Beiträge von Adebar

    v250.4


    * Fixed an infinite loop lockup case.


    v250.2


    * Fixed Wyverns / other creatures having infinite special-attack stamina when carrying a creature
    * Changed the following items to have only 1 stack, and retroactively applied this to help deal with an exploit:
    - Industrial Grinder
    - Chemistry Bench
    - Industrial Cooker
    - Tree Platforms
    - Industrial Grill
    - Vault
    - Industrial Forge
    - Ballista Turret
    - Minigun turret
    - Rocket turret
    - Oil pump
    - Cannon
    - Refrigerator
    - Air conditioner
    - Fabricator


    And these are now limited to 5 in a stack:


    - Huge Gates & Gate Frames (Wall and Ceiling)


    v250.1


    * Fix for user/server INI values not being properly utilized


    v250.0


    - Conclusion of Fear Evolved event: the Fear Evolved Structures will be removed, but any earned Cosmetic Items and ZombDodos/ZombWyverns remain!
    - Fix of Procedurally Generated ARK crashes, massive reduction in generation and loading time, fix for PGM's on Linux Servers and Mac & Linux Clients. (Wipes saved v1 PGM's, now is v2)
    - 1 new mythos Explorer Note for each character
    - "Ignore All Whistles" option for Dinos
    - Per-Alarm-Tripwire Option for Tripwires to not be set-off by Tribemates or Allied Tribes. (defaults to not be set off by Allies)
    - Alpha Mosasaurs now drop quality fishing rods
    - Preserving Bin now has 24 item slots
    - Alpha Wyvern and Alpha Deathworm Trophy heads
    - Platform Dinos now add 20% of the inventory weight from creatures/players standing on them (previously was 0%)
    - Imprinted baby walking now respects the server's "AllowAnyoneBabyImprintCuddle" setting
    - Underwater mines no longer target wild dinos
    - You can now paint the bulbs of electric lamps which will colorize the lighting which comes from them
    - Fixed issue where you could upload engram-crafted items to Cross-Server and they would disappear
    - Fixed issue with Industrial Cooker not properly using up water container when crafting
    - Fixed an issue with unstasising structuctures occasionally being invisible on client
    - Sloped Roofs now properly used for indoors calculation
    - Redid all 3D Dino Dossiers to look & be more accurate to original 2D concepts
    - Fixed longstanding issue of movement getting stuck on trees in permanent Falling physics state
    - Snap Point Cycling! Press 'Q' ('give default weapon' key) or 'Z' ('defecate' key) when placing to cycle thru all nearby Snap Points :)

    -Fixed skin rack not functioning in multiplayer games
    -Fix drying rack items remaining selectable even when player moved away from rack
    -Removed red crosses from overhead map (found photos should show location to explodable caches)
    -Fixed bug with some enemy types hits not registering

    https://playrust.com/devblog-134/


    Changelog:


    Added new lighthouses to Hapis Island
    Added a new radtown to Hapis Island
    Changed the Hapis Island tunnels to mineshaft networks
    Fixed player eyes looking glossed over
    Fixed players not blinking
    Fixed players not looking around
    Added integrated workshop
    Maps no longer have fog of war
    Fixed clothing backfaces having weird lighting
    Added collared shirt
    Added tanktop
    Added shorts
    Sound occlusion enabled by default
    No more hitmarkers when meleeing barrels
    Added silenced lr300 and mp5 gunshots
    Updated bullet flyby sounds
    Misc minor sound polish
    Improved water rendering and culling
    Optimized terrain and terrain-blended rock/cliff shaders
    Fixed incorrect network group subscriptions of players before spawn
    Disabled a few irrelevant warnings for non-developers
    Optimized prefab pooling (more to come next week)
    Added prefab pooling to building conditional models
    Added prefab pooling to renderer batching
    Spawn group respawn rates are now scaled with the player count
    Disabled rain until we can re-enable its particle collisions
    Removed XP System
    Added Component System
    Added Recycler
    Added Junkpiles
    Added Radiation
    Added loot scaling

    Hey everyone,


    For this patch we’ve added a new weapon type. It’s in parts and constructable by finding the pieces in hidden caches around the world. We’ve also added new photo pickups to help you find these locations. You can find the photo’s hidden in caves and other areas around the forest.


