Jamie

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Everything posted by Jamie

  1. I'll add this on the next poll
  2. Hey guys, Due to our promise of keeping quality servers online without lag, to reduce the strain on our server so other servers can perform better we have disabled and removed from our server list Shigoislands. This decision was due to the server not being very popular and it was using quite a bit of resources (CPU/RAM) while idle. Now I have a question for you all, are you happy about this? We are looking to switch off another server, our bet is the volcano to save even more resources and keep things running a bit smoother. We are not getting a lot of people visiting the volcano and this is why I'm asking would you be happy if we removed it? What about new maps/ideas? We are playing around with the idea of a server that we bring a new map on every month that would have only 10 slots max and having it reset so users can try out new maps and if it becomes popular we can move it to a live server. This will be done in time. Please discuss this topic here, Thanks guys!
  3. So ARK has granted us with its next major version. I'm going to split this update note in to three sections, JR Changes, Ragnarok Changes and ARK Changes. JR Changes: Limited Dino Population on every server by 35% to reduce CPU load. This will still spawn a lot of dinos, 20,000 in fact just right now there is too many everywhere. If this causes a problem we will change soon Disabled ShigoIslands. Unfortuntatley PVP didnt seem much of a hit at JR, Ragnarok is all the rage right now, Due to this we have temporarily disabled Shigoislands to save on resources. We may be looking at disabling the volcano as that is a very empty server too. Wild dino wipe on Ragnarok was needed on this update We are working on a auto update / restart maintenance system to release some stress from Jamie. Ragnarok Changes: -Added aloe plants for cactus sap in several areas -Reduced quality and quantity of Lava Golem loot -Fixed Lava golem exploit -Fixed Lava cave flier exploit -Fixed Ice Queen Spawn -Improved Ice Worm spawning methods -Slightly reduced Ice Worm speed to fix tunnel animation -Fixed over spawn of Squid -Fixed gap in world barrier -Swapped and added more rocks for Dunks to harvest (Metal/Stone/Flint) -Fixed streaming issues in ice dungeon and lava dungeon -Moved several supply drop points from popular building locations -Multitude of other bug fixes (Collision/Holes/Traps) (soon) -Forced Wyverns to spawn inside of trench -Fixed castle spawns and added IBL to basement -Fixed stray IBL in Glacier -Patched misc holes in meshes -Fixed several TP issues in Wyvern trench/Volcano tunnels -Verified all artifact crates are accessible -Fixed multiple reported issues (Holes/Collision/Foliage) Ark Changes: One Time Player Respec Applied To All Characters - New Item: Tek Tapejara Saddle! - New Skill: Crafting Skill! Replaces Crafting speed. Crafting Skill increases crafted item quality by 33% for 100 points into Crafting Skill. The item then displays your name and your tribe name and indicates what percent bonus you received when crafting. - New Feature: Corpse Locator! Upon death, a beam of light shoots into the sky to help the player locate where they died. Enabled on Official Servers by default. Add bUseCorpseLocator=true to your Game.ini for server use. - New Host Option: Disable Structure Placement Collision! Unofficial Servers and single-players can enable this feature to allow them to place structures that clip into terrain. Add bDisableStructurePlacementCollision=true to your Game.ini for server use. - New Host Option: Use Singleplayer Settings! When enabled, this edits all game settings to be more balanced for an individual player experience. Add bUseSingleplayerSettings=true to your Game.ini for server use. This is automatically enabled for Non Dedicated servers too, you can disable it in your host menu settings, or set the ini to false. - New Host Option: Fast Decay! Enable this option for a fixed constant decay period for "Fast Decay" structures (such as pillars or lone foundations). Add FastDecayInterval (default is 43200) to your Game.ini for server use. - New kill, death, speech, and talking icons added. - Implemented hibernation from console to PC, which introduces over 500MB saved in memory for spawning dinos. - Fixed graphical issue with crops appearing massive. - Fixed player ragdolls becoming malformed when falling from great heights. - Fixed player getting stuck in rocks/trees/structures when logging out in single player. - Fixed dino spawning issues in