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  1. Ahoy Pathfinders! This Captain’s Log will cover ... nevermind -- we’re too excited, there's much on the horizon to share, so point yer prows hither and let’s get to it. The much-awaited Xbox Launch is imminent. As in, really imminent. Here’s what you need to know: ATLAS will launch into Xbox One’s Game Preview next month. ATLAS will be available for digital download on the 8th of October 2019 It will launch Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world. Complete re-bindable keyboard and mouse support for Xbox players ensures full game parity and an even playing field for all players Optional single-player and private session modes, which also makes use of the new procedural “Wild Pirate Camp” system There will be simultaneous updates and content pushes for both Xbox and PC ensuring the delivery of the same experience for Pathfinders on both platforms We’re working on getting Unofficial servers setup for Xbox Day One with Nitrado, where cross-platform can be enabled or disabled (in any direction so PC or Xbox player servers only) official network wipe After evaluating our options with the introduction of cross-platform multiplayer and a modified world map, we have decided that the best option to ensure the smoothest possible game experience is that our Official Networks undergo a data wipe on the 28th of September at 12am EST. Following the wipe, we will be permanently relaunching the NA PvP Network in order to iterate on our changes in a live-environment, following that will be the full permanent relaunch of all other networks on the 8th of October with full crossplay support (NA PvP will not wipe again on the 8th). With the upcoming major version launch this Saturday, here’s what players can expect: New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics, and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) We have some more notes to come, which we’ll be sharing in full on Friday. We have opted for a rolling start in order to facilitate the best experience possible for all players on PC and Xbox. Beginning with this sole network allows us to monitor performance, make any technical adjustments necessary and resolve issues prior to the full Crossplay rollout on the 8th of October. Our decision to wipe the Networks was not made lightly and involved much deliberation and factoring in of technical aspects and the impact on our current PC players. We have made big changes to the game under the hood, revamped the world map with the addition of over 70 new, unique island templates, as well as some considerable optimization changes and limits put in place which required a full data wipe. After these sets of changes, we do not plan to wipe the network again, even with the introduction of additional platforms and new areas & islands further down our development timeline. We value and appreciate the time spent on the game and the only reason we carry out these wipes is after exhausting all possible alternatives and when they become a necessity. We truly appreciate all the support and feedback you’ve given us over the last few months and we’re excited to welcome new (as well as old) players onto the ATLAS! Structure, Tame, and Ship Limit Changes With the launch of the new network, we will be revising the following limits: ship, structure, and tame limits in order to provide players with the optimal experience. The new values are as follows: Maximum amount of structures in a 10k unit radius: 7875 Maximum amount of tames per company per gridregion: 300 (NOTE: Crew on stations no longer count towards the tame limit) Maximum amount of anchored ships per company per gridregion: 40 Maximum amount of unanchored ships per company per gridregion: 20 On The Horizon If you’re new to the ATLAS, you can cast yer one good eye over our Roadmap here: It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along. ServerGridEditor and Legacy Saves We’ve just uploaded the latest changes to our GitHub, this includes the latest json, new islands, and our updated WGE, so server owners can dive in and start making the necessary changes for the upcoming launch. It’s important to note that any savefile which used our older islands previously may have unpredictable issues after this update has been released, due to the level/technical changes that were made. We’d recommend wiping your saved data if you either used our jsons, or used our islands. For those playing on Blackwood specific saves, your data should be intact as well as those of you with completely custom islands. Github That’s it for this Captain’s Log, we look forward to sharing the ultimate pirate experience with our new crew members and continuing on our journey with our seasoned veterans (resplendent with their new fancy hats ) Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  2. Ahoy Pathfinders! This Captain’s Log will cover ... nevermind -- we’re too excited, there's much on the horizon to share, so point yer prows hither and let’s get to it. The much-awaited Xbox Launch is imminent. As in, really imminent. Here’s what you need to know: ATLAS will launch into Xbox One’s Game Preview next month. ATLAS will be available for digital download on the 8th of October 2019 It will launch Day One with crossplay support allowing Steam and Xbox to play together in the same gigantic world. Complete re-bindable keyboard and mouse support for Xbox players ensures full game parity and an even playing field for all players Optional single-player and private session modes, which also makes use of the new procedural “Wild Pirate Camp” system There will be simultaneous updates and content pushes for both Xbox and PC ensuring the delivery of the same experience for Pathfinders on both platforms We’re working on getting Unofficial servers setup for Xbox Day One with Nitrado, where cross-platform can be enabled or disabled (in any direction so PC or Xbox player servers only) official network wipe After evaluating our options with the introduction of cross-platform multiplayer and a modified world map, we have decided that the best option to ensure the smoothest possible game experience is that our Official Networks undergo a data wipe on the 28th of September at 12am EST. Following the wipe, we will be permanently relaunching the NA PvP Network in order to iterate on our changes in a live-environment, following that will be the full permanent relaunch of all other networks on the 8th of October with full crossplay support (NA PvP will not wipe again on the 8th). With the upcoming major version launch this Saturday, here’s what players can expect: