Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
Summary:
Any attempt to spawn an item using an admin spawn code results in automatic server crash.
Found in Build: 1.0.0.161104-1830 (RTW)
Repro Rate:
Dedicated Server: <4/4>
Setup:
Any spawn code
Expected Result:
The item to show in inventory
Actual Result:
Instant Server Crash
Crash Log:
N/A
I tried 4 random commands including
Summary:
<When I turn the game after a few seconds crasch (No save start)>
Found in Build: <newest>
Expected Result:
<Installed mod>
Actual Result:
<I cant turn on the game with this mod>
Assertion failed: PackageFileTag.CompressedSize == PACKAGE_FILE_TAG_SWAPPED [File:C:\SVN_Ark\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 348]
VERSION: 250.1
KERNELBASE.dll!UnknownFunction (0x00007ffa4e451f28) + 0 bytes [UnknownFile:0]
ShooterGame.exe!FOutputDevice::Logf__VA() (0x00007ff7a45bf258) + 159 bytes [c:\svn_ark\engine\source\runtime\core\private\misc\outputdevice.cpp:145]
ShooterGame.exe!FDebug::AssertFailed() (0x00007ff7a45bf7f5) + 178 bytes [c:\svn_ark\engine\source\runtime\core\private\misc\outputdevice.cpp:220]
ShooterGame.exe!FArchive::SerializeCompressed() (0x00007ff7a45d69e5) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\serialization\archive.cpp:349]
ShooterGame.exe!FModUnZipAndCopyFileVisitor::Visit() (0x00007ff7a5c6c8a4) + 0 bytes [c:\svn_ark\engine\source\runtime\online\onlinesubsystemsteam\private\steamworkshop.cpp:117]
ShooterGame.exe!`IPlatformFile::IterateDirectoryRecursively'::`2'::FRecurse::Visit() (0x00007ff7a45375e2) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:36]
ShooterGame.exe!FWindowsPlatformFile::IterateDirectory() (0x00007ff7a45f3eb7) + 710 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:281]
ShooterGame.exe!`IPlatformFile::IterateDirectoryRecursively'::`2'::FRecurse::Visit() (0x00007ff7a45375fe) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:41]
ShooterGame.exe!FWindowsPlatformFile::IterateDirectory() (0x00007ff7a45f3eb7) + 710 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:281]
ShooterGame.exe!`IPlatformFile::IterateDirectoryRecursively'::`2'::FRecurse::Visit() (0x00007ff7a45375fe) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:41]
ShooterGame.exe!FWindowsPlatformFile::IterateDirectory() (0x00007ff7a45f3eb7) + 710 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:281]
ShooterGame.exe!IPlatformFile::IterateDirectoryRecursively() (0x00007ff7a45375b8) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:45]
ShooterGame.exe!FDecompressAndCopyModTask::DoWork() (0x00007ff7a5c6e0bb) + 0 bytes [c:\svn_ark\engine\source\runtime\online\onlinesubsystemsteam\private\steamworkshop.cpp:213]
ShooterGame.exe!FAsyncTask<FDecompressAndCopyModTask>::DoThreadedWork() (0x00007ff7a5c79122) + 9 bytes [c:\svn_ark\engine\source\runtime\core\public\async\asyncwork.h:335]
ShooterGame.exe!FQueuedThread::Run() (0x00007ff7a454d3cb) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\hal\threadingbase.cpp:326]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff7a460ce86) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7a460cd48) + 8 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffa50d08102) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa5130c5b4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa5130c5b4) + 0 bytes [UnknownFile:0]
Crash in runnable thread PoolThread 2
Summary:
The stats coming from the activated Antinode item become permanent on a dino and you can repeat the process several times to get ridiculous stat scale up without using the antinode.
Found in Build: 1.0.0.161127-1000
Repro Rate:
Dedicated Server: <5/5>
Single Player: <5/5>
Setup:
When you have the antinode turned on on a dino and you upload it to the tribute, it gets uplaoded with those buffed stats and antinode gets dropped. The thing is, when you download the creature bad, it has those buffed stats applied permamently. You can do the process again to exploit a stat gain like this.
Summary:
Server is crashing, I guess when traveling. Since we have a cluster setup with TheIsland and ScorchedEarth I recognized one of those servers is crashing after traveling. But not always! I couldn't completely reproduce it, but I'm pretty sure it has something to do with the Mod. We didn't have any server crash before installation of the Mod.
