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[June 08, 2015, 06:10:17 PM]


old car finally died.. we got this.. by Nhor
[May 26, 2015, 11:47:09 AM]

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July 18, 2015, 10:58:01 AM by |AGW|TC-Ed | Views: 6 | Comments: 0


-Patch Notes- Current (v187) & Upcoming
Current ARK Official Server Network Servers Version: 187.0


This week:
Per-Pixel Sign painting, with real-time multiplayer simultaneous painting: please don't draw offensive things! <3
Like so:
Luv u Garry! <3
Community Created Artwork for ARK: Survival Evolved
By: Drake
Real-time simultaneous per-pixel painting in ARK


Electronic Animal Trackers: track your dinos, track wild dinos, track enemy dinos (or players), put on one yourself and don't lose your corpse!! <ShamWow!>
Collidable Saddle Platform & Build-on-Saddles: make your big ♥♥♥♥ brontos and plesios into mobile bases with sleeping bags on 'em or turrets!
Non-Dedicated Host Session: for small groups to play cooperatively -- you use singleplayer saves with this mode, seamlessly!
Throwable Torches
Mac & Linux Controller Support: for your Steam Controllers! What's that you say? You don't have a Steam Controller yet?! Oh ok, it'll also work with regular controllers
Increase to 4.0 Difficulty on Official Server Network (and increase of difficulty cap to 4.0)
[MORE NOTES TO COME]

A little further out:
- MASSIVE GPU Perf Gain for NVIDIA cards, about 10 Miliseconds per frame (this can be up to a 20-40% gain depending on your FPS). Coming as soon as NVIDIA will let us get these new drivers out...
- Random GPU Driver crash fix: TrueSky
- Competitive "ARK: Survival of the Fittest" game type
- Specific Representative "on-ground" meshes for all dropped items
[MORE NOTES TO COME]

Current Version: v187
v187.1: fixed a rare server-side Inventory crash
Note: for custom Primitive Servers, there is a new Game.ini here: http://pastebin.com/cA9rMxz2
Also going forward have changed the format to be future-proofed and will post a future-proofed INI later, and this will be the last time the Game.ini has to be updated
* Titanomyrmas: designed to ruin your sunday picnics!
* Dimorphodons: designed to harass other dino riders!
* Crossbow: use underwater to ping sharks from a distance!
* Machined Shotgun: less powerful than primtiive, but more shots before reload and tighter spread!
* Redesigned the look of the Stone Tier to look much nicer
* Double the number of dyes. You want Pink? You got Pink!
* You can no longer level up sleeping allies (so mean)
* Approximate +25% Dedicated Server performance gain... PHYSX rewrite!!!!! >:-P -- and nice client performance gain in dense cities as well!
* Keypads now work in densely packed bases (was a "too-many-overlaps" issue)
* Fix for Server memory leak
* Fixed case of "invisible until you move" Structures on Client
* Fixed losing Oxygen when swimming at water surface
* You can unwire and rewrire placed traps -- while leaving them placed and remembering what they were wired to -- making it easier to leave your own base after setting traps up (we don't want to make traps completely ignore you when wired, however, to avoid the incentive to turn your base into a zone of infinite numbers of traps)
* Scorpions/Carrion eaters will now prefer to eat spoiled meat rather than raw meat after being Tamed
* The massive spam of "item removed etc" notification texts when viewing a dino's inventory is now fixed
* Stimberry consumption now reduces Food on Tamed dinos
* You can no longer build for 30 seconds in the immediate damage radius where a structure has been destroyed by an enemy team (helps sieges play out more naturally)
* There's now an "attack that" whistle which will send all dinos in a nearby radius to attack the specific target you're pointing at -- this works very nicely with the Spyglass

* In PvP, structures within caves/cave-entrances now take 6x damage (server modifiable setting)
(steamapps\common\ARK\Projects\ShooterGame\Saved\Config\WindowsServer\Game.ini)
PvPZoneStructureDamageMultiplier=6.0