New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics, and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) We have some more notes to come, which we’ll be sharing in full on Friday. We have opted for a rolling start in order to facilitate the best experience possible for all players on PC and Xbox. Beginning with this sole network allows us to monitor performance, make any technical adjustments necessary and resolve issues prior to the full Crossplay rollout on the 8th of October. Our decision to wipe the Networks was not made lightly and involved much deliberation and factoring in of technical aspects and the impact on our current PC players. We have made big changes to the game under the hood, revamped the world map with the addition of over 70 new, unique island templates, as well as some considerable optimization changes and limits put in place which required a full data wipe. After these sets of changes, we do not plan to wipe the network again, even with the introduction of additional platforms and new areas & islands further down our development timeline. We value and appreciate the time spent on the game and the only reason we carry out these wipes is after exhausting all possible alternatives and when they become a necessity. We truly appreciate all the support and feedback you’ve given us over the last few months and we’re excited to welcome new (as well as old) players onto the ATLAS! Structure, Tame, and Ship Limit Changes With the launch of the new network, we will be revising the following limits: ship, structure, and tame limits in order to provide players with the optimal experience. The new values are as follows: Maximum amount of structures in a 10k unit radius: 7875 Maximum amount of tames per company per gridregion: 300 (NOTE: Crew on stations no longer count towards the tame limit) Maximum amount of anchored ships per company per gridregion: 40 Maximum amount of unanchored ships per company per gridregion: 20 On The Horizon If you’re new to the ATLAS, you can cast yer one good eye over our Roadmap here: It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along. ServerGridEditor and Legacy Saves We’ve just uploaded the latest changes to our GitHub, this includes the latest json, new islands, and our updated WGE, so server owners can dive in and start making the necessary changes for the upcoming launch. It’s important to note that any savefile which used our older islands previously may have unpredictable issues after this update has been released, due to the level/technical changes that were made. We’d recommend wiping your saved data if you either used our jsons, or used our islands. For those playing on Blackwood specific saves, your data should be intact as well as those of you with completely custom islands. Github That’s it for this Captain’s Log, we look forward to sharing the ultimate pirate experience with our new crew members and continuing on our journey with our seasoned veterans (resplendent with their new fancy hats ) Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  3. I've been having an intermittent issue where after mounting a tame, neither myself or the tame are unencumbered, the tame will move like it is fully encumbered. It can run, but runs at the same slow rate. This has happened on several different types of tames. Dismounting and remounting does not resolve the issue, and having the tame on follow still has it moving very slowly. Thanks. Edit: I believe I've found the issue. The weight on the tame goes to -0.0. As soon as I put something on it, it reverted to normal. It may have been because I've occasionally seen my character's weight go to -0.0 that after I mount that causes the bug on the tame.
  4. Additional Update: We have managed to make already existing savefiles load with this change, however, you will be forced to create a new character and make a new company. Force-joining into the old company will not work. However, you can then reclaim all your structures, ships, and creatures again with the use of admin commands such as: - cheat takeallstructure This will transfer all the structures, boats, and claimflags of the previous company, to your own. - cheat takealldino This will transfer all the creatures of the previous company, to your own. - cheat giveallstructure This will transfer the structure you’re looking at, as well as anything snapped to it, to you. - cheat givetome This will transfer the individual object you’re looking at, to you (works with creatures too). With our upcoming update (v218.24), some critical changes were made to the way Unofficial Non-ATLAS (Blackwood) servers saves were handled. This was in order to resolve the following issues: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map After some days of investigating ways in which we can push this update with no loss of data, we've had to acknowledge that it isn't possible to migrate existing saves to the new system for dedicated servers. Given the critical nature of these issues, we don't see putting this update on hold as a viable option. Unfortunately, Non-ATLAS (Blackwood) saves made prior to this patch on dedicated servers will no longer load. This means a new save file will need to be created. Please note that this change only impacts Non-ATLAS Dedicated servers, so Single Player and Non-Dedicated saves will be unaffected. We apologize to those affected, and we'll always look to avoid wiping or any data loss scenarios when and where possible. We have opted to push this update through quickly in order to allow players and dedicated server owners to get back into Blackwood with little pause. Thank you for your understanding
  5. I built a couple of spider traps today that have a roof door in the side. While working in the area, I found that if I walk over the roof door, my tiger remains at the jaunty angle. When the play dismounts, things return to normal. I tested with a bear and got similar results. Sometimes, in addition to or alternative to the jaunty angle, the mount would appear to be stuck in walking mode, refusing to sprint. Again, dismounting / remounting would resolve that problem.
  6. Is this game crashing everyone else's computer in that game mode? If it is we can specifically blame the game. If its not then that means there are certain variables causing the PC to crash. Need to find out what that is. Laying the responsibility at the devs feet without providing any info won't do anything to resolve the issue. If your intention was not to fix the issue and just rant then carry on. If its not then you are going about this the wrong way.
  7. 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. They sorted that a while ago.