    Findable red paint can now be worn by players. Whilst worn enemies may act differently towards you however rain or going into water will wash this off. We’ve also added some cave paintings to help explain why enemies might be doing this.


    We’ve added a new hard difficulty mode, and an option to choose from peaceful, normal or hard mode from the title screen. Hard mode is experimental, and we are hoping to get feedback from players if it’s too hard, or still too easy. Along with harder enemies that do more damage and will be around more often, this mode will increase the chance of the larger distorted creatures coming out, as well as making some basic survival aspects harder.


    We’ve improved more of the storage this patch, it is now possible to add items to the weapon rack without going into your inventory, and snack and medicine cabinets can now use either meds or snacks. Note – medicine and snack cupboards built in old saves won’t have this functionality, but newly built cabinets even in old saves will.


    There are also a bunch of other bug fixes, some balance tweaks and lots more, for the full list check:


    A couple weeks ago we mentioned progress on the story, but today want to give a date for the release of that content. The door at the bottom of the sinkhole will be openable next month, on December 14th.


    As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub


    V0.49 changelog:


    New cave paintings added to some cave story spots
    Red storage container company logo added
    Storage container manifest pickup added
    New photo pickups showing location to hidden caches added around world and especially in caves
    Red paint – added more buckets to world and in caves. These can now be worn by players to scare off enemies, or have enemies pray to you.
    (Building) Ghost structures now prevent adding the very last ingredient until the player exits the premises – fixes players getting stuck inside foundations or flying into air when completing raft
    (Performance) Fixed excessive overhead occurring when loading saves with huge amount of player made structures, possibly using 50% CPU for up to several minutes after black screen goes off
    Fixed dried meat added to fire before eating it not yielding anything
    (Multiplayer) Fixed houseboat oar not working
    (Building) Meds & Snack holders have been replaced by the Small and Large food holders which let you choose which item you wish to store in each slot with the “Rotate” button
    Improved animations for client during plane crash sequence and waking up on plane
    (Building) Skin rack has been revamped to use the new storage control scheme, each slot can now hold any type of skin, which can be selected with the “Rotate” button when prompted on empty slots
    (Building) Weapon rack & wall weapon rack have been revamped to use the new storage control scheme, equipment type to be stored can be selected with the “Rotate” button when prompted on empty slots, it will default to whatever is currently held when first interacting with the rack
    Exploded state of caches is now saved
    (Building) Drying rack has been revamped to use slots for each drying meat piece
    Increased speed of animals and increased the rate that lizards will run away from player
    Fixed placing bombs on explodable caches not working
    (Building) Floor & Roofs ghost triggers now better conform with the visible model (prevents the new system from not allowing to complete it when standing bellow)
    Slightly pull out inventory camera and tilted up to give a bit of space for upper items
    Fixed a case of thrown spear not being possible to pick up (i.e. after hitting a rock)
    (Building) Slightly re-positioned large food holder (former snack holder) triggers to prevent the 3rd one to be inaccessible when up close
    Difficulty mode is now saved in the upper node of the save file and visible in title screen save slot thumbnails
    Added Peacefull/normal/Hard mode selection with hover tooltip after clicking on new game
    Fixed large raft stick requirement icon
    Improved cut/not cut tree materials not matching
    switched garden icon positions and replaced rotate icon with switch one
    Fixed eating burnt meat not playing eat sfx
    Added whoosh sfx when adding items to fire and drying rack
    Fixed arrow basket icons on wrong layer
    Switched all rotate icons to switch icon (except rotating buildings)
    Hard survival setting: polluted water damage x20 from normal (which is 1)
    Hard survival setting: polluted water thirst replenishment 50% of normal
    Hard survival setting: frost speed x3 from normal
    Hard survival setting: frost damage x3 from normal
    Hard survival setting: defrost speed 50% of normal
    Fixed north area slight constant snow not properly following player
    Weapon rack & wall weapon rack now only accept weapon items
    Ammo pickup added and added to cave spots
    New pickup icons added for katana, bow and spears
    Updated enemy layout and navmesh in cave 8
    Improved look of cloud/sky at night especially if overcast


    Quelle: http://survivetheforest.com/

    -Fixed player bodies in multiplayer games sometimes being invisible
    -Fixed small trees appearing red/without textures or invisible on some graphics cards