* Auto Turrets track about 3x as fast, to be more effective
* Only Female Dinos lay eggs now -- it had to happen
* Fixed Saber gender bits -- heh, "fixed"
* Industrial Grill now consumes gas properly, and has more-final model
* You can now drink by pressing E when just standing in water, if there's nothing else to activate. You don't have to be immersed anymore.
* You can now light standing torches in shallow water
* The approximate area of Spawn regions are now indicated when select a character spawn region
* Increased max tripwire connection distance by 50%
* Completely revamped stone structure visuals, for the better

* Custom servers can now specify whether they want downloadable individually: characters, items, dinos
?PreventDownloadSurvivors=false?PreventDownloadItems=false?PreventDownloadDinos=false

* Grenade damage is reduced by 33% generally and an additional 33% vs dinos (so about -45% in total vs dinos)
* New Game.ini options:
[/script/shootergame.shootergamemode]
bOnlyAllowSpecifiedEngrams=true/false

Defaults false. If true, any Engram not explicitly specified in the EngramsOverride list will be Hidden. Useful for maintaining primitive servers even as we add new Engrams in Updates.

Also:
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_AlarmTrap_C",EngramHidden=true,
EngramPointsCost=3,EngramLevelRequirement=2,RemoveEngramPreReq=false)

For example. Lets you specify an Engram by classname so that it's guaranteed to work even if Engram indices change in the future -- is guaranteed to be permanent. You can get all the classnames from the ARK Dev Kit.

v186.3
* Fixed a server-side Inventory crash -- thank you for the help, players of Official PvE 36!
June 13, 2015, 12:03:42 PM by |AGW|TC-Ed | Views: 7 | Comments: 1


Oculus shows off new gear at E3... Oculus Touch, details below...



The Oculus Rift, Oculus Touch, and VR Games at E3

Step into the Rift

Today, we’re thrilled to introduce you to the Oculus Rift!  The Rift delivers on the promise of consumer virtual reality and next-generation VR gaming.

Custom Display and Tracking System

The Rift uses custom display and optics technology designed specifically for VR featuring two AMOLED displays with low-persistence. The technology enables incredible visual clarity as you explore virtual worlds with the Rift. The headset is tracked by our IR LED constellation tracking system for precise, low latency 360-degree orientation and position tracking.

Integrated VR Audio

Audio is a critical component to achieving and amplifying presence.


The Rift features an integrated VR audio system designed to convince your ears that you’re truly there. The integrated headphones are also removable in case you want to use your own.

It also incorporates a high quality internal microphone for social experiences.

Ergonomics and Design


We’re incredibly excited for you to try the Rift’s new design — we’ve been refining it over the last few years.  The Rift has an advanced ergonomic design improves the headset’s overall balance and stability. This strap architecture offloads the overall weight, allowing the Rift to rest comfortably.

It’s as easy to put as slipping on a baseball cap. Once you’re in, simply adjust the straps to fit you. Further, we’ve included a mechanism that allows you to adjust the distance between the lenses for the most comfortable visual experience. You can also remove the facial interface to replace the soft foam, and we’ve improved the form factor to better accommodate glasses.

Wireless Xbox One Controller included with every Rift

We’ve been working closely with developers to understand what they need from the Rift since the earliest days at Oculus.

Developers wanted an input device that was robust and versatile enough to enable next-generation games and experiences in this first generation of VR. As a result of that collaboration, we’ve decided to incorporate one of the best gamepads available, a wireless Xbox One controller, with every Rift.


The Xbox controller is a key part of the broader VR input puzzle. For example, it’s the absolute best way to play games like Lucky’s Tale, EVE: Valkyrie, and Edge of Nowhere.

…but what about new genres and categories of games that require a different set of inputs?

Introducing Oculus Touch

We see VR input evolving and coming in different forms depending on the experience you want to have in virtual reality.  While the Xbox controller is great for many games and genres, we want an input device that lets you to reach out and interact with objects in VR naturally.

We’re excited to introduce Oculus Touch!