  8. Uh no. This game was developed entirely using ARK Survival Funds, and it released and sold a ton of units on PC, they fucked around, didnt listen to their players, added shit no one wanted or asked for, they should have plenty, and if they dont, well what the fuck did they spend all this time and money on? It hasnt even been out a year yet. The game was funded by ARK, further funded by over 1,000,000+ PC units(According to Steamspy recording of users with the game in their library) at closes to $30 a piece. They shoulda had plenty to last a good solid while. But Alas, they dont know wtf theyre doing. If theyre in dire straights for money, pushing a gash grab on console to people who dont know about how bad it is, is not how fix your game or do good business. Reason being, they now have to split time and resources all of which cost MONEY between TWO COMPLETELY DIFFERENT PLATFORMS. Makes sense right??? No it doesnt. Because allocating all this time to fix the massive FPS lag on xbox isnt fixing any PC issues, meanwhile any PC fixes arent going to resolve xbox issues. They fucked themselves worse than before.
  9. Clearing the remote inventory on exit should resolve the issue. We have a bug filed on this and are planning a hotfix ASAP with the FPS issue.
  10. WHY ? someone know how to resolve it ?
  11. This isnt so much a bug, but I am unable to customize my control setup for left hand players without editing the DefaultInput.INI file. This has been an issue with Atlas as long as I have played. With you pushing full Keyboard support for Xbox it seems like this would be a top priority to resolve.
  12. This has been an issue for a long time in this game. Even more so now that SoTD travel in packs. And it's not just a slow PC that can cause this, slow internet speed can cause long load times. I found that releasing the wheel when zoning seems to help. My ship doesnt seem to stall as much going across the zone border so if there is something on the other side I normally push thru. This IS something that needs to be addressed. There are several great ideas to resolve this problem. 1) 30 second no agro buff to SoTDs and whales when zoning. Or 2) some type of mini game with the spyglass, similar to the sextet, that shows you the location of all SoTDs and whales in the 8 grids around you. Then you can see the danger across the zone wall and sail accordingly.
  13. The notion that a wipe will attract players is one that I frankly find mind boggling and an erroneous holdover from Ark. On Battlemetrics unofficlal Ark servers announce as part of their server name the date of their wipe, often with names like FreshWipe 8/27 then a list of mods etc. This is useful because Ark as an established hit with not only millions of players but upwards of 30 or 40 thousand total seperate servers, a new server needs something to set it apart from others and attract players. However Ark is fundamentally different from Atlas in that it is not attempting to build itself around a few massive official game worlds that are each many times a single ARk servers size. This creates a fundamentally different dynamic. Beyond that, the two don't compare well just because of their relative success. Ark is a major hit game. Atlas so far is a notorious flop and the industry poster child for how not to do an Early Access. The lack of players here in Atlas isn't due to legions sitting on the sideline hoping for a wipe to jump in and play a game they'd love to be part of if only the devs would wipe the servers. No, it is a game that is currently failing hard because it has lived up to little and less of the promise it lured gamers into it's EA launch with. How do I know this? Because I've been here the entire time and see what people say both ingame and on the forums. They are leaving in droves because of fundamental issues left unresolved and sometimes even unaddressed, because of a lack of meaningful content initially and little to none added since that got anyone excited. The recent dev livestream made it fairly apparent that despite this lack of content, the devs have not been working on new content for some time and instead are focused on the game's XBox release. Putting aside the questionable decision to launch a game on Xbox which failed hard on PC and that you haven't altered meaningfully since it's flop, ask yourself this as a player: Would I want to come back and invest my time in a game that has not measurably improved itself or added to it's extremely barebones (some have argued barely a game) release state in a year? Because by the time XBox is released, Atlas will very likely be a year out from it's initial EA launch or close enough that it makes no matter. This being the case wiping won't bring people back because they didn't leave for reasons that a wipe would resolve.
  14. Well, all the player related problems with the PVE servers is due to missing PVP mechanics to resolve player vs player issues in PVE... foundation spam anyone...? not at all, just becuse devs are so lazy as to give the same set up rules for pve and pvp (wich is completely wrong) doesnt mean PvE cannot be a proper peacefull experience ( ofc at this rate this will happen when they gods descend upon us and hell freezes over) i can come up with a solution to the fundation spam in 1 minute (but i dont get paid for it so ) Atlas is not a PVE only playable game... the crying and leaving PVE players prove it in this forum allmost daily... thats because the game is a mess everywhere you look, that doesnt prove a connection between pvp and pve (at least in pve only servers) They want protection this and and restriction that against other players doing legit things within the game mechanic against which PVE does not allow protection or solution... therefore the crying by people like you about PVE... the fuck??? so i propose ideas to make the game more fun and i am crying??? you rly need to chill and focus on the topic mate, you are trying to force pvp into this thread and it rly doesnt fit. And then again thanks to you we now know that they still dont have anyone capable person to solve the problems this game has... PVP mechanics is dead last on their agenda, but the main reason people are leaving PVP and PVE servers... do i have to repeat the same answer to the same comment as in thepost above??
  15. Well, all the player related problems with the PVE servers is due to missing PVP mechanics to resolve player vs player issues in PVE... foundation spam anyone...? Atlas is not a PVE only playable game... the crying and leaving PVE players prove it in this forum allmost daily... They want protection this and and restriction that against other players doing legit things within the game mechanic against which PVE does not allow protection or solution... therefore the crying by people like you about PVE... And then again thanks to you we now know that they still dont have anyone capable person to solve the problems this game has... PVP mechanics is dead last on their agenda, but the main reason people are leaving PVP and PVE servers... Carthago delenda est and fix PVP !