Found in Build: 252.7
Repro Rate:
Dedicated Server: 2/5
Single Player: 0/5
Setup:
Details are a cluster setup with TheIsland and ScorchedEarth. We had about 3-4 server crashes on both maps combined. I recognized this when I was traveling onto SE map and the server died. Our Island server was still running. I had an Antinode Module in my inventory when arriving at SE.
Repro Steps:
Expected Result:
I expected to download the Argentarvis and reinstall the Antinode to continue on SE
Actual Result:
Server Crash with full crash log
Screenshots:
n/a
Crash Log:
http://pastebin.com/XteHuqQT
Summary:
Unable to change engram PreReq
Found in Build:
Version: 1.0.0.161211-0845
Repro Rate:
Dedicated Server: 1/15
Setup:
;Anitnode Fabricator
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_AntinodeFabricator_C",EngramHidden=false,EngramPointsCost=30,EngramLevelRequirement=20,RemoveEngramPreReq=true)
Repro Steps:
1)In Game.ini file enter in the following code to disable the smithy requiements
Expected Result:
Smithy is not required to learn AntiNODE Fabricator.
Actual Result:
Smithy is still required
Our server has most of the vanilla engrams disabled and the smithy is one of them. I copied the engram entity from your mod files for the fabricator.
Summary:
There's a small issue between this mod and the Pet Manager mod. Pet Manager displays a pet's status effects next to their name on the HUD, and when an antinode matrix is attached to a pet, a small white square is displayed beside their name as a status. It's a purely visual bug, doesn't have any effect on gameplay.
Found in Build: 1.0.0.161211-0845 (QFE4)
Repro Rate:
Dedicated Server: <5/5>
(Only melee node tested as yet, but can test others if required)
Setup:
Pet Manager mod to be installed, and the pet in question to be in the player's current party (so their name is on the screen).
Repro Steps:
Result:
Pet's name on the left hand side gains a small white square next to it.
Screenshots:
Without node active:
http://steamproxy.net/sharedfiles/filedetails/?id=817928769
With node active:
http://steamproxy.net/sharedfiles/filedetails/?id=817928743
Extra Note:
I've also informed the Pet Manager mod author of this issue, so both authors can look into it.
Summary:
1.) Placed the Override Engram script enables all other hidden engrams (Indom rex shrine Admin Teleport pad etc...)
2.) Ingame engram on fabricator and saddle will not unlock period; any attempt in spawning the items in out of the Structure commands result in crash ( havent tested any commands past that.)
Current Build Version: 1.0.0.161211-0845 (QFE4)
So say your dino has 1000 hp and ORP2 buff increases it to 2000. Your antinodes if you use one that increases HP will increase that 2000 hp to w/e tier node you have. Now if you deactivate the node the hp will go into the negatives and ur dino will die from any source of damage. Happens with melee also where the damage will be in the negatives and your dino wont hit anything.
Gonna test to see if it will fix itself if I log off till the ORP buff kicks in again and ill let yaknow.
Dont think it will but who knows.
It didnt revert. The negative stats stay for good it seems.
since I added this mod to my server weve got this crash?
I can't really said what was happning there in server but when I asked to our server player they said nothing happen special things?
Found in Build:
<newest>
Repro Rate:
Dedicated Server: 2/5
Crash log:
Fatal error!