Oculus Touch is a pair of tracked controllers that deliver hand presence – the sensation of feeling as though your virtual hands are actually your own. Touch will let people take their virtual reality experiences further than ever before by unlocking new interactions.  Today, we’re showing off a feature prototype for Oculus Touch at E3 called ‘Half Moon’. There are two controllers, one for each hand. They’re mirror images of each other, like your own hands.  Each Half Moon controller has a traditional analog thumbstick, two buttons, and an analog trigger. There’s also an input mechanism that we call the ‘hand trigger’. Imagine using this trigger to pick up a virtual gun, then using your index finger to fire it.

They’re wireless so that you can move and interact with the virtual world freely, and they use the same IR LED constellation tracking system we use in the Rift for precise, low-latency, 6-DOF tracking.  The Half Moon prototype includes haptics that developers can use to deliver feedback when interacting with objects in the virtual world.  Finally, Half Moon can detect a set of finger poses using a matrix of sensors mounted throughout the device, which allows the controller to recognize a set of communicative hand poses like pointing, waving, and giving a thumbs-up.

The Future of VR Gaming

Virtual reality is going to transform gaming forever. Thank you for being a part of this journey with us.


read the full blog here...
June 08, 2015, 03:46:22 PM by |AGW|TC-Ed | Views: 4 | Comments: 0



BIS has released the latest update for Arma 3, it weights in at ~1.5Gbs, for those already up to date (new players will have to download the full game), to update simply open Steam & allow it to auto update.

Game Update: 1.46 (Enhanced BattlEye Protection, Explosives SFX Tweaks, Vehicle Weapon SFX Tweaks)

FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.46 (Enhanced BattlEye Protection, Explosives SFX Tweaks, Vehicle Weapon SFX Tweaks)
SIZE: ~1014 MB / ~420 MB

NOTES

    Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.  Consider defragmenting your HDD after downloading large updates.  A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.44). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy144 You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).   Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.

        NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

CHANGELOG

    Fixed: Rabbit infestation on both islands
    Fixed: Missing UGL recoil
    Fixed: ATRQ of Taru should no longer be easily destroyed while Sling Loading
    Fixed: Incorrect injury materials for some faces with camo paint
    Fixed: Raised / kneel transition while sprinting with binoculars (http://feedback.arma3.com/view.php?id=23964)
    Fixed: Skinning on the central upper chest of the diver
    Fixed: The "grabCarry" action causing players to get stuck in the animation (http://feedback.arma3.com/view.php?id=23918)
    Fixed: Gorgon APC can no longer drive on the seabed and floats instead
    Fixed: Functions BIS_fnc_3dMarkers and BIS_fnc_sharedObjectives are now properly terminated if the Shared Objectives (and new 2D / 3D task icons) are not active
    Fixed: Carrier Lite (Black) vest now has the correct model
    Fixed: Fighter Chest Rigs variants renamed to Chest Rigs
    Fixed: Vehicle rotation and velocity is now reset upon opening the Garage interface
    Fixed: Keyboard shortcut for opening DLC Content Browser is now properly mapped in all keyboard presets
    Fixed: It wasn't possible to recompile single mission-specific functions (http://feedback.arma3.com/view.php?id=24080)
    Fixed: There were multiple footsteps after treating other soldiers

view full changelog here...
June 05, 2015, 02:53:05 PM by |AGW|TC-Ed | Views: 4 | Comments: 0


E:D has released the latest version... "Powerplay 1.3" for download...



Powerplay 1.3 Update

We are delighted to announce the release today of the Powerplay update which is free for all players.  Powerplay is the third major free update for Elite: Dangerous and the largest to date, introducing new ships, new features and an all-new strategic layer to the Elite: Dangerous galaxy.

<a href="http://www.youtube.com/watch?v=CWPhk5Gclbo" target="_blank">http://www.youtube.com/watch?v=CWPhk5Gclbo</a>

In Powerplay, players can pledge allegiance to one of a number of galactic Powers and join the battle for interstellar conquest and control.  Players can guide their chosen faction’s strategy, take on special objectives to advance their shared cause, and dominate Elite: Dangerous’ full-scale Milky Way galaxy together.