    V0.48 Changelog:


    (Building) Procedural stairs may now be built both up and down in a single unit instead of being one way only
    (Building) Fixed a bug with hole cutter causing some buildings to leave a broken ghost behind when targeted, increased amount of buildings it can remove, and fixed some errors/crashes with removing some structures
    (Multiplayer) Fixed edible items shared with tray not always usable
    (Multiplayer) Added support for syncing meat decay state when shared with tray
    (Building) Building repair trigger no longer shows the “Take” action icon when not owning any repair material
    (Building) Fixed dock not having a max point limit
    (Building) Lowered max angle between dock chunks
    (Building) Collapsed building parts now have an accurate collider so they don’t go half way inside other objects or ground and no longer spin on themselves
    (Building) Fixed placing rock fence stub looking slightly different than placed version
    (Building) Improved system that prevents autofilled walls and fences from placing over existing ones
    (Multiplayer) Fixed coop players sometimes spawning on top of each other inside the plane
    (Multiplayer) Fixed players spawning in wrong pose when first joining a coop session
    (Multiplayer) Fixed other players and enemies visible during the player death sequence
    (Building) Rock fence now breaks into individual rocks when collapsed
    (Building) Added collision to defensive wall reinforcement spikes
    (Building) Added angle snap when placing foundation, walls, fences and stairs!
    (Building) Wall and fence chunks now attempt when placed to be nested with the support structure below if any. Fixes issue of destroying a single chunk possibly collapsing the entire upper row (not retroactive)
    Fixed gamepad not automatically selecting the first UI element of opening panels (such as the received MP invite one or pause menu in game)
    (Building) Fixed aiming back and forth between fences and floors breaking wall & fences placement in autofill mode
    (Building) Switched walls and fences placement to a cast based system instead of trigger based, meaning that it will target whatever support is being looked at in autofill mode instead of having to bring the default log model (which isn’t always visible) in direct vicinity of the support
    (Building) Revamped defensive wall reinforcement placement with the new cast based targeting system
    (Building) Added snapping with other walls when placing procedural walls in manual mode
    (Building) Each floor and roof now has a 20 holes limit, this works around an issue in multiplayer causing clients to no longer receive holes past a certain amount, also prevents escalating computation costs due to inappropriate use of the hole cutter
    (Building) Added new way to interact with fires: it is now possible to cook meat without holding it, when prompted press the “Rotate” button to select which meat you wish to cook, you may also choose to fuel the fire this way. Holding the meat item you wish to cook still works, it will lock the targeted meat type to whatever meat is currently held
    (Building) Added new way to interact with drying rack: it is now possible to store meat without holding it, when prompted press the “Rotate” button to select which meat you wish to add for drying. Holding the meat item you wish to add still works, and will lock the targeted meat type to whatever meat is currently held
    (Building) Not yet dried food on the drying rack can now be picked back up without waiting (it may be cooked on fire or relocated this way)
    (Building) Centered drying rack repair trigger
    (Building) New dynamic structure: Large Raft ! Features 2 oars that can be wielded by 2 players for greater speed and more accurate controlling
    (Building) Added large stick holder storage option, after placing stick holder press the “Rotate” button when prompted to toggle to large version, cost 24 stick and stores up to 40 sticks
    Fixed missing area not available message at end game door
    Fixed fire mutants not aiming projectiles at target correctly
    Improved far shadow and offscreen particles performance
    most animals now collide with walls and other objects in the world
    (Multiplayer) Improved accuracy of animation transitions for enemies and players as client
    Fixed thrown rocks not dealing damage to animals
    Fixed limbs not matching host body when chopped off.
    Fixed a bunch of text ‘can’t carry anymore’ items missing correct pluralization
    Fixed bunch of items having incorrect item name capitalization
    Fixed dropped climbing axe floating
    (Multiplayer) Fixed(again) snow trees turning into regular trees when cut
    Fixed missing Combine prompt in inventory item tooltips for a bunch of items
    Set bushes and small plants to no longer spawn under lakes/ponds
    Improved look of small tree and added touch bending
    New textures for bush08
    Fixed cave fires incorrectly rotated
    Fixed club selected material in inventory having wrong texture plugged in and a bunch of other selected materials looking wrong when hovered over
    Added collision to beach log, and hollow log and wood sound when hitting or walking over
    Plant 21 vertex colour fix
    Caves – removed old map pick up
    Fixed touch bending on Sapling 5
    Caves- fixed angled magazines on cave floors
    (Multiplayer) Fixed player switching to previous weapon after being revived
    Fixed player camera getting permanently offset sometimes when skinning an animal very close to a wall
    Fixed creepy mutants sometimes running away from player when in shallow water inside caves
    Caves – removed doubled up magazine in cave 5
    Fixed flares and tennis balls not having splash effect when hitting water
    Fixed berry pop in for blueberry and snowberry bushes
    Increased view distance on some cave climb down areas/surrounding rocks
    Fixed cowman blood seams
    Improved ai pathfinding around cliff edges and plane crash sites
    Fixed bombs/dynamite/talky place on wall system interacting with invisible triggers, thus allowing to sometimes place the item mid air
    Sheen billboards are now more consistent/brighter
    Improved resolution on plane seats/tray
    Increased meat on fire overcook duration to 90s (from 60s)
    Fixed thrown rocks not dealing damage to enemies
    (Multiplayer) Fixed weapon upgrades not showing on remote player if he hasn’t opened inventory once since starting game
    (Multiplayer) Fixed defensive wall reinforcement possibly not loading for clients in bigger games or laggy conditions
    (Multiplayer) Fixed excessive distortion when building receive damage
    (Multiplayer) Fixed some issues with tree save states being different between host and client depending on where client was when trees were cut down or game was saved
    (Multiplayer) Fixed severe lag when client joins a game that has garden with planted seeds located far away from all current player locations
    (Multiplayer) Fixed and smoothed out world object sync sweep that occurs when a client joins a game


