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HelixU4

Pathfinder
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Everything posted by HelixU4

  1. @phlex Just wrote how to change the icon positions on the map.
  2. Use this command to summon: Cheat Summon [Name] You just need to find the BP path for the damned. Here are the ones I have so far, it might be one of those: RockGolem_Character_BP_C Sheep_Character_BP_C Pulovia_Character_BP_C Archa_Character_BP_C RockElemental_Character_BP_C Hydra_Character_BP_C Draco_Character_BP_C Megalodon_Character_BP_C Dino_Character_BP_C MeanWhale_SeaMonster_Character_BP_C KrakenTentacle_Character_BP_C GentleWhale_SeaMonster_Character_BP_C Kraken_Character_BP_C Yutyrannus_Character_BP_C Paracer_Character_BP_C ARKMonkeyARK_Character_BP_C Kairu_Character_BP_C Dodo_Character_BP_C Cnidaria_Character_BP_C Vulture_Character_BP_C Tusoteuthis_Character_BP_C Trike_Character_BP_C Stag_Character_BP_C SpiderS_Character_BP__AggressiveC SpiderS_Character_BP_C Sarco_Character_BP_C Rex_Character_BP_C Megalania_Character_BP_C Manta_Character_BP_C Doed_Character_BP_C Dimorph_Character_BP_C Phiomia_Character_BP_C Oviraptor_Character_BP_C Mosa_Character_BP_C Mammoth_Character_BP_C Equus_Character_BP_C Coel_Character_BP_C Bigfoot_Character_BP_C Bee_Queen_Character_BP_C Bee_Character_BP_C Bat_Character_BP_C Angler_Character_BP_C CaveBat_Character_BP_C Scorpion_Character_BP_C Ptero_Character_BP_C Pela_Character_BP_C Eel_Character_BP_C Dolphin_Character_BP_Child_C Direwolf_Character_BP_C Carno_Character_BP_C BoaFrill_Character_BP_C Ant_Character_BP_C Yeti_Character_BP_Child_C Wolf_Character_BP_C AtlasVulture_Character_BP_C GiantTurtle_Character_BP_C Tiger_Character_BP_C Spider_Character_BP_C Seagull_Character_BP_C GiantScorpion_Character_BP_C Pig_Character_BP_C Parrot_Character_BP_C Ostrich_Character_BP_C MeanWhale_Character_BP_C Squid_Character_BP_C Razortooth_Character_BP_C Rattlesnake_Character_BP_C Rabbit_Character_BP_C Penguin_Character_BP_C ShieldHorn_Character_BP_C AtlasSheep_Character_BP_C Shark_Character_BP_C Monkey_Character_BP_C SaltwaterFish_Character_BP_C WildRhino_Character_BP_C MantaRay_Character_BP_C Mermaid_Character_BP_C Horse_Character_BP_C Lion_Character_BP_C Leatherwing_Character_BP_C KrakenTentacle_Character_BP_C Shark_Character_BP_C GiantBee_Character_BP_C FreshwaterFish_Character_BP_C Jellyfish_Character_BP_C Gorgon_Character_BP_C Giraffe_Character_BP_C GiantSnake_Character_BP_C AtlasEel_Character_BP_C GiantAnt_Character_BP_C GentleWhale_Character_BP_C FireElemental_Character_BP_C Cyclops_Character_BP_C Elephant_Character_BP_C Crocodile_Character_BP_C Dolphin_Character_BP_C Crow_Character_BP_C Chicken_Character_BP_Child_C Cow_Character_BP_C Bear_Character_BP_C Bear_Character_BP_Child_C Anglerfish_Character_BP_Child_C
  3. You cant have one and not the other, not at the moment. When it rains there will also be cyclones at sea. Cyclones are 100% guaranteed when raining. So only way to reduce cyclones is to reduce rain. ServerCustomDatas1: RainIntervalMultiplier ServerCustomDatas2: valuehere 1 is vanilla 0.5 is 150% more rain and cyclones 1.5 is 50& less rain and cyclones
  4. use the RainIntervalMultiplier in GridEdito ServerCustomDatas1: RainIntervalMultiplier ServerCustomDatas2: valuehere 1 is vanilla 0.5 is 150% more rain and cyclones 1.5 is 50& less rain and cyclones But do note that this will also affect rain on land. Rain and cyclones are tied together.
