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mazen

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About mazen

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  1. Update: 16.39 fixed it again, thanks to the anonymous developer
  2. My Servers started crashing after the recent atlas update LowLevelFatalError [File:H:\YARKUpdateLIVEReal\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 4073] Bad name index 1836216142/117 VERSION: 16.36 KERNELBASE.dll!UnknownFunction (0x00007ffd36884078) + 0 bytes [UnknownFile:0] ShooterGameServer.exe!FOutputDeviceWindowsError::Serialize() (0x00007ff66fa3fba3) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] ShooterGameServer.exe!FError::LowLevelFatal() (0x00007ff66fa175a6) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\core\private\misc\outputdevice.cpp:354] ShooterGameServer.exe!ULinkerLoad::operator<<() (0x00007ff66fa56ea0) + 34 bytes [h:\yarkupdatelivereal\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4073] ShooterGameServer.exe!operator<<() (0x00007ff66fc50099) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\shadercore\private\vertexfactory.cpp:156] ShooterGameServer.exe!FShader::SerializeBase() (0x00007ff66fc55388) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\shadercore\private\shader.cpp:836] ShooterGameServer.exe!TShaderMap<FMeshMaterialShaderType>::SerializeInline() (0x00007ff6702efc09) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\shadercore\public\shader.h:1095] ShooterGameServer.exe!FMaterialShaderMap::Serialize() (0x00007ff6702ed89f) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\materials\materialshader.cpp:1741] ShooterGameServer.exe!FMaterial::SerializeInlineShaderMap() (0x00007ff6702f0370) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\materials\materialshared.cpp:845] ShooterGameServer.exe!SerializeInlineShaderMaps() (0x00007ff6702bf8e6) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\materials\material.cpp:472] ShooterGameServer.exe!UMaterialInstance::Serialize() (0x00007ff6702ee24a) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\materials\materialinstance.cpp:2097] ShooterGameServer.exe!ULinkerLoad::Preload() (0x00007ff66fa70792) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3025] ShooterGameServer.exe!FAsyncPackage::PreLoadObjects() (0x00007ff66fa70229) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1132] ShooterGameServer.exe!FAsyncPackage::Tick() (0x00007ff66fa7c5cb) + 8 bytes [h:\yarkupdatelivereal\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:302] ShooterGameServer.exe!ProcessAsyncLoading() (0x00007ff66fa71ade) + 24 bytes [h:\yarkupdatelivereal\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1580] ShooterGameServer.exe!UShooterEngine::LoadGameMods() (0x00007ff66effc9e5) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\shooterengine.cpp:968] ShooterGameServer.exe!UEngine::LoadMap() (0x00007ff670144ff3) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\unrealengine.cpp:9854] ShooterGameServer.exe!UEngine::Browse() (0x00007ff67012f54b) + 43 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\unrealengine.cpp:8888] ShooterGameServer.exe!UShooterGameInstance::CheckConnectString() (0x00007ff66f002669) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\shootergameinstance.cpp:2959] ShooterGameServer.exe!UShooterGameInstance::StartGameInstance() (0x00007ff66f00fc0a) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\shootergameinstance.cpp:335] ShooterGameServer.exe!UGameEngine::Init() (0x00007ff66ff82406) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\engine\private\gameengine.cpp:735] ShooterGameServer.exe!UShooterEngine::Init() (0x00007ff66effb2ef) + 0 bytes [h:\yarkupdatelivereal\projects\shootergame\source\shootergame\private\shooterengine.cpp:396] ShooterGameServer.exe!FEngineLoop::Init() (0x00007ff66eb5851c) + 0 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\launchengineloop.cpp:2115] ShooterGameServer.exe!GuardedMain() (0x00007ff66eb58012) + 12 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\launch.cpp:128] ShooterGameServer.exe!GuardedMainWrapper() (0x00007ff66eb5811a) + 5 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] ShooterGameServer.exe!WinMain() (0x00007ff66eb5dbfa) + 17 bytes [h:\yarkupdatelivereal\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] ShooterGameServer.exe!__tmainCRTStartup() (0x00007ff670e4940d) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ffd380284d4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffd3a0be851) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffd3a0be851) + 0 bytes [UnknownFile:0]
  3. Some baseline: for every grid you want 1 CPU + 3GB of memory, assuming that each grid only hosts 4 islands and only 1 connected player. You also probably want to reserve 1 core for the redis server + 1 core for the operating system. So if you want a 5x5 you need either some multi socket server or multiple machines. I am running my servers on a 2.4Ghz Xeon, and it works fine (although i set the tickrate to 15 in the Engine.ini), but, i also am not running 25 grids
  4. I am running a custom server on a 3x4 grid which has some mods. All grids share the same ip address but use different ports for game, query and seamless. Everything is working fine, the only thing that still confuses me is how rejoin is supposed to work after moving to a grid which is not a Homeserver, the only way i can actually manage to do this is to add all the server instances to my steam's favourites, since selecting it either from the main menu, or through the server browser, does not bring up the grid which i left last, loading onto the homeserver grid gives me a "Lost/timedout pending connection to host." error message. I also noticed a setting in the Server Grid Editor for the AuthListURL which indicates that that one is supposed to carry a list of hosts which are joinable. Is anyone experiencing the same issue or know how to fix this?
  5. I might be a bit dense, but I don't seem to get custom blueprints to work in the DevKit. Here is what I did: * Created a new Item as child of the Water Reservoir * Created a copy of PrimalGameData_BP and added the new item to the "additional inventory component appends", with the PrimalInventoryBP_Smithy as inventory component class and the structure as Item, checked "force allow crafting" In play mode, it does not show up in the smithy however. Any ideas / hints?
  6. mazen