    Quelle: http://survivetheforest.com/

    v249.2


    * Fixed an Industrial Grinder exploit.


    v249.1


    * Fixed Dino Witch Hat skin to be equipable again
    * Various fixes to ZombieWyverns
    * Fix to allow new Halloween items to be transferable in Obelisk terminal


    v249.0


    - ARK: Fear Evolved 2 (event)
    - Re-Themed ARK, with shorter days / longer nights, colder temperature, scary creatures above-ground
    - DodoWyvern & ZombieWyvern Army, DodoWyvern Mask Skin (Scorched Earth)
    - DodoRex & ZombieDodo Army, DodoRex Mask Skin (The Island)
    - New cosmetic items: Vampire Eyes, Werewolf Mask, and Clown Mask
    - Placeable "Carveable" Jackolanterns, Gravestones, & Scarecrows
    - Return of Fear Evolved 1 Bone Dino Costumes
    - New Bone Dino Costumes (Giga, Quetzal, Wyvern, Jerboa)
    - Witch Hat Skin for Survivors & Dinos is back!

    ARK: Fear Evolved 2!


    http://www.youtube.com/watch?v=2wmg-Sz8lR8#ws


    A Message from Studio Wildcard


    In regards to some of the missing Halloween content, unfortunately we weren’t able to deliver on what we had intended to do for this holiday release. Both Jeremy and Jesse (the founders and captains of our team) had to unexpectedly take care of some work out of the country which affected the development and release, as well as the content we were hoping to provide. The special attributes/effects related to Werewolves and Vampires will not be a part of this holiday event. We are hoping to be able to release these special effects in a future event, as we understand a lot of players were looking forward to experiencing it.


    We always try to include everything that mention in the patch notes and sometimes things occur outside of our control, in this case it was losing two star players - going forward we’ll be working hard to ensure that our Christmas Holiday patch will have a simultaneous release across all platforms, and include the content we intend for it - there’s a lot to look forward to and we’ll do our best to make it up to you guys!


    We sincerely apologize for any inconvenience and disappointment caused by th missing content on PC. We understand the frustrations but we do hope that you enjoy the rest of the Fear Evolved Patch.


    http://www.youtube.com/watch?v=Bc31ilt0XHE#ws


    The Dead have returned and for the next week the ARK is undergoing a spooky seasonal change where the air is cooler, the days shorter and the nights longer, and a Blood-Moon shines brightly as bats, zombies, living skelesaurus, and creepy-crawly creatures of the night appear above ground.


