ok finally
packaging dev kit
200.5
and then I’ll do a write-up of how to make a whole new TC, and/or to make a TC of SotF, and/or to make SotF mods.
(had to rewrite some SotF blueprints to make them fully extendable)
should be up within 2 hours. Also now you can get a blueprint event within the item object when an item is equipped, unequipped, or used. To make neat custom items. We used this functionality for the Re-Fertilizer, but of course can have a ton more uses.
yeah download already at 60% ( i don’t have fiber at home )
tomorrow i will be good to go xD
can you explain why the change from steam to epic launcher in the same time too?(if it was not planned already :p, just one phrase on it ^^) i’m sure it’s not important for us but i would like to know the reason for this change ^^ (like update easier to be done or something like that?)
Im all for moving the dev kit. But after this whole update, i cant use my mod any more :( the launch paramater wont work atm. So I`m hoping the new mod/total conversion will be ready soon, since i now have to build halve my base back up.
That goes for a lot of ppl, fortunately for me my host allows full control of the commandline and i have mine setup in a fail safe fashion (running my MOD with no issues, even did a build in the new kit), but most ppl running my MOD do not have this option or are running dedicated and their MODs are not currently working.
Ever since migrating to the new UE4 launcher ADK im having the following issues with underwater and foliage, The adk was installed on a new formatted SSD and has been re installed twice and verified 5 times
Water issue (goes away if i delete the water_postprocessing_2 (on all maps, small island, theisland and terra nova( http://grab.by/JDRY
Foliage issue (on all maps, small island, theisland and terra nova) http://grab.by/JDSc