VERSION: 253.6
ShooterGameServer.exe!UObject::execDynamicCast() (0x00007ff7e440ac90) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1873]
ShooterGameServer.exe!UObject::ProcessInternal() (0x00007ff7e440795f) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:594]
ShooterGameServer.exe!UFunction::Invoke() (0x00007ff7e43c6840) + 6 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\class.cpp:3746]
ShooterGameServer.exe!UObject::ProcessEvent() (0x00007ff7e44089dc) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:931]
ShooterGameServer.exe!AActor::ProcessEvent() (0x00007ff7e486415f) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\actor.cpp:592]
ShooterGameServer.exe!APrimalStructureItemContainer::NotifyItemAdded() (0x00007ff7e3c18d2e) + 65 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalstructureitemcontainer.cpp:799]
ShooterGameServer.exe!UPrimalInventoryComponent::NotifyItemAdded() (0x00007ff7e3b73dff) + 0 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:241]
ShooterGameServer.exe!UPrimalItem::AddToInventory() (0x00007ff7e3b9302e) + 15 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalitem.cpp:705]
ShooterGameServer.exe!UPrimalInventoryComponent::AddItem() (0x00007ff7e3b7398f) + 0 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:185]
ShooterGameServer.exe!AShooterPlayerController::ServerTransferToRemoteInventory_Implementation() (0x00007ff7e3d5247c) + 45 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:4011]
ShooterGameServer.exe!AShooterPlayerController::execServerTransferToRemoteInventory() (0x00007ff7e42082aa) + 602 bytes [c:\svn_ark\projects\shootergame\source\shootergame\classes\shooterplayercontroller.h:46]
ShooterGameServer.exe!UFunction::Invoke() (0x00007ff7e43c6840) + 6 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\class.cpp:3746]
ShooterGameServer.exe!UObject::ProcessEvent() (0x00007ff7e44089dc) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:931]
ShooterGameServer.exe!AActor::ProcessEvent() (0x00007ff7e486415f) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\actor.cpp:592]
ShooterGameServer.exe!FObjectReplicator::ReceivedBunch() (0x00007ff7e48eb542) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\datareplication.cpp:654]
ShooterGameServer.exe!UActorChannel::ProcessBunch() (0x00007ff7e48e703d) + 26 bytes [c:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:1730]
ShooterGameServer.exe!UChannel::ReceivedNextBunch() (0x00007ff7e48e3a18) + 21 bytes [c:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:533]
ShooterGameServer.exe!UChannel::ReceivedRawBunch() (0x00007ff7e48e35de) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:330]
ShooterGameServer.exe!UNetConnection::ReceivedPacket() (0x00007ff7e49df30d) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\netconnection.cpp:1109]
ShooterGameServer.exe!UNetConnection::ReceivedRawPacket() (0x00007ff7e49de103) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\netconnection.cpp:576]
ShooterGameServer.exe!UIpNetDriver::TickDispatch() (0x00007ff7e482e58e) + 0 bytes [c:\svn_ark\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:174]
ShooterGameServer.exe!TBaseUObjectMethodDelegateInstance_OneParam<APrimalCharacter,void,float>::ExecuteIfSafe() (0x00007ff7e3ae7b87) + 0 bytes [c:\svn_ark\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:532]
ShooterGameServer.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast() (0x00007ff7e49c4e69) + 14 bytes [c:\svn_ark\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1784]
ShooterGameServer.exe!UWorld::Tick() (0x00007ff7e49ba081) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\leveltick.cpp:1092]
ShooterGameServer.exe!UGameEngine::Tick() (0x00007ff7e491c40f) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\gameengine.cpp:1139]
ShooterGameServer.exe!FEngineLoop::Tick() (0x00007ff7e3a46832) + 0 bytes [c:\svn_ark\engine\source\runtime\launch\private\launchengineloop.cpp:2380]
ShooterGameServer.exe!GuardedMain() (0x00007ff7e3a4212c) + 0 bytes [c:\svn_ark\engine\source\runtime\launch\private\launch.cpp:140]
ShooterGameServer.exe!GuardedMainWrapper() (0x00007ff7e3a4782a) + 5 bytes [c:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGameServer.exe!WinMain() (0x00007ff7e3a47960) + 8 bytes [c:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
ShooterGameServer.exe!__tmainCRTStartup() (0x00007ff7e5875821) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffeb7e88364) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffeb89e70d1) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffeb89e70d1) + 0 bytes [UnknownFile:0]
When equipping a female ovis ares with an AntiNode, the hexagon overlay shows male horns on it's head, even though they don't exist on the model.
http://steamproxy.net/sharedfiles/filedetails/?id=875772131
The color change thing seems to be intermitant, some times they will stay Orange, other times they will revert back to their colors.
The double, leave visual range and come back into range and they will be that way. You can't walk through the double.
I have no mods that change the animals, I have overrode offical diff to a higher level though. As far as I can tell this is the only animal affected by this visiual bug.
Map we're playing, if it matters, is Mortem Tupiu
http://steamproxy.net/sharedfiles/filedetails/?id=883561861
http://steamproxy.net/sharedfiles/filedetails/?id=883561749
http://steamproxy.net/sharedfiles/filedetails/?id=883561912
http://steamproxy.net/sharedfiles/filedetails/?id=883561977
http://steamproxy.net/sharedfiles/filedetails/?id=883562014
http://steamproxy.net/sharedfiles/filedetails/?id=883562140
http://steamproxy.net/sharedfiles/filedetails/?id=883562176
Summary:
The Overlay provided by Antinode causes some Dinos the have "secondary skin displacement"
Found in Build: Unknown? Sorry...
Repro Rate:
Dedicated Server: Yes, every time
Single Player: <?/5>
Setup:
Not sure?
