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BigDally

Pathfinder
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Everything posted by BigDally

  1. I have been hosting the official 15x15 project on my unofficial server pretty much since launch. The guys playing on my server have enjoyed it immensely and have bases set up all over the place. The, all of the sudden, with very little warning the devs decided to delete islands and only notified unofficial server owners just hours before the patch was scheduled to hit. Not sure why the islands needed to be deleted from the game entirely, when they just could not have used them in the new 11x11 project... So now I have islands missing in my 15x15. The problem is not all of the islands listed in this post were deleted in game, but if you use the updated islands.json file they are removed from the project entirely. I am trying to preserve my clients bases, so using the islands.json is out due to the fact that it removes all the islands on the list, not just the ones removed in game. For example MNT_H_CP_D is still in game (found in 01 in 15x15 map), but removed in islands.json. CAY_C_EE_B is removed in both (found in J8 in 15x15 map). Not happy about the piss poor communication here, as morale on my server is not so great right now. Not happy about the totally unnecessary island deletion for unofficial server owners. Not happy about not having the 11x11 json provided in an updated SGE git download. Basically feel like unofficial server owners got shafted here.
  2. I agree 100%. Some of the islands removed are truly beloved on my server. Basically the devs gave unofficial server owners very little warning about this. Let's be honest, it's the unofficial servers that have been keeping this game afloat all of these months, and now you just gut them overnight? Please add the removed islands back, or at least package them so we can add them back ourselves.
  3. ...and not sure what I think about an 11x11 grid with equator in the northwest...
  4. Yeah, I added the below setting to my server as well and it doesn't seem to work: Game.ini: [/script/shootergame.shootergamemode] TreasureGoldMultiplier=2.0
  5. The way things are currently going I think this game is DnL 2.0. Take from that what you will...
  6. Yeah we went back to this grid but have been unsuccessful at finding this last discovery point.
  7. Yeah I have been using that, but I'm starting to think not all discoveries in a grid have an "indicator" over them when the spyglass is used.
  8. No I did not. I checked all the outlying rocks around the islands and did not get the discovery. Now granted I did not grapple onto the tops of the tall ones, just explored around the bases.
  9. I'm seeing the same issue. Plenty of resources in resource box, and all materials show up green with the hammer equipped. Whacking a damaged plank does not start the repair mini-game though, but we can repair from ship resource box using "E" instead. Also AI crewmen can repair the ship from the resource box as well, just not the hammers.
  10. So according to the wiki this missing discovery point should be "MerMaid's Perch". Has anyone found it?
  11. It is my understanding that Atlas does not have separate BPs for the alpha creatures, and that Alphas are basically the same BPs spawned with the "alpha" buff. If this is true, then we need a way of disabling the "alpha" buff in order to prevent alpha spawns???
  12. Disabling dynamic aging on my unofficial server using bUseStaticCharacterAge=true causes my in game age to be -44944 years!!! Anyone else seeing this bug?
  13. Has anyone been able to find this missing discovery point in the Lawless M6 Grid? I have looked everywhere for it!!!
  14. Yes I've had that, but we are trying to figure out the skill points you gain per level as you level.
  15. Is this right for skill points per level? Level 2-11 > 3 points Level 12-21 > 4 points Level 22-31 > 5 points Level 32-41 > 6 points Level 42-51 > 7 points ??
  16. They really need to do a better job of keeping the depot updated, as a lot of paid customers play on unofficials.
  17. Yes my heart sank when I read this change. I was learning how to sail for the first time, and enjoyed the challenges associated with working with/against the wind conditions. I can't believe they did this...
  18. To follow up, I "re-checked" the "Use UTC Time" setting in my project and re-exported the jsons. Now when I cross between grids the wind direction is the same. Thanks for the tip!
  19. Yeah I unchecked that box when I edited my json project in order to show the correct local time format. So you are saying if I load this project back into the grid editor, check that box and re-export it should fix my wind direction mismatch issue? Thank you very much for this info btw, very helpful.
  20. I have noticed on my private 2x2 server that every time I change grids the wind is in a different (usually opposing) direction. I have never noticed this on officials as the wind would always be blowing the same direction between the grid I just left and the grid I just entered. Is there a fix for this, or a way to synch the wind direction between all the active grids?
  21. Yep, the red wall of water is a pretty good indication not to sail in LOL. Also need to keep the homeserver grid going in case my peeps can't spawn on bed for some reason. This is basically the closest thing to "singleplayer" for the official map without spending 1000s of $$ and hours on server hardware and configuration, with the option to have some RL buddies sail along.
  22. I got this to work by using the default/official 15x15 project from the latest servergrid editor github download I edited the project with my internet facing IP, passwords, etc. I then edited each of the 225 tiles for my internet facing IP, and also changed the Lawless grids to standard grids (to allow claiming). Exported the jsons and map images (which took a bit lol). I then simply host the 4 cells we want to play on. This gives us flexibility to "move" around the official map by simply firing up new grids before we sail into them, and shutting down the ones no longer populated. Below is an example of a batch used to "host" the official M7,N7,M6,N6 grids on my PVE LAN server. cd C:\AtlasServer\ShooterGame\Binaries\Win64 set MapName=Ocean set MachineIP=YourInternetFacingIPHere set ServerAdminPass=YourPasswordHere set MaxPlayers=10 set ResPlayerSlots=0 ::12_6 set X=12 set Y=6 set QueryPort=57559 set Port=5759 start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye ::12_5 set X=12 set Y=5 set QueryPort=57561 set Port=5761 start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye ::13_6 set X=13 set Y=6 set QueryPort=57557 set Port=5757 start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye ::13_5 set X=13 set Y=5 set QueryPort=57555 set Port=5755 start ShooterGameServer %MapName%?ServerX=%X%?ServerY=%Y%?AltSaveDirectoryName=%X%_%Y%?ServerAdminPassword=%ServerAdminPass%?serverPVE=True?MaxPlayers=%MaxPlayers%?ReservedPlayerSlots=%ResPlayerSlots%?QueryPort=%QUERYPORT%?Port=%PORT%?SeamlessIP=%MachineIP%?MapPlayerLocation=true%AdditionalMapArguements% -log -server -culture=en -NoCrashDialog -NoBattlEye Router port forwarding ranges Using seamless ports 27000, 27004, 27008, and 27012 results in the below port ranges being forwarded: Query 57555-57562 Game 5755-5762 Seamless 27000-27015
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