single player that caused over-spawning of certain creatures over time and issue where spawns were becoming depopulated. - Fixed single player settings via the slider from resetting. - Fixed BabyCuddleIntervalMultiplier setting via the host menu. - Fixed traps not working after a game/server restart (bear traps, species Y traps, narcotic traps, alarms). - Fixed various lighting issues on The Island and The Center. - Fixed low landscape LODs on both the Center and the Island when using low viewing distance (certain landscape will stream in better quality from further away, e.g. skull island on the Center). - Improved war paint on female model around the hairline. - Fixed issue where player appeared to be floating above the saddle when boarding a dino while crouching. - Fixed electrical cables appearing unpowered when reloading a single-player game. - Fixed issue where logging out in single-player while holding a shield showed the player holding two shield on relog. - Fixed Explorer Note sorting. - Fixed ATV from repeatedly honking when leaving and entering render distance. - Changed the Tribe Manager to have Tribe Log highlighted by default when using a controller. - Fixed grappling hook being enlarged when shooting at a Large Storage Box. - Colorized boss health bars to indicated boss difficulty. - Added featured to allow players to set the light level of their lamps. - Changed static mesh of Plant Species X to remove swaying and firing animation to reduce client FPS drops. - Added on-screen indicator icon when structure placement is in rotation-mode. - Fixed issue where the cooking pot provided infinite dye. - Buffs that prevent firing (such as the shock buff) now cause the player to lower their weapon. - Made Alt-Fire on the paintbrush now “Paint Yourself”. - Added new live versions of all in-game music. - Fixed issue in singleplayer where logging out with a tool equipped caused the inventory to lock up. - Implemented kill zone under the sea floor. - Fixed Supply Crate SFX to always be audible. - Fixed issue where respawn animation was not playing in singleplayer. - Added new music stingers when you tame a creature. - Increased range of boss music in the arenas. - Obelisks in singleplayer/non-dedicated now have each boss spawned from a specific obelisk. Transfers can only be done via the obelisk. - Days are now 25% longer. Night time remains unchanged. - Tribe ownership settings now default to Personally Owned in singleplayer/non-dedi. - Fixed issue that causes sitting on a chair on a platform saddle not to calculate player temperature and location appropriately. - Fixed issue where being unconscious would cause the player not to receive lava damage. - Tek rifles now stop working in thunderstorms. - Homing rockets no longer target your own turrets. - Mindwipe tonic can now only be applied once per level up. - Stat decrease of blueprints from fishing. - Reduced max fish size that is catchable with a fishing rod with: Honey to 2.2, Leech Blood to 1.88, and Sap to 0.94. - Reduced fishing rod effectiveness by 35%. - Increased Liopleurodon loot quality buff by 20%. - ATV engram is available in singleplayer after reaching max ascension. - Fixed issue where walking through electrical cables and pipes would cause the camera to move around in unintended ways. - Fixed issue where feeding trough was not updating spoilage timers. - Fixed issue where the player could get stuck inside doors by closing the door on themself. - Removed boss arena and Tek Cave timers in non-dedicated. - PVE no-build functionality has been removed from non-dedi. - Slightly increased difficulty of the Cavern of Lost Faith. - Prevented regular dinosaur gateways from supporting behemoth gates. - Added final statted items to loot crates. - Fixed canvas not being visible when placed on Tek walls. - Added lots of crystal, obsidian, and rich metal to all caves except the Tek Cave. - Re-added metal to the volcano, approximately 70% of its previous resources. - Added categories for maps in the host menu. - Added an alternate engram points per level array to non-dedi. - Fixed issue where wooden cages would heal themselves when picked up. - Fixed issue where player could wield a riot shield and chainsaw at the same time. - Decreased mutton effectiveness by 20%. (additional changes to the Kibble system to come) - Re-balanced speed gained per player level up. - Fixed not being able to sit in chairs/benches when placed too close to a table. - Increased radius of house buff by double. Also flagged gate frames as walls which allows them to give the indoor buff. - Fixed issue where dinos placed in