  16. I must say though that my issue atm seems to be resolved. I do not know exactly how or why, but I do not have issues anymore with the battleye bug nor with rejoining the EU PvP server. I believe that my indefinite relocation of my primary activity outside of the area F6 were I first got this issue might have resolved it.No hard evidence, but that is realistically the only thing I changed in my playstyle since yesterday. Also, I did delete my save file, however that by itself didn't resolve the issue, but might have led to the conditions to allow it to be resolved? So, 1) Move the save file as already mentioned earlier in this thread (store it somewhere though) 2) Try to log in by join a new atlas instead of rejoining 3) Kill yourself when you enter the game (you may get the disconnect bug, but sit those out!) 4) You will get a green screen, but change the home server and spawn somewhere else 5) Kill yourself at the new location to allow you to respawn at a bed location of your choice, you should now be able to continue to play without issues for THIS session 6) Physically move out of the zone where you first got the battleye/disconnect bug and stay there, best might be a significant multi-zone move, so that other servers take over(?). Do not return to the potentially bugged zone until it is resolved. 7) Repeat steps 2-5 in the new zone as you continue to play across multiple sessions and the connection bug has not been resolved. Hopefully at some point in time you will see that your location and server used are mentioned again in the start menu after starting the game Atlas.
  17. I fear they will not do s*** to resolve this issue. Reported mine on Sunday, still not even a single reply besides an automated message.
  18. I'd be happy to supply details. I have just updated the GPU driver, but have not tested the game since. I have a new PC that I built with an i7-8700, 16GB RAM, and GTX 1660Ti. I am playing with mods, which are MultiVitamin, Custom Item Stacks, and Atlas Architect. I realize I should test the game without mods. I really don't want to play without these mods, but I might do it anyway just to see if I still get these crash reports. I am playing on the "Epic" preset (which runs just fine on my PC). The only difference is that I put shadow quality to "Low," because I got a LowLevel Fatal Error that looked exactly like one I got for Ark and the solution was to lower this setting. However, I've recently gotten some crash reports of errors I've never seen before and I cannot seem to find anything about them online. So, for what it's worth, I've decided to make this post. Maybe someone else is also getting these issues and has a solution or maybe a dev might have a clue what these mean and how to resolve them. I realize it could be an issue with the mods. I have just finished file validation and it retrieved one file (0 bytes). Unfortunately, I can't recall exactly what I was doing when I received each of these. Usually the game crashes when I tell it to "exit to main menu." At least once, it crashed once I arrived in a new section of the map. Anyway here they are: #1 Assertion failed: IsInRHIThread() [File:H:\YARKUpdateBlackWood\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp] [Line: 622] VERSION: 218.25 KERNELBASE.dll!UnknownFunction (0x00007ff8aa75a839) + 0 bytes [UnknownFile:0] AtlasGame.exe!FOutputDevice::Logf__VA() (0x00007ff6a9494be8) + 159 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:145] AtlasGame.exe!FDebug::AssertFailed() (0x00007ff6a9494f39) + 65 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:220] AtlasGame.exe!FRHICommandRHIThreadFence::Execute() (0x00007ff6a98c6d40) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:623] AtlasGame.exe!FRHICommand<FRHICommandRHIThreadFence>::ExecuteAndDestruct() (0x00007ff6a98cd8a1) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\public\rhicommandlist.h:400] AtlasGame.exe!FRHICommandListExecutor::ExecuteInner_DoExecute() (0x00007ff6a98c5f31) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:249] AtlasGame.exe!FRHICommandListExecutor::ExecuteInner() (0x00007ff6a98c69f2) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:460] AtlasGame.exe!FDynamicRHI::UnlockVertexBuffer_RenderThread() (0x00007ff6a98c9cd1) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rhi\private\rhicommandlist.cpp:1851] AtlasGame.exe!TSlateElementVertexBuffer<FSlateVertex>::FillBuffer() (0x00007ff6aab031c9) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.h:98] AtlasGame.exe!FSlateRHIRenderingPolicy::UpdateBuffers() (0x00007ff6aaaf990c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.cpp:184] AtlasGame.exe!FSlateRHIRenderer::DrawWindow_RenderThread() (0x00007ff6aaaf3335) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:560] AtlasGame.exe!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`27'::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask() (0x00007ff6aab04a0d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:879] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff6a940bcb8) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:942] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff6a940ae6d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:683] AtlasGame.exe!RenderingThreadMain() (0x00007ff6a98d2889) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:265] AtlasGame.exe!FRenderingThread::Run() (0x00007ff6a98d2c40) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:385] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff6a94dc6b6) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff6a94dc588) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #2 Assertion failed: bRenderStateCreated [File:H:\YARKUpdateBlackWood\Engine\Source\Runtime\Engine\Private\ActorComponent.cpp] [Line: 857] VERSION: 218.25 KERNELBASE.dll!UnknownFunction (0x00007ff8aa75a839) + 0 bytes [UnknownFile:0] AtlasGame.exe!FOutputDevice::Logf__VA() (0x00007ff6a9494be8) + 159 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:145] AtlasGame.exe!FDebug::AssertFailed() (0x00007ff6a9494f39) + 