Repro Steps:
Expected Result:
I expect the AntiNODE to show a graphical change to the Dino Pattern only, increasing stats accordingly for the chosen Module Type.
Actual Result:
The AntiNODE (Melee in our testing) adds an "additional layer" to the Thylacoleo that appears when changing between Climbing stance and Walking stance.
If the Thyla is climbing when the Module is activated, the "additional layer" is added to the Thyla on an awful offset when returning to the ground.
This is the same occurance when attaching when on the ground and moving to Climbing stance(s).
This "Additonal Layer" sits above, or behind the Thylacoleo after changing movement stances between Climb and Walk/Run. This "Additional Layer" can also be seen by players who were not around when the Module was attached, after the initial player has attached and moved the Thyla into another player's render distance.
This indicates this is not just a client-side visual mishap
Screenshots:
None Available as of yet.. Sorry
Unable to place antinode fabricator after having one placed
Found in Build: latest
Repro Rate: Consistant since bug occured could try rolling back the server but hopefully i can get help here instead since I had just tamed a baryonx when this occured
Dedicated Server: 2/10
Setup:
Boyfriend is unsure what happened
Repro Steps:
<step 1> Have one fabricator working with with pcb on it
<Step 2> Craft a journymen INT node and a plain int node
<Step 4>fail to place 2nd fabricator
<Step 5> Destroy original working fabricator
<Step 2>fail to place any fabricator down even though in room where original fabricator was or anywhere
Expected Result:
2nd fabricator places without issue and my original fabricator is left alone
Actual Result:
Boyfriend did repro steps and now I am unable to fix his mess up. I have restarted the server in attempt to get around this but no dice. I have removed the nodes from activating and turned off pulling in the AA objects. I was attempting to do it while on the server alone as well. Both of us cannot place this item even though earlier today I was able to move the module without issue.
Screenshots:
https://steamuserimages-a.akamaihd.net/ugc/822314403740063141/796EB73E50EBA797703EE47C008B5FA5FE2E42E9/
Crash Log:
No crash
our mod list is the following http://steamproxy.net/profiles/76561198072301829/myworkshopfiles/?section=collections
Summary:
Exit Install Module while installing mastecraft/ascendant seems to sometimes cancel the install, with high attachment speed multiplier. You can also delete the module during process if you open the UI and click install module on another module before it refreshes to say "work in progress".
Not really a bug, I thought it was at first because of the bizarre issue I was having. Its just a time delay thing that took too long to respond. May cause confusion in servers though especially where lag may happen and someone had prepared multiple modules before hand to begin bulk installing.
Found in Build: Whatever current version is.
Repro Rate:
Dedicated Server: ?/5
Single Player: 5/5
Gameusersettings.ini:
[Antinode Config]
Emission Strength=1
AttachmentSpeedMultiplier=5
Repro Steps:
1) Spawn in Antinode, 2 modules at least one ascendant in level.
2) Begin with the ascendant, exit the install module screen at some point even immediately if you want.
3) Go back in, wonder why it doesn't seem to be doing anything, now try installing the other module. Realize that your other module is gone when this one begins installing.
Expected Result:
I expected it to keep the "work in progress" on so when I go back in, it doesn't show up as if it failed to install unless I wait about 30 seconds or so for it to refresh on high quality items.
Actual Result:
Refresh took too long and I thought it had failed for whatever reason and started a new install, this was during my testing of my new game.ini settings for [Antinode Status Modifiers].
Suggested Fix:
Have the "Install Module" change from "[E] Install Module" to "[E] Installing Module" with yellow text instead of blue during an install module procedure. You could also add an effect to the glass below it that emits a glow as if its busy working during that time. This glow and the name change go away once the module registers that it has completed the work.
Summary:
Whenever you activate an antinode on a rockdrake it seems to create a secoundary feather over the basic color or your hatched drake which is always orange. So for example if I had a rockdrake with blue feathers and activated the antinode it would cause the feather to appear orange but the blue feathers would still be there appearing underneath the orange feathers.
Found in Build: 276.13
Repro Rate:
Dedicated Server: 5/5
Setup:
Just activating an antinode in a rockdrake
Repro Steps:
1. Create antinode with module
2. Put it on a rockdrake and actiave it
Expected Result:
To not change the color of the rockdrakes feathers
Actual Result:
Feather colors changed.
To be completely honest this is just a visual bug which doesn't really affect gameplay to much so it isn't very important but I thought this should just be brought up.