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Posts posted by BigDally
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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.
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43 minutes ago, DocHolliday said:Where are people seeing this new map?
...and not sure what I think about an 11x11 grid with equator in the northwest...
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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
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The way things are currently going I think this game is DnL 2.0. Take from that what you will...
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Yeah we went back to this grid but have been unsuccessful at finding this last discovery point.
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6 hours ago, CamsterAu said:Make sure you are using the spyglass, looking through it will display a blue dome that represents discovery zones
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.
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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.
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So according to the wiki this missing discovery point should be "MerMaid's Perch". Has anyone found it?
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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???
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Ok edited OP to reflect feedback
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4 minutes ago, archaegeo said:Go to https://atlascalculator.com/ it works really well and has the default values
Yes I've had that, but we are trying to figure out the skill points you gain per level as you level.
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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 ?? -
They really need to do a better job of keeping the depot updated, as a lot of paid customers play on unofficials.
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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...
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23 hours ago, aezephyr said:Same thing was happening on my map. Additionally when crossing server boundaries the time of day and the days since start were different. My bUseUTCTime was false. I switched to "bUseUTCTime": true and times became synchronized. In the two times that I've crossed boundaries since the fix I've noticed that the wind has been the same - it was like yours before the change.
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!
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1 hour ago, aezephyr said:Same thing was happening on my map. Additionally when crossing server boundaries the time of day and the days since start were different. My bUseUTCTime was false. I switched to "bUseUTCTime": true and times became synchronized. In the two times that I've crossed boundaries since the fix I've noticed that the wind has been the same - it was like yours before the change.
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.
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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?
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3 minutes ago, Firedragon said:Thats another way to do it if you consider firing up the ' other ' mapserver before you set sail to it or your game will freeze.
Having just 10 players it's manage able unless you die and have no spawn to revive.
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.
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On 12/30/2018 at 3:19 AM, Firedragon said:The answer is yes and no.
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 -NoBattlEyeRouter 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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8 minutes ago, vdubmastertech said:This is all unofficial and not affiliated with Grapeshot. But there are some smart people in there digging through everything and trying shit until it works. Some good guides and info though.
TYVM
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18 minutes ago, vdubmastertech said:There’s someone in the atlas server help discord that is attempting to scale the official map down to 3x3 and still have all power stones, boss fight islands, etc from the official. I’m not entirely sure how he/she is going about it but they are making good progress.
Do you have a invite link for that discord? Thx
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I am reading guides and trying to figure out if it is actually possible to setup a 2x2 that is an exact copy of the official map of that same section. For example, I would like to make an unofficial map based on the live server's M7,L7,M6 and L6 sectors. This would give me the starter zone and three other zones. The only change I want to make is for the Lawless zones to be standard zones (i.e. can claim on them). Is this possible? The reason I want to do it this way is that I would like to be able to expand the map at a later point and use the actual adjacent/official sectors to mirror more parts of the official game map. I keep seeing guides based around templates, so I am not sure if you HAVE to use a template or if you can just point to sections of the official map?
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Evidently other players can sink your ships on PVE by either overloading with weight or going over the ship's crew stat. I thought that the crew limit just restricted NPC crew count? Either way this should not be a thing on PVE as this exploit is allowing players to sink other player's ships. Should be patched so that going over weight just slows or stops movement, not sink the vessel.
Also, if you have workstations on your ship these can make it more convenient to overload the vessel since they can just load them up with stone (like a smithy). To fix this we should be able to put pin codes on any structure that has an inventory.- 4
ATTN: Custom Servers - Changes to the map in The Maelstrom
in Announcements
Posted
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.