65 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:220] AtlasGame.exe!UPrimitiveComponent::SendRenderTransform_Concurrent() (0x00007ff6a9d8653b) + 41 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\primitivecomponent.cpp:342] AtlasGame.exe!UActorComponent::DoDeferredRenderUpdates_Concurrent() (0x00007ff6a9b3b528) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\actorcomponent.cpp:1088] AtlasGame.exe!UWorld::SendAllEndOfFrameUpdates() (0x00007ff6a9d02c34) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:768] AtlasGame.exe!UWorld::Tick() (0x00007ff6a9d0402b) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:1451] AtlasGame.exe!UGameEngine::Tick() (0x00007ff6a9c35564) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\gameengine.cpp:1183] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff6a805e7ef) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launchengineloop.cpp:2733] AtlasGame.exe!GuardedMain() (0x00007ff6a805909c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff6a806127a) + 5 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff6a80613a8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff6aaf6d829) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #3 Fatal error! VERSION: 218.25 AtlasGame.exe!UPrimalItem::SetFirstPersonMasterPoseComponent() (0x00007ff6fb8ff0e9) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\primalitem.cpp:2671] AtlasGame.exe!UPrimalInventoryComponent::SetFirstPersonMasterPoseComponent() (0x00007ff6fb8bfd7c) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:1870] AtlasGame.exe!AShooterWeapon::AttachMeshToPawn() (0x00007ff6fbe55082) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shooterweapon.cpp:1029] AtlasGame.exe!AShooterWeapon::OnEquip() (0x00007ff6fbe54092) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shooterweapon.cpp:813] AtlasGame.exe!AShooterCharacter::SetCurrentWeapon() (0x00007ff6fbc1db56) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootercharacter.cpp:2779] AtlasGame.exe!AShooterCharacter::Serialize() (0x00007ff6fbc1e689) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootercharacter.cpp:2862] AtlasGame.exe!FAtlasSaveFileObjectReader::SerializeObjectData() (0x00007ff6fd0771c2) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:848] AtlasGame.exe!UWorld::LoadFromFile() (0x00007ff6fd46846b) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\world.cpp:7400] AtlasGame.exe!AShooterGameMode::LoadWorld() (0x00007ff6fbcdaa09) + 185 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootergamemode.cpp:2868] AtlasGame.exe!ASeamlessVolumeManager::LoadWorld() (0x00007ff6fbbe86d0) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\seamlessvolumemanager.cpp:2563] AtlasGame.exe!FTimerManager::Tick() (0x00007ff6fd40905c) + 35 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\timermanager.cpp:1084] AtlasGame.exe!UWorld::Tick() (0x00007ff6fd233c05) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:1322] AtlasGame.exe!UGameEngine::Tick() (0x00007ff6fd165564) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\gameengine.cpp:1183] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff6fb58e7ef) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launchengineloop.cpp:2733] AtlasGame.exe!GuardedMain() (0x00007ff6fb58909c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff6fb59127a) + 5 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff6fb5913a8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff6fe49d829) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #4 Fatal error! VERSION: 218.25 AtlasGame.exe!UObjectProperty::GetObjectPropertyValue() (0x00007ff6fc3ec0d0) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:1815] AtlasGame.exe!FAtlasSaveFileObjectWriter_Multithreaded_Headers::CollectObjectsAndNames_Inner() (0x00007ff6fd0763a8) + 34 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:606] AtlasGame.exe!FAtlasSaveFileObjectWriter_Multithreaded_Headers::CollectObjectsAndNames_Inner() (0x00007ff6fd076262) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:567] AtlasGame.exe!FAtlasSaveFileObjectWriter_Multithreaded_Headers::GatherReferencedSaveObjects() (0x00007ff6fd076afa) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\atlassavefileobjectwriter.cpp:676] AtlasGame.exe!UE4Function_Private::TFunctionRefCaller<<lambda_1ee68a5420caad9ef4f03598d29430e0>,void __cdecl(void)>::Call() (0x00007ff6fd4808fa) + 9 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\templates\function.h:243] AtlasGame.exe!UWorld::SaveToFile() (0x00007ff6fd463861) + 56 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\world.cpp:6353] AtlasGame.exe!AShooterGameMode::SaveWorld() (0x00007ff6fbcd9409) + 59 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootergamemode.cpp:2743] AtlasGame.exe!AShooterGameMode::Tick() (0x00007ff6fbcf685e) + 0 bytes [h:\yarkupdateblackwood\projects\shootergame\source\shootergame\private\shootergamemode.cpp:6725] AtlasGame.exe!AActor::TickActor() (0x00007ff6fd05645e) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\actor.cpp:780] AtlasGame.exe!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00007ff6fd433d76) + 31 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:874] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff6fc93bcb8) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:942] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff6fc93ae6d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:683] AtlasGame.exe!FTaskGraphImplementation::WaitUntilTasksComplete() (0x00007ff6fc93dc30) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:1785] AtlasGame.exe!FTaskGraphInterface::WaitUntilTaskCompletes() (0x00007ff6fc9e2e79) + 17 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:322] AtlasGame.exe!FTickTaskSequencer::ReleaseTickGroup() (0x00007ff6fd3fad59) + 85 