Players are rewarded with valuable perks, reputation bonuses and unique equipment for their allegiance as they defend their territory and conquer human space. Every action taken in Powerplay will have a direct and visible impact on the balance of galactic power for all players.
 
Powerplay’s new strategic layer connects with and enhances every aspect of the Elite: Dangerous experience, and headlines an immense free update containing hundreds of upgrades and new features, including:

   
  • An enhanced mission system with new objectives and new ways to play.
  • Three new ships: the Lakon Diamondback Scout, Lakon Diamondback Explorer and the Imperial Courier.
  • Drones for cargo collection, fuel trading and prospecting.
  • A new illustrated GalNet newsfeed, accessible directly in players’ ship UI.
  • High and low intensity mining sites, adding risk to mining and increasing potential rewards.
  • New minable commodities.
  • An updated bounty system.
  • Upgraded UI and animated emblems for ranking up.
  • Numerous other improvements to gameplay and performance.


Here are the list of changes going in to Elite: Dangerous 1.3 Powerplay

Elite: Dangerous 1.3

- Fix non canopy breach crash in Diamondback Explorer
- Fix incorrect archetype name to prevent crash in supercruise
- Added per cycle bonus credits for Powerplay
- Added per transaction bonus credits for Powerplay
- Fixed Diamondback Explorer and Imperial Courier repair prices
- Fixed missing Diamondback Explorer loading screen model
- Prepare candidates are now sorted locally to take updated systems into account
- Don’t destroy the drones if they lose the thing they are attached to
- Create mission messengers around more suitable bodies
- Added alternate assassination targets to the pilot substitution
- Added Powerplay character images
- Fix shipyard GUI to fit new ship names
- Add message to rank up to indicate powerplay is now available
- A bunch of text fixes

Server side fixes:

- Fix various power rank benefits and system effects
- Adjusted power defection times
- Award credits when completing powerplay actions
- Award bonus payments to players pledged to powers at the end of a cycle
- Fix certain repair costs
- Failed preparations incur a CC cost
- Fix CC balance when systems entered turmoil at the start of a cycle

view full changelog here...
May 08, 2015, 02:47:28 PM by |AGW|TC-Ed | Views: 15 | Comments: 4


Oculus released news of the when the consumer version will be out & when you can pre order, details below...



First Look at the Rift, Shipping Q1 2016
May 6, 2015 - 05:00 PDT by Oculus VR

Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year.

The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a system designed by a team of extremely passionate gamers, developers, and engineers to reimagine what gaming can be.


The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as a highly refined industrial design, and updated ergonomics for a more natural fit.


In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog.

Virtual reality is going to transform gaming, film, entertainment, communication, and much more. If you’re interested in building a next-generation VR game or application, everything you need to start developing for the Rift is available at the Oculus Developer Center.

E3 is just around the corner — this is only the beginning.

– The Oculus Team

link to newsletter...

UPDATE!

The Rift’s Recommended Spec

Presence is the first level of magic for great VR experiences: the unmistakable feeling that you’ve been teleported somewhere new. Comfortable, sustained presence requires a combination of the proper VR hardware, the right content, and an appropriate system. 

For the full Rift experience, we recommend the following system:

    NVIDIA GTX 970 / AMD 290 equivalent or greater
    Intel i5-4590 equivalent or greater
    8GB+ RAM
    Compatible HDMI 1.3 video output
    2x USB 3.0 ports
    Windows 7 SP1 or newer

The goal is for all Rift games and applications to deliver a great experience on this configuration. Ultimately, we believe this will be fundamental to VR’s success, as developers can optimize and tune their game for a known specification, consistently achieving presence and simplifying development.

All of the games and applications for the Rift created by Oculus will provide an incredible experience on this system.

Binstock, Oculus chief architect, wrote a detailed technical post outlining the recommended system specification and the reasoning behind it, along with more Rift details, here: "Powering the Rift".


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