-13-2016, 06:22 PM. Reason: found answer

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  • replied
    Click image for larger version

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    The ability to change the Combat Music depending on what music if defined in this slot would be nice.
    If you put something here, if it's on the map in general the song will play. I just want it to change the combat
    music if this specific thing is in combat near you.

    So, basically, a nice little check box of 'replace combat music' or something, would be fantastic!

    Thanks for your hard work.

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  • replied
    When I discovered that I could translate the game into my language using a TC was a huge success among the people, many more people began to translate the game into your language. It really was a great success. Everyone loves to have the game in your language ... For a while mods were the most used until the trouble started ...
    I know many people who bought the game because it had mods translation, the main problem that many people stopped playing is updating content. Upgrades to the TC always arrive late, people hate it ... So I ask you please: some method to create a mod that does not require translation Total Conversion?
    I want to create a mod clean translation, please!
    Many people will join ARK if we made it!

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  • replied
    Mod removal - fallback structure property.

    Allow a modder to set fallback structures on their new mod structures. Hopefully the streaming engine can read the removed type as a base with said property and do a replacement rather than a removal.

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