    Running from Friday October 28 through Sunday November 6 on Steam, Fear Evolved 2 will have ARK survivors witness the ARK transform into a dark, eerie landscape teeming with ghoulish graves, overgrown pumpkin patches, and Halloween festivities. Prepare for the ultimate Dino-Ween event, Fear Evolved 2!


    Survivors should take care when exploring the ARKs as the mythical DodoRex stomps across the land with an army of blood-thirsty zombie dodos in tow and is joined by its flying friends, the daunting DodoWyvern, its zealous ZombieWyvern horde, and a variety of re-animated Skelesaurs roam the world.


    For those brave enough to face their fears, there will be a number of new items to collect including the mythical DodoWyvern Mask, the haunting Vampiric eyes, the terrifying Clown mask, the beastly Werewolf mask, and of course don’t forget to be on the lookout for more spooky Skelesaurs in the form of; Giganotosaurus, Quetzalcoatlus, Jerboa, and Wyvern!


    Not to mention, some old festive goodies will be making a return in the form of thatch-rich scarecrows, custom Jack-o-Lantern carvings, Skelesaur Costumes, Candy-Corn loot drops, Witch Hats, Masks! You’ll also be granted the opportunity to tame endlessly-rejuvenating Zomdodos and ZombieWyverns!


    We’re also running a little Fear: Evolved contest! The first two survivors to post a video of them killing both the DodoRex and the DodoWyvern on Official PvP Servers will win a 100$ Steam Wallet Giftcode! (they can be working with other Players/Tribe of course, but we'll only have one code to send to the player who actually posts the video). You can send us a tweet with the link your video on @survivetheark

    https://playrust.com/devblog-133/


    Changelog:


    Environment volumes now eliminate ambient light when underground
    Eliminated UI canvas overhead from grass displacement camera
    Converted some component getters to pooled lists (less GC)
    Stripped deployable component from entity instances (reduced memory usage)
    Removed client missing gib warning when not running in dev mode
    Removed server building privilege warning when not running in dev mode
    Muzzle Brake has less of a aimcone penalty
    Fixed skin lighting related issues
    Added opacity anti-aliasing to grass when TSSAA is enabled
    Improved LR300 iron sights
    All Pistols have drastically reduced draw time
    Improved bolt action animations
    Added map worldmodel + LODS
    Now drops map model
    Planner/map player anims

    Note: Procedurally Generated ARKs currently do not work on Linux Servers, Linux Clients, or Mac Clients. We expect to have this fixed within a day or so, stay tuned!


    Note: v248.0 did a one-time reset of INI's, including custom Server INI's. We're very sorry for this, it won't happen again! We will be modifying the engine source to not clobber user INI's when a base INI changes!


    v248.5


    * Implemented a fix for Spoiling times. Requires Server Update! Highly Recommend Servers Get this Update!


    v248.4


    Unversioned Hotfix: Primitive+ now has fixed animations, and various updated content. Requires Server Update.
    * Game support for custom Procedural ARK Generators (ala Mods)! Here's an example:
    http://steamcommunity.com/shar…filedetails/?id=785098977


    v248.3


    Unversioned Hotfix: Fixed overspawn of Dimetrodons in TheCenter Volcano area.
    * Fixed collecting Explorer Notes while on Dinos (get a Dino XP Buff when you collect it on a Dino!!)
    * Fixed crash case with clients on PGM. Still have issues on a Linux Server, expected solution this weekend.


    v248.2


    * Fixed ?OverrideOfficialDifficulty=5.0 (etc) on servers. Requires Server Update.
    * Fixed permissions on Neutering.
    * Fixed Diplocaulus unboarding movement in local play.