  5. Hey guys, After v16 im getting this crash very ofthen. Seems it looses connection with the redis? Fatal error! VERSION: 16.14 KERNELBASE.dll!UnknownFunction (0x00007fff46287788) + 0 bytes [UnknownFile:0] MSVCR120.dll!UnknownFunction (0x00007fff38fcef63) + 0 bytes [UnknownFile:0] ShooterGameServer.exe!cpp_redis::reply::as_integer() (0x00007ff774f0e4eb) + 0 bytes [UnknownFile:0] ShooterGameServer.exe!UDatabase_SharedLog_Redis::MasterLogCleanup() (0x00007ff774fd5dd2) + 9 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\classes\database_sharedlog_redis.cpp:575] ShooterGameServer.exe!FAsyncSharedLogCleanup::DoWork() (0x00007ff77549217f) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\shootergamemode.cpp:1885] ShooterGameServer.exe!FAsyncTask<FAsyncSharedLogCleanup>::DoThreadedWork() (0x00007ff77548ae32) + 9 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\public\async\asyncwork.h:335] ShooterGameServer.exe!FQueuedThread::Run() (0x00007ff775e26185) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\hal\threadingbase.cpp:352] ShooterGameServer.exe!FRunnableThreadWin::Run() (0x00007ff775eacf3f) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] ShooterGameServer.exe!FRunnableThreadWin::GuardedRun() (0x00007ff775eab698) + 8 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007fff48bf8364) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007fff48f65e91) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007fff48f65e91) + 0 bytes [UnknownFile:0] Crash in runnable thread PoolThread 0 Redis is running fine on its own separate server. Checked it, and it is running smothly. Any ideas?
  6. Flag claim limit is not possible at the moment, many of us are waiting for a plugin to fix that. The second is only possible on HomeServer checked grids with the following settings: bClampHomeServerXP=True ClampHomeServerXPLevel=16 (or whatever level you want)
  7. Hey Pathfinders, So sometimes in once and a while a grid crashes with the following stackdump: "wild dinos were spawning in bad areas, causing collision checks to fail and the server to crash". ShooterGameServer.exe!FPxQueryFilterCallback::preFilter() (0x00007ff650918c70) + 17 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\collision\physxcollision.cpp:575] PhysX3_x64.dll!MultiQueryCallback<physx::PxOverlapHit>::invoke() (0x00007ffbeb1e03ac) + 53 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscenequeries.cpp:406] Apparently Ark had the same issue before, searching for the top entry in the stacktrace, "ShooterGameServer.exe!FPxQueryFilterCallback::preFilter()", has lead to a thread from September 2016 (among many others), stating that "wild dinos were spawning in bad areas, causing collision checks to fail and the server to crash". Some said that -ForcreRespawnDinos would make it go away, but for me that commandline made it way worse. Anyone having the same issue and/or found any solution?
  8. If you do use the command to reduce spawn of alphas etc, keep in mind the bosses on powerstone islands stop spawning too, so if you want your powerstone islands to work, you cant reduce spawn.
  9. We have had our spawn increase after patch too. But the spawns are still within acceptable level as we already have reduced the spawn by 90%
  10. After some testing it seems it is the CrossGridChat program which causes this, after exiting the CrossGridChat program my servers stopped crashing.
  11. Ahoy, So after update to 15.35 my server has started to act weird. It can crash even with just 1player on the grid. The grid runs out of memory. My server is only using 50% of its memory when running the grids. There seems to be a sudden high spike in RAM CPU and DISK usage. Virtual memory is set to 32gb LowLevelFatalError [File:H:\YARKUpdateLIVEReal\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 51] Ran out of memory allocating 4584968192 bytes with alignment 0 VERSION: 15.35 KERNELBASE.dll!UnknownFunction (0x00007ff80dc77788) + 0 bytes [UnknownFile:0] ShooterGameServer.exe!FOutputDeviceWindowsError::Serialize() (0x00007ff68ebf93c3) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] ShooterGameServer.exe!FError::LowLevelFatal() (0x00007ff68ebd0cd6) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\misc\outputdevice.cpp:354] ShooterGameServer.exe!FGenericPlatformMemory::OnOutOfMemory() (0x00007ff68eb6a7f3) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\genericplatform\genericplatformmemory.cpp:52] ShooterGameServer.exe!FMallocBinned::Malloc() (0x00007ff68ebed086) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\public\hal\mallocbinned.h:985] ShooterGameServer.exe!FMallocBinned::Realloc() (0x00007ff68ebef5ae) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\public\hal\mallocbinned.h:1046] VERSION.dll!FMemory::Realloc() (0x00007ffff8cf1f2c) + 67 bytes [d:\programs\ark\ark-server-api\version\core\public\api\ue\hal\unrealmemory.h:110] VERSION.dll!TArray<FString,FDefaultAllocator>::ResizeGrow() (0x00007ffff8cfb0de) + 24 bytes [d:\programs\ark\ark-server-api\version\core\public\api\ue\containers\tarray.h:2035] VERSION.dll!FString::ParseIntoArray() (0x00007ffff8cf6a06) + 24 bytes [d:\programs\ark\ark-server-api\version\core\public\api\ue\containers\fstring.h:2565] VERSION.dll!ArkApi::Commands::CheckCommands<ArkApi::Commands::Command<void __cdecl(RCONClientConnection *,RCONPacket *,UWorld *)>,RCONClientConnection * &,RCONPacket * &,UWorld * &>() (0x00007ffff8d074f0) + 0 bytes [d:\programs\ark\ark-server-api\version\core\private\commands.h:104] VERSION.dll!AtlasApi::Hook_RCONClientConnection_ProcessRCONPacket() (0x00007ffff8d066c4) + 0 bytes [d:\programs\ark\ark-server-api\version\core\private\atlas\hooksimpl.cpp:131] ShooterGameServer.exe!RCONClientConnection::Tick() (0x00007ff68e130424) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\rconserver.cpp:92] ShooterGameServer.exe!URCONServer::Tick() (0x00007ff68e1305d1) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\rconserver.cpp:297] ShooterGameServer.exe!AShooterGameMode::Tick() (0x00007ff68e21f1ac) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\shootergamemode.cpp:5688] ShooterGameServer.exe!AActor::TickActor() (0x00007ff68f077bee) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\actor.cpp:775] ShooterGameServer.exe!FActorTickFunction::ExecuteTick() (0x00007ff68f05f3da) + 27 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\actor.cpp:150] ShooterGameServer.exe!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00007ff68f2f0db6) + 31 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\public\async\taskgraphinterfaces.h:871] ShooterGameServer.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff68eb6cf5d) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\async\taskgraph.cpp:939] ShooterGameServer.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff68eb6d06e) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\async\taskgraph.cpp:680] ShooterGameServer.exe!FTaskGraphImplementation::WaitUntilTasksComplete() (0x00007ff68eb769a9) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\async\taskgraph.cpp:1777] ShooterGameServer.exe!FTickTaskSequencer::ReleaseTickGroup() (0x00007ff68f3050b5) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\ticktaskmanager.cpp:205] ShooterGameServer.exe!FTickTaskManager::RunTickGroup() (0x00007ff68f308f72) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\ticktaskmanager.cpp:999] ShooterGameServer.exe!UWorld::Tick() (0x00007ff68f1ae11e) + 20 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\leveltick.cpp:1224] ShooterGameServer.exe!UGameEngine::Tick() (0x00007ff68f14ef02) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\gameengine.cpp:1181] ShooterGameServer.exe!FEngineLoop::Tick() (0x00007ff68dd1ce6b) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\launchengineloop.cpp:2449] ShooterGameServer.exe!GuardedMain() (0x00007ff68dd17c7d) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\launch.cpp:140] ShooterGameServer.exe!GuardedMainWrapper() (0x00007ff68dd17cda) + 5 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] ShooterGameServer.exe!WinMain() (0x00007ff68dd1d75a) + 17 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] ShooterGameServer.exe!__tmainCRTStartup() (0x00007ff69000497d) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff80e228364) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff810b95e91) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff810b95e91) + 0 bytes [UnknownFile:0]
  12. Its not Atlas that is the issue. It's a limitation in the Unreal Engine
  13. Have you configured the powerstone island to work and spawn the Altar etc? There is more work then just drag n drop the PvE island to the grid. Follow this guide: https://www.drac346.net/2018/12/atlas-dss-guide-building-map-pt-3.html https://www.drac346.net/2018/12/atlas-dss-guide-building-map-pt-4.html
  14. Then check your golden ruins, if the pve islands is correctly configed it should spawn next to the altar, but its random which island. And only every 50day. Its not enough to just drag n drop a PvE island into the map in grid editor, you must do a lot of config editing for the island to work correctly. There is a guide online. I dont have the link here, you should search for it.
  15. Its not in the game yet, wait for updated grid editor
  16. If the powerstone islands is corretly setup and configured and the altar is spawning after boss kill, the fountain will spawn randomly in a golden age ruin every 50 ingame day. As of now the fountain is not in the game, I think it got postponed til v16. That how i understood it
  17. Use this in gameusersetting.ini PreventOfflinePvPInterval=1800.000000 PreventOfflinePvP=True This will activate offline raid protection after a player has been offline for 15min, or the last company member have been offline for 15min
  18. You do realize that the world acts like a.globe ya? If your Freeport is in A1 you can sail north and the you will end up in the bottom grid of the A column. I.e you can go from A1 to A4 by sailing north in A1. Where your Freeport is does not matter at all
  19. Atlas does not support to join local hosted servers. You need to do some tinkering. Like use loopback / NAT reflection. Unless your router have NAT loopback enabled by default.
  20. No it shouldn't. I changes mine to true during maintenance restart and it worked fine, players rejoined without issue
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