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\ticktaskmanager.cpp:188] AtlasGame.exe!FTickTaskManager::RunTickGroup() (0x00007ff6fd400d4c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\ticktaskmanager.cpp:999] AtlasGame.exe!UWorld::RunTickGroup() (0x00007ff6fd232526) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:702] AtlasGame.exe!UWorld::Tick() (0x00007ff6fd233981) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\leveltick.cpp:1228] AtlasGame.exe!UGameEngine::Tick() (0x00007ff6fd165564) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\engine\private\gameengine.cpp:1183] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff6fb58e7ef) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launchengineloop.cpp:2733] AtlasGame.exe!GuardedMain() (0x00007ff6fb58909c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff6fb59127a) + 5 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff6fb5913a8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff6fe49d829) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff8ac687bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff8ad4cce71) + 0 bytes [UnknownFile:0] #5 (this might have been resolved by setting shadow quality to "low") LowLevelFatalError [File:H:\YARKUpdateBlackWood\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 201] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') VERSION: 218.24 KERNELBASE.dll!UnknownFunction (0x00007ffc51c8a839) + 0 bytes [UnknownFile:0] AtlasGame.exe!FError::LowLevelFatal() (0x00007ff7eae94b41) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\misc\outputdevice.cpp:354] AtlasGame.exe!TerminateOnDeviceRemoved() (0x00007ff7eb25fad0) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:214] AtlasGame.exe!VerifyD3D11Result() (0x00007ff7eb25fb7a) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:250] AtlasGame.exe!FD3D11DynamicRHI::GetQueryData() (0x00007ff7eb24e2c3) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:153] AtlasGame.exe!FD3D11DynamicRHI::RHIGetRenderQueryResult() (0x00007ff7eb24e067) + 24 bytes [h:\yarkupdateblackwood\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:65] AtlasGame.exe!FetchVisibilityForPrimitives_Range<1>() (0x00007ff7ec3f0dce) + 23 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:727] AtlasGame.exe!FetchVisibilityForPrimitives() (0x00007ff7ec3b8e36) + 9 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:1240] AtlasGame.exe!OcclusionCull() (0x00007ff7ec3b9213) + 19 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:1303] AtlasGame.exe!FSceneRenderer::ComputeViewVisibility() (0x00007ff7ec3bf345) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:3047] AtlasGame.exe!FDeferredShadingSceneRenderer::InitViews() (0x00007ff7ec3c0189) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenevisibility.cpp:3325] AtlasGame.exe!FDeferredShadingSceneRenderer::Render() (0x00007ff7ec29525b) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:677] AtlasGame.exe!RenderViewFamily_RenderThread() (0x00007ff7ec38750c) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\renderer\private\scenerendering.cpp:1272] AtlasGame.exe!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`13'::EURCMacro_FDrawSceneCommand>::ExecuteTask() (0x00007ff7ec399a9d) + 16 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\public\async\taskgraphinterfaces.h:874] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff7eae0b7e8) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:942] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff7eae0a99d) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\async\taskgraph.cpp:683] AtlasGame.exe!RenderingThreadMain() (0x00007ff7eb2d23b9) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:265] AtlasGame.exe!FRenderingThread::Run() (0x00007ff7eb2d2770) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\rendercore\private\renderingthread.cpp:385] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff7eaedc1e6) + 0 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7eaedc0b8) + 8 bytes [h:\yarkupdateblackwood\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ffc549c7bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffc54d2ce71) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffc54d2ce71) + 0 bytes [UnknownFile:0] #6 (This might have been resolved by setting shadow quality to "low") LowLevelFatalError [File:H:\YARKUpdate\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') VERSION: 8.72 KERNELBASE.dll!UnknownFunction (0x00007ffeea2da388) + 0 bytes [UnknownFile:0] AtlasGame.exe!FError::LowLevelFatal() (0x00007ff78ad40471) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\misc\outputdevice.cpp:354] AtlasGame.exe!TerminateOnDeviceRemoved() (0x00007ff78b10a3b9) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:189] AtlasGame.exe!VerifyD3D11Result() (0x00007ff78b10a45a) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225] AtlasGame.exe!FD3D11Viewport::PresentChecked() (0x00007ff78b10cf66) + 47 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:303] AtlasGame.exe!FD3D11Viewport::Present() (0x00007ff78b10d4cc) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:491] AtlasGame.exe!FD3D11DynamicRHI::RHIEndDrawingViewport() (0x00007ff78b10dd0e) + 0 bytes [h:\yarkupdate\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:612] AtlasGame.exe!FRHICommandListExecutor::ExecuteInner_DoExecute() (0x00007ff78b16fc71) + 0 bytes [h:\yarkupdate\engine\source\runtime\rhi\private\rhicommandlist.cpp:249] AtlasGame.exe!FExecuteRHIThreadTask::DoTask() (0x00007ff78b16fd06) + 0 bytes [h:\yarkupdate\engine\source\runtime\rhi\private\rhicommandlist.cpp:293] AtlasGame.exe!