    v248.1


    * Fixed issue with Dinos not eating or updating some parts of their AI! Requires Server Update! Highly Recommend Servers Get this Update!
    * Fixed issue with TheCenter preventing player connections


    v248.0


    * You can now wield your weapons when mount-riding certain Dinos. The ARK Box Art is for reals ;)
    - New Feature: Procedurally Generated ARKs! EXPERIMENTAL INITIAL TEST! Details for Hosting Dedicated PGARK Here: https://survivetheark.com/inde…erated-arks-how-to-guide/
    * New Mechanic: Explorer Notes
    * New Dino: Kaprosuchus!
    * New Dino: Diplocalus!
    * New Dino: Chalicotherium!
    * Render batching optimization for ~20% perf in structure-heavy areas
    * Tree Platforms now have +70% HP and +50% resistance to explosive damage
    * Neuter/Spay option for Tamed Dinos (irreversible!)
    * Radial Wheel Menu text size now scales with number of entries (to avoid Diplodocus overload, etc)
    * Spectators can now see player-talking moving lips & hear voice chat when in range
    * Fixed player collisions onto big dino ragdolls
    * Non-Drop-In Supply Crates (Cave/Underwater crates etc) no longer have decreasing Health over time (no longer autodestroy), but they can also not accept Inventory anymore and can not be used to generate Boss Tribute Portals.
    * System to completely add/subtract/override all Map NPC Spawners via INI (highly useful for PGM spawn tweaking). Fully Mod NPC compatible as well! Details here: https://survivetheark.com/inde…erated-arks-how-to-guide/


    http://www.youtube.com/watch?v=1fVD8C1d0wE#ws


    http://www.youtube.com/watch?v=oqch0Ze8u3I#ws

    https://playrust.com/devblog-132/


    Changelog:


    New mp5 sounds
    Misc sound voice count optimizations
    Misc sound bugfixes
    Fixed rare NRE with sentry turret
    Fixed hit decals not showing on shadowed or unlit areas
    Fixed underwater FX not showing
    Fixed weapon attachments sliding when using TSSAA
    Improved and optimized rain effect
    Improved map loading times
    Fixed a client side entity leak
    Enabled player collider and nametag pooling by default
    Fixed an exploit that would bypass the server side attack verification
    Fixed an exploit that would bypass the server side attack cooldown
    Fixed the censorship cubes sometimes not showing when they should
    Fixed rare NRE with the sign texture update
    Camera worldmodel added + LODS
    world model for LR300 when dropped + LODS
    world model for double shotgun when dropped + LODS
    world model for bota bag when dropped + LODS
    world model for silencer when dropped + LODS
    world model for scope when dropped + LODS
    world model for holosight when dropped + LODS
    world model for muzzle boost when dropped + LODS
    world model for muzzle brake when dropped + LODS
    world model for building plan when dropped + LODS

    Unraveling the Mysteries of the ARK


    A new Explorer Note has been discovered!


    Survivors!


    We’re excited to reveal the second of many Explorer Notes to be uncovered whilst surviving on the ARK very soon.


    In patch v248, the ‘Explorer Note System’ will be finding its way onto the ARK the Island and Scorched Earth. You’ll be able to discover the stories of actual inhabitants that have lived on the isle, and follow their fate over time. By studying their notes, learning through their experiences, and revealing the secrets they have discovered, you will be able to get closer to the heart of the mysteries surrounding the ARK.


    This "Raia Tablet" has been found specifically on Scorched Earth. It's very intriguing... But who is Raia? And what does it say?


    We are putting out a call to all Survivors! We need your help in translating this mysterious tablet. The first person to translate this tablet and tweet the findings to us on our Twitter @survivetheark (either with a screenshot of the translation or a pastebin link) using the hashtag #ARKNote will be rewarded with a $100 Steam giftcard! Be the first to unravel a true mystery of the ARK, and best of luck!


    Congrats to Sean who was the first to translate the tablet! That was super fast! Here is their translation: https://twitter.com/Kaynide/status/788183597962321920 http://imgur.com/a/D07ZI


    Quelle: http://steamcommunity.com/game…detail/825674838926462404

    https://playrust.com/devblog-131/


    Changelog:


    Updated bota bag vm anims
    Fixed certain entities sending network updates before they were spawned
    Held entities always destroy immediately (stop following pooled / destroyed parents)
    Fixed pumpkin not shown on player after initial use
    Added mesh renderer support to player clothes pooling
    Added find_entity / find_id / find_group / find_parent admin commands
    Fixed players motion blur visible behind walls (regression)
    Fixed moon rendering black to reflection probe
    Fixed moon darkening when closer to the horizon
    Fixed foliage displacement missing some spots (wip)
    MP5 Added
    LR300 Craftable
    Silencer sound range reduced to 40m (was 100)
    Silencer now hides tracers