cages would float upwards and glitch out of the cage. - Fixed an issue where players could not walk inside of fallen redwood trees. - Corrected specimen implant colors after ascending. - Obelisks now save inventory in singleplayer. - Boss biomes no longer hear time of day transition sounds - Fixed frozen vacuum chamber walls showing as windows in localized clients - Reduced Club effectiveness scaling with quality by 55%. Dino Specific Changes: - Fixed issue where dino attacks could not do damage under low server FPS. - Fixed the dino fleeing mechanic so that dinos should no longer run into walls endlessly. - Fixed the dino fleeing mechanic so that dinos should attempt to run towards the player and not towards water, previously causing them to torpor out in water and drown. In the case where the dino cannot reach the player, it may still end up running towards water via picking a random direction. - Fixed issue with Thylacoleo, Kaprosuchus, Megalosaurus, and Tuso where when attacking, the creature was able to force the target under world geometry and make them unrideable/unmovable. - Rebalanced speed gained per tamed level up on all dinos. - Fixed issue where unconscious player could be pushed through terrain by a Kaprosuchus. - Fixed issue where Tuso could grab through Iceberg geometry. - Fixed issue where babies were consuming less food when floating. - Fixed issue where babies were consuming more food than intended as they tried to regain health. Regaining health no longer costs food for babies. - Changed all creature names to use their long form. - Made Troodons scared of light sources. - Raised Ptero saddle level requirement to 38. - Added damage scalers to Trike and Stego which makes them more resistant to damage. - Increased Parasaur stamina by 50% and increased its speed in water. - Increased Angler light radius underwater. - Decreased amount of fall damage for tamed Giga’s. - Made Moschops easier to tame. - Increased insulation ability of Dimetrodon. - Fixed fur cap on Mesopithecus. - Fixed Santa hat on Gallimimus. - Fixed alignment of metal water taps on pipes. - Rebalanced Equus saddle cost. - Reduced the gather rates of the Therizino. - Reduced base damage of wild and tamed Gigas. - Fixed issues with Ovis and Kentro where their baby/egg would fall through the floor. - Creatures will no longer drown when they are encumbered. - Fixed an issue where fish did not appear in Lower South Cave (Cave 1). - Removed piranha spawns from the shallow pools in the redwoods. - Decreased wild Carno damage by 15%. - Reduced Terrorbird spawns in the redwoods. - Removed Titanosaur spawn from Herbivore Island. - Fixed issue where beehives were stacking on top of each other. - Wild Ichthyornis HP reduced by 50%. - Added HUD notification for Pegomastax when it is not pickpocketing. - Added HUD message for Ichthyornis stealing, and for Ichthy making you drop your weapon. - If a tamed Yutyrannus has carno followers, the followers now properly attack the same target. - Fixed issue where riding on a Phiomia/Carbonemys caused the players size to increase by twice the normal size. - Added functionality to allow the Gigantopithecus to gather fiber using the ‘C’ key. - Added cooldown to Tuso so that it’s ink ability cannot be spammed. - Increased Trilobite spawns to be more common in shallow areas. - Made it so that Fertilized eggs do not count towards the egg count in the given area. This was causing fertilized eggs to be laid and the dino to go on breeding cooldown but no actual egg was laid. - Increased unstasis range on Trilobites, Eurypterids, and Ammonites. - Deep Ocean Coel added, with increased unstasis range and bias towards being larger sized. - Land creatures now only receive 50% of their regular additional speed increase while swimming (does not include Spino or amphibians). - Fixed dung beetles not processing fertilizer correctly after server restart. - Prevented Pegomastax from attacking when the player has nothing it can steal. - Added 30s cooldown after the player is stolen from unless the player attacks the Pego, in which case it will ignore the cooldown. - Prevented Pegomastax from robbing same-team. - Fixed issue where passive tames would not resume eating after being knocked out and eventually starve. - Increased SFX distance for Ichthyornis and Hesperornis. - Fixed the Egg Hatching bar from disappearing in singleplayer when relogging. - Fixed issue where torpor stat for newly tamed dinos was not displaying correctly. - Fixed issue where stasis was reducing the food consumption of dinos. - Hyaenodon taming now scales properly with taming server