    MODKIT Crashes adjusting world settings

    For me, adding exclusions to windows defender helped a lot.
  7. Agreed, but good we have choices However, playing on official it is currently feeling like a chore every day: * Check food on tames * Check food on ships * Gather repair supplies for thunderstorm damage * Pay the crew which easily takes an hour, and we don't even have a galleon yet. Also it doesn't seem that we are able to truly live on a ship yet since its weight restrictions can cause us to not be able to carry all materials needed for the advanced crafts.
  8. Since the DevKit is supposed to be coming soon (well, it's been promised since 3 weeks now?), I would like to get my hands dirty and probably create some smaller Mods. This is a list of "things" which I thought might be an interesting addition to the Game: Water Well the model is already in the base game and placed around villages so should be relatively easy to get inherits the properties from the water reservoir (inventory for jars and allows connections to pipes) generates fresh water over time unlocks from "Secrets of Farming" Costs about twice as much as the reservoir, adding some metal into the mix Experimenter's Workbench Provide an upgradable item and 2x/3x/4x the resources of that item Creates a random blueprint of the item's next tier with stats / craft amount based on the player's intelligence skill Chicken Coop Automatically picks up dropped chicken eggs Composter Much like the one in ark where you provide thatch Will pickup poop in radius and generate fertilizer over time Stack Size / Weight changes I would love to have Ark's Ultra Stacks mod ported over which reduces weight of most items by 90% and increases the stack size limit by factor 10x-20x this can be a bit overpowered on spoiling stacks, however i think it will make the overall cooking profession a much more enjoyable experience No promises I'll make all of them, especially when it comes to custom modelling since my artists side is pretty much nonexistant, but some feedback would be greatly appreciated.
  9. Thanks Rob! Can you please post OS requirements (GLIBC Version / Libraries) so that we don't have to fish for the correct distro that you guys are using for the server build?
  10. Building a lot, I would like to see some minor additions which would allow for a lot of new options Pillars: * Please allow them to snap to corners (I know there's a glitch to do this, but it is cumbersome) * Small / Medium / Large variations which vary in thickness, they seem very thin currently. * Half height would be nice to match wall tiles * Diagonal Pillars (maybe as model for the roof?), center snaps or on the corners Walls: * It would be awesome if we could snap Railings to half stairs aswell * Double Doors pretty please? Ceilings: * Can we have the roof shingle tiles as flat ceilings Flags / Banners: * Just port the over the canvas flags from Ark * Add some hanging banners to the mix aswell
  11. See attached image, the torches, when dragged from the pet's inventories onto saddles are not positioned properly at least on a wolf and bear
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