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() (0x00007ff78b176bec) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\public\async\taskgraphinterfaces.h:876] AtlasGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff78acb6428) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:939] AtlasGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff78acb55dd) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:680] AtlasGame.exe!FRHIThread::Run() (0x00007ff78b17c542) + 0 bytes [h:\yarkupdate\engine\source\runtime\rendercore\private\renderingthread.cpp:226] AtlasGame.exe!FRunnableThreadWin::Run() (0x00007ff78ad877b6) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] AtlasGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff78ad87688) + 8 bytes [h:\yarkupdate\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] KERNEL32.DLL!UnknownFunction (0x00007ffeeb2c3034) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffeedc83691) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffeedc83691) + 0 bytes [UnknownFile:0] #7 Fatal error! VERSION: 4.0 AtlasGame.exe!AShooterWeapon::FindHarvestableOrEnemy() (0x00007ff75703e4ae) + 7 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shooterweapon.cpp:7807] AtlasGame.exe!AShooterWeapon::WeaponStartAttack() (0x00007ff757006df8) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shooterweapon.cpp:1601] AtlasGame.exe!AShooterWeapon::NetWeaponStartAttack_Implementation() (0x00007ff757006538) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shooterweapon.cpp:1527] AtlasGame.exe!AShooterWeapon::execNetWeaponStartAttack() (0x00007ff757533e29) + 217 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\classes\shooterweapon.h:261] AtlasGame.exe!UFunction::Invoke() (0x00007ff757ae89e7) + 15 bytes [h:\yarkupdate\engine\source\runtime\coreuobject\private\uobject\class.cpp:3907] AtlasGame.exe!UObject::ProcessEvent() (0x00007ff757b2b0b8) + 0 bytes [h:\yarkupdate\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:931] AtlasGame.exe!AActor::ProcessEvent() (0x00007ff7580f3192) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\actor.cpp:631] AtlasGame.exe!FObjectReplicator::ReceivedBunch_WrappedNet() (0x00007ff7581aa43a) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datareplication.cpp:989] AtlasGame.exe!UActorChannel::ProcessBunch() (0x00007ff75819eab5) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:1776] AtlasGame.exe!UActorChannel::ReceivedBunch() (0x00007ff75819e5a5) + 11 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:1667] AtlasGame.exe!UChannel::ReceivedNextBunch() (0x00007ff75819a91f) + 22 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:533] AtlasGame.exe!UChannel::ReceivedRawBunch() (0x00007ff75819a3eb) + 16 bytes [h:\yarkupdate\engine\source\runtime\engine\private\datachannel.cpp:355] AtlasGame.exe!UNetConnection::ReceivedPacket() (0x00007ff7582ed09c) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\netconnection.cpp:1158] AtlasGame.exe!UNetConnection::ReceivedRawPacket() (0x00007ff7582ebef4) + 13 bytes [h:\yarkupdate\engine\source\runtime\engine\private\netconnection.cpp:619] AtlasGame.exe!UIpNetDriver::TickDispatch() (0x00007ff7580acbe5) + 0 bytes [h:\yarkupdate\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:226] AtlasGame.exe!TBaseUObjectMethodDelegateInstance_OneParam<APrimalBuff_DriverSeatInputs,void,float>::ExecuteIfSafe() (0x00007ff756a2b0c4) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:533] AtlasGame.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast() (0x00007ff7582c9af3) + 14 bytes [h:\yarkupdate\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1837] AtlasGame.exe!UWorld::Tick() (0x00007ff7582c2511) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\leveltick.cpp:1109] AtlasGame.exe!UGameEngine::Tick() (0x00007ff7581f5de3) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\gameengine.cpp:1174] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff7568d88ca) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launchengineloop.cpp:2443] AtlasGame.exe!GuardedMain() (0x00007ff7568d340c) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff7568db2aa) + 5 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff7568db3d8) + 8 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff7594bcf7d) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ffde7973034) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffde7d21471) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ffde7d21471) + 0 bytes [UnknownFile:0]
  19. Hello again! I have decided to update some of the feelings I have towards the building aspect of the game and maybe provide a solution for it. I am currently at 215 hours and still nowhere near a Kraken fight yet. Let talk about stone structures... First on our list is Stone Fence Support. What a poor design of the actual idea. An example of this would be snapping Fence Support to a foundation and finding out that Stone Wall snaps only to the top part of the Fence Support as if you are placing the wall on the foundation itself (leaving the bottom part of the Fence Support empty. I understand that some prefer it snapping that way and then end up placing another wall below the above one. The issue, in my opinion, is the fact that the actual support wall is the first one that is snapped to the Fence Support. Do you know why this is a problem? Because when you build massive structures and decide to replace a wall with a window, you no longer know what wall acts as a support for the ones above it. The fact is, removing the first snapped wall to the Fence Support will destroy at least one placed below it and lots of times destroy the ones placed above it also. The game is meant to be a PVP game with a massive multiplayer base to help each other become better and progress through it. Playing this game as a PVE is just as fun don't get me wrong but since lots of PVE players mostly build, build and build, the building aspect of the game needs to be improved. I am not arguing the point that it should be in the game right now but arguing the point that items already in the game need work before new things get released. You came out with a broken vehicle and instead of fixing parts of the vehicle that are already broken, you are adding more broken parts. Today while reading through some of the comments on the forums I stumbled across Boomer’s post about WHY EVERYONE WHO CARES ABOUT ATLAS SHOULD HAVE A CLOSE LOOK AT NO MAN'S SKY What a great post. The game developers knew the game was dying and that something needed to be done to resurrect it, and guess what? they have done it. There are on average 2 times more people playing No Man's Sky than Atlas. Yes, the game and certain aspects of the world/planets of NMS are not as breathtaking as Atlas Islands but the game is actually worth playing. I think it is enough of rambling and time to introduce solutions to what other players want out of the game by reading what the players are saying. I have come across multiple threads advising on how to resolve the snapping points/placements of certain items. You have a great system going reference snapping points using "E" key and rotating between items using the "T" key but something is still missing. Yes, PILLARS. Adding small snapping boxes to the corners of the ceilings and foundations will allow folks to place these skinny pillars away from the center. Something like this The other idea is allowing you to actually drag the direction arrows while holding the item you want to place. This will not apply to all items but for a foundation, for example, it would do wonders. Prior to placing the first foundation, one would be able to place it at its max height, causing others to fall in line with it (keeping the design on the foundations all the same). Stop overthinking and allow us to use similar triangles that are used for the ceilings and foundation but for the walls. You have it already, why do you limit it to foundations and ceilings??? Anyways enough for now. I will leave you with this, this is a survival GAME, nothing about it is actually real. Aspects of the game are similar to the actual life but 95% of the game is not. I am sure someone out there would say, "Hey Paw! If you place a pillar in the corner it would make it impossible to support due to weight balancing." My reply to that would be to look at the other game mechanics before you complain about the support system. A great example of it would be the scenario from Fence Support mentioned at the beginning.
  20. OK so I simply cant play with this issue and its been days I cannot interact with anything aswell as there is no tooltips such as tame name, lvl hp etc, no press E to mount, cant open doors or containers at all, I can get on a mount but my toon will sit off somewhere random or stay where it is and the mount will not move or do a thing. my animals are slowly starving to death and timers counting down that I cant get too since I cant use bed to fast travel, I can only stay connected for about 5 mins before battle eye says the game is unresponsive and that is only if it lasts that long before crashing for a diff reason. I ran repir tool many many times with no success so I then tried a full uninstall the re downloaded and installed the game, its exactly the same however, my pc is far beyond recomendations so everything is slowly starving and timing out that isn't where my toon is atm, I am soo frustrated lol any1 know how to resolve this or having the same issue
  21. The bug still exists. I had a character experience this a few days ago. There is a workaround, but it requires some luck and effort every time you log in to avoid getting kicked after just a few minutes. I finally resorted to creating a new character to resolve the issue.
  22. Do not know how to respond to such ignorance. There is no abuse of public opinion. Thing is in time more parents will pick up on what is going on. This is not the only game communtiy that markets to kids but then ignores the very rules they set because it is easiest to do. This thread gives the inhouse parents an awareness of things. It will serve to let the PR people for this company know what is coming. If this thread fails to resolve some basic issues then I will move on to where more mature adults/parents will see things. Twitter seems to be popular for this company. It is one thing to allow toxic behavior on their servers as that is harder to monitor. When you have a concerned active parent pleading for some moderation and nothing becomes of it, then something needs to be fixed. This will not the first developer to have to deal with this. If parents started to crack down and not allow their kids to buy these games, companies like this will no longer exist. That is a clear fact. Thank you all for your participation. Those of you that add something nice to see others that feel as I do. Those with your toxic or pointless opinions, sorry but you are either not a parent or clearly aim to raise your kid differently. I do not know what studies you speak of that show people that do not know how to speak in public correctly are smarter than others? In this country if you use such language in a court room expect the judge to hit you with fines or jail. called respect. Something I am attempting to teach my kids. Something that sometimes you show a lack of to a community trying to call out and get rid of the bad apples.
  23. I was able to resolve this error by starting up the redis server when I ran into it @Banjaxe. It is saying that it cannot connect to the redis server on the second line. Its the third button down on the left side of the ui, it says "Redis Database" I just clicked it, and launched it with the defaults and it worked.
  24. cheat takeallstructure didn't give me the claim flags (merging didn't do that either when we were doing that to resolve the bed issue before this patch). I basically went around to all company buildings and used giveallstructures (thankfully most were connected or small builds since we just started) and then used DestoryTribeId to destroy the old company based on the company id on the flag and the flag(s) deleted. Obviously don't do that until you've taken all the structures back.
  25. Does ServerPassword work for you @Gaxon? Merging companies doesn't merge claim flags (they disappear). Found this as we have been merging companies to resolve the bed issue. Everything else merges (buildings, boats, and tames). Also noticed Smithy etc. don't have the lock option like on live... am I missing some setting? Storage and resource boxes do have the lock. Can confirm Silos can't be placed (they are probably tied to the "new" island claim system rather than the old style claim flag circles we're using).
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