settings. - Reduced turning speed of tames by 0.5s their current speed when they are in combat, so creatures like the Manta and Ptero can turn fast enough to properly attack. - Enabled pack buff to tamed Kentros. - Increased duration of Giga roar. - Fixed Quetzal platform not being paintable. - Added Spinosaur roar. - Added missing eating animations and sounds for creatures (should all have a proper animation now! Still have a few more eating sounds to add). - Prevented baby Thylacoleo’s from spawning on redwood trees when born. - Improved landing AI for Quetzal and Wyvern. - Fixed an issue where flyers out of stamina would not auto-land and would get stuck in the air. - Fixed Megalosaurus breeding to prevent babies from needing/going to sleep. - Fixed Thylacoleo from always roaring when coming out of stasis. - Fixed Thylacoleo from assuming a “superman” pose when jumping on a surface it couldn’t climb. - Fixed Thylacoleo from getting into a state where it would walk forward without player input. - Fixed server crash caused by Thylacoleo. - Reduced tail collision on medium and large creatures. - Fixed babies from ‘growing’ into the ground over time as they aged. - Improved logic to minimize Sarco tails from gravitating towards ceilings. - Fixed Move To whistle command to work after dismounting a dino if the dino is in a group, also now plays proper animation. - Fixed the player from taking damage while riding on a Griffin in singleplayer. - Added Griffin icon and level up animation. - Fixed the spyglass not functioning properly while flying on the Griffin. - Fixed issue where the Griffin gained unintended speed when equipping a weapon. - Fixed an issue where dinos could aggro turrets even though no damage was being done.
  4. Okay guys, so I'm not going to sugar coat things, we had an issue last night. But when we have an issue Jamie doesnt stop till its sorted. I'd also like to personally apologise for the downtime last night. So what's the problem Jamie? Ragnarok/ARK was using tons of CPU, and when I say using tons of CPU, it was using 1 core of the 6 dedicated to ARK. Now you may think this wouldn't be a problem, but unfortunately with the amount of entities and things going on in the background 1 core used only can cause an issue with crashing. What did you find out ? Only 1 core was used out of 6 Coel was overspawning at 8000 entities, normal rate is 4000 Some other dinos seemed to over spawn too. That ARK server logs, suck big time and its very hard to trace what is going wrong. Solution? Every ARK server now uses all of the available server CPU (hopefully this doesnt cause any issues with other servers) Reduced Coel spawn rates on Ragnarok Reduced dino population by 25% on Ragnarok. Enabled some better logging, but it's not perfect. Some of the issues are also caused by Ragnaroks map, which should have an update soon to fix other problems we are having This should sort this issue, if not we are on hand to take over today and sort things. We are committed to giving all our players on all servers the best experience we can. Last night we were down for a total of 4 hours with ARK, this isn't normal and it won't be the norm. To provide you guys with a better experience I will be purchasing a new server very soon to more ARK to. If you'd like to help with the change please visit this page: https://jrnetwork.net/clients/donations/3-Help us get better gaming servers!/ I hope all our players understand if we have another issue that we will be on the case rather quickly to sort things out. Thanks, Jamie
  5. Structures Plus has just been updated on the servers, please update your clients to reconnect to the server. Also we have added suicide potions on the server with this update too as it has been highly requested! Please note there will be a ragnarok update in the next 24 hours or so due to wildcard bringing a patch out. I'll update everyone when it is on our servers! Structures Plus update notes: - Fixed issue with Gardener, Farmer & Sheep Herder animations going out of sync - Fixed issue with animation of Gardener, Farmer & Sheep Herder not starting/stopping when activated/deactivated on dedicated servers - New Structure: Genomics Chamber (uses fertilized eggs to mutate eggs placed on it(eggs must be of same type), requires power from tek generator) - New Config Option: GenomicsChamberSlotCount - New Structure: S+ Bookshelf (metal strength, adjustable inventory slot count) - New Config Option: BookshelfSlotCount - New Structure: S+ Land Claimer (will block resource and dino spawns in the area, has adjustable range) - S+ Fridges, AC & Compost Bin will now snap to each other (press G to disable) - Fixed issue that allowed people to demolish structures of other tribes with the Demo Gun - New Config: AllowAdminToDemoAnyTribeWithDemoGun (defaults to false, will prevent admin's from using the Demo Gun on structures of tribe's other than their own) - Demo Gun will no longer pick up non-tribe owned structures when used by an admin - Demo Gun will no longer bypass tribe checks in hosted multiplayer games - Demo Gun will no longer pick up the saddle extensions from Snappy Saddles - You can now set what types of poop the S+ Item Collector will collect - S+ Tek Generator can be placed on saddles & rafts (note: it will only power structures placed on the same saddle conversely tek generators not on a saddle will not power anything that is placed on a saddle) - New Config Option: DisableAbilityToPlaceTekGeneratorOnSaddles - S+ Tek Teleporter can be placed on saddles & rafts - New Config Option: DisableAbilityToPlaceTeleporterOnSaddles - S+ Shield Generator will no longer take damage while the shield is active - S+ Shield Generator can now be powered by a Tek Generator when placed on a saddle or raft(generator must be placed on same saddle/raft) - Improved the shield radius selection UI - Added ability to scan dinos to the S+ Transmitter(will show you the level and location of all dinos on the ARK) - S+ Transmitter has tek structure resistance - Removed sound from S+ Transmitter - New Structures: Simple Bed & Bunk Bed (Snap to each other, press G to disable snapping) - New Config Options: BedCooldownTimeInSeconds & BunkBedCooldownTimeInSeconds - New Structure: S+ Hatchery (picks up nearby fertilized eggs, incubates eggs in its inventory, boosts egg production of nearby dinos, requires re-fertilizer for fuel) *note: Hatchery will not pick up eggs at or below 1% incubation and will only incubate eggs in its inventory to 1%, it also respects the HatchingSpeedMultiplier server setting* - New Config Option: HatcheryRangeInFoundations, HatcheryIncubationMultiplier & HatcherySlotCount - New Config Option: RemoveFloorRequirementFromStructurePlacement (will allow structures that normally require placement on a floor, to be placed on the ground ie smithy, forge, etc) - Non-tribe members can no longer toggle activation of Gardener, Farmer, Sheep Herder, Generator, Multilamp, Standing Torch & Wall Torch - The following structures can only be activated/deactivated by tribe members unless they are unlocked: Campfire, Chemistry Bench, Cooking Pot, Fabricator, Fireplace, Forge, Replicator, Industrial Cooking Pot, Industrial Forge, Industrial Grill & Industrial Grinder - S+ Campfires & S+ Fridges can now stack to 100 - Closed the top & bottom of the Forcefield walls so that free standing walls look better - Fixed issue that caused certain dinos to show up multiple times in the pull resource list - Fixed gap when snapping sloped walls to the bottom of walls(existing structures need to be picked up and re-placed) - Fixed scaling of stone sloped walls - Fixed gap when snapping sloped walls to ceilings(existing structures need to be picked up and re-placed) - Increased the tolerance on fence support foundation check - Fixed issue that caused clients to lock up when destroying a crafting station while somebody was using it - You can now toggle snapping on S+ Spike Walls by pressing G - Tweaked Glass Roof models so they line up better side by side & end to end - Tweaked Sloped Railing models so they line up better when placed on ramps - Removed no collision code from S+ Water Intakes(bypassing the collision check bypassed the need for them to be placed in water) - S+ Bee Hive will no longer produce honey endlessly - Increased the water storage of the S+ Industrial Cooking Pot - Add ability to pull resources to the S+ Industrial Grinder (only accessible from the radial menu) - Fixed issue that prevented the Stone Behemoth Gate from auto opening - TurbineMaxPowerDistance config option renamed to TurbineMaxPowerDistanceInFoundations - New Config: DisableAbilityToUseTekGeneratorAsPower (will prevent structures such as the item collector from being able to switch to wireless power) - Removed no collision code from S+ Transmitter(ie can no longer place in boss arenas) - Fixed issue that caused settings set from the turret gun to not show up immediately - Resource pulling will now not pull from any structure with the tag "PreventPulling"(this is for other mod developers)
  6. Hey guys, Please vote on these latest suggestions: Thanks for all the recent suggestions, if you would like to discuss or debate this please do so here!
  7. Adding this suggestion to our poll, thanks for suggesting this idea.
  8. Adding this suggestion to our official poll, thanks for suggesting this idea.
  9. Adding this suggestion to our poll, thanks for suggestion this idea!
  10. ***** CLOSING TOPIC AND POLL ***** Decision has been made to have suicide potions and not have meat spoiler. Suicide potions will be added on the next restart / update
  11. Hey guys, Every week or two we do a poll for the latest mods that people want on our ARK servers. One that has been requested in chat, discord and personally has been a suicide potion the other a meat spoiler that was posted here: Please fill out the poll or discuss below!
  12. I have been working hard in the back ground while I've been updating servers etc on a competition system for players at JR. This has just been activated today and we have released our first competition. You can find our competition system here: https://jrnetwork.net/servers/competitions/ark We are committed to bringing new exciting events/competitions to JR for ingame and real world items. We will be giving away merchandise soon for competitions and more. It's an exciting time for JR as we move forward with our players. To see the latest competition and see whats on offer, have a read here: We hope that you enjoy the competitions, every week or so a new competition will be posted and they all will be different and there will be different prizes every time. Please comment on what you think and if you'd like to suggest a competition please do so here: https://jrnetwork.net/forums/forum/431-ark-survival-evolved/?do=add Thanks guys!
  13. Well, here we are. Our first ARK competition! This competition is for the best build on our ark servers, points out of 3 will be awarded for creativity, location and size. If we have a tie breaker the community will vote for what they think is the best build and it's left to public vote only. RULES: Has to be built on JR Servers Completed within the timeframe given Tribes can compete for the prize Entries must have at least one picture (You can add this at the bottom) Map Co-Ords must be given IF rules are not followed you WILL BE disqualified. While TRIBES can work together, please note this doesn't make it any easier. Points are awarded fairly. What do you win? JR Premium membership for every member involved with the build for 3 months, this will give you more features on our minecraft servers as well as removing advertising around the website Build will be showcased in our JR video we will be creating soon Build, player and tribe will be showcased on our ARK Hub page Ingame: A complete metal tool kit Ingame: A complete flak armour set Ingame: 20 Black pearls each Fabricated Sniper Rifle with 4 rounds To enter? If you have more than one photo, upload competition screenshots in a album (so it's easy to track): https://jrnetwork.net/gallery/submit/?category=8&_new=1 (to attach these to a competition entry use Insert Other Media on bottom right of description of entry and click insert existing attachment) Post a competition entry: https://jrnetwork.net/servers/competitions/ark/buildingcomp/?do=form&d=13 When is the end date for entries? 29th June 2017 When will the winner be announced? 1st July 2017 To see entries, past, current and winning go to the competition system: https://jrnetwork.net/servers/competitions/ark
  14. I think that would be a decent solution, it at least means that players have to play the game properly before they can just upgrade things. I reckon that leaving it for end game / level 170 upwards?
  15. CS: GO has just released a new update today. Please update your client if you would like to play! Update notes below from devs: This build contains significant changes in the game server and GOTV network delta packets processing to allow running two GOTV server instances with different delays, to allow correcting cameraman shots using a spectator connected to a small delay TV, and airing corrected shots on the longer delay TV. This client build is compatible with regular public 1.35.8.9 game servers. New settings for the game server: tv_delay1 allows to set a custom delay on TV1 server, with the developed scenario having TV1 delay be at least 3 seconds, and not more than TV0 delay configured with tv_delay setting. tv_allow_camera_man_steamid2 allows configuring an additional interactive caster account, with the developed scenario connecting the main caster as a live spectator on the game server directly, and the additional interactive caster connect to TV1 server with a small delay. tv_challenge_steam_iprange allows configuring a set of comma-separated IP ranges, clients connecting from those IP addresses will go through full Steam authentication even for GOTV connections, which is necessary for additional interactive caster authentication. New settings for the game client: cameraman_override setting controls when additional interactive caster camera is used to override the primary caster. Setting cameraman_override 1 on the additional interactive caster connected to TV1 will start overriding the primary interactive caster from the moment this setting is enabled in small delay TV timeline, and setting cameraman_override 0 will stop the override at the moment this command is issued in small delay TV timeline. With cameraman_override set to 1, the camera position of the additional interactive caster is transmitted to the TV1 server and overrides camera positions of the primary interactive caster. Consumers of TV0 GOTV data delayed enough for the overrides to take place will be receiving corrected camera positions. cl_cameraman_override_messages setting controls whether UI message is displayed in spectate panel to indicate that the camera override is taking place. UI message can be disabled by setting cl_cameraman_override_messages 0. Developed example scenario: Server is configured with tv_delay1 3 seconds, and tv_delay 10 seconds, both TV0 and TV1 servers are active and additional interactive caster account connected to TV1 server. Players X and Y on one team playing against players U and V on another team, players X and U go towards bombsite A, players Y and V go towards bombsite B. There’s no camera that main caster account can select to keep all players in view, so they select to broadcast POV of player X approaching bombsite A. When the round clock in the live game shows 0:56 player V unexpectedly eliminates player Y, and that action wasn’t observed by the main caster. At this point, our additional interactive caster connected to a 3 second delay server still has their round clock showing 0:59 and all players alive. Additional interactive caster switches their camera POV to player V to broadcast the shot and executes their bind to set cameraman_override 1. Alternatively additional interactive caster can switch to in-eye POV of player Y who is still alive at 0:59 but will be eliminated shortly and execute their bind to set cameraman_override 1. When TV1 round clock reaches 0:50, additional interactive caster may decide to relinquish broadcast control to the main live cameraman and should then execute their bind to set cameraman_override 0. Broadcast for viewers connected to the 10 seconds delayed TV0, broadcast for viewers watching GOTV+ HTTP stream from TV0, and the GOTV demo file recorded on TV0, will contain POV of player X until 0:59, then selected camera shot of player V eliminating player Y until 0:53, and then continued POV of player X. Neither GOTV broadcast, nor GOTV demo file, will have additional interactive caster’s SteamID recorded, and the data should be seamless on the client, just as if the main caster could have switched to different broadcast POVs at 0:59 and 0:53 round clock times. Alternatively, entire broadcast can be performed with the additional interactive caster on TV1 having cameraman_override 1, controlling camera POV all the time and never relinquishing control to the live interactive caster, while still being able to get information from live game either on the screen of live interactive caster or from game state integration data pushed from live interactive caster session. Keep in mind however that commentary sound is always recorded live from the main interactive caster voice channel and is not modified by additional interactive caster.
  16. Since the last update half an hour ago we had a Failed to map mod error popup. This was an error caused due to Ragnarok removing the Lore Mod. You should now be able to connect! Any issues please contact me. Thanks
  17. ACM our admin mod needed a update today, It's updated now and ready to go. In this update we have also removed Auto Torches as Structures Plus has this feature in and we didn't remove AutoTorches till now as some users were using them, We have decided to remove the mod now. If you were using AutoTorches please use the Structures Plus AutoTorch. That's it for tonight guys, Bed time for me!
  18. I'm not sure how many hours Chris has played, I'm still new to the game. That shouldn't matter, we are experienced server admins, you don't need to be 100% on ARK and know every part about it to run a server. We are learning a lot as we move along. We want to keep the majority of our players happy so we can grow our userbase. The small mods that were voted for here, are small and they will not cause any lag or load to the server or clients due to the way they work. Right now it looks like only suicide potions will be added. And I do understand why now they are needed/wanted, people seem to get stuck in the map at random times and the only easy way (without adding a ton weight) carrying a foundation is killing them selves and going back to retrieve there stuff. All this is doing is adding a craftable item in game, which wont add any issue to the server since it doesn't spoil etc.It's like carrying a piece of wood etc.
  19. Hey guys, We have just updated Personal Grave as it was giving users mod mismatch this morning, the servers should be accessible in the next few minutes. Ragnarok seems to have a update due today or tomorrow with the following fixes to the map: -Added aloe plants for cactus sap in several areas -Reduced quality and quantity of Lava Golem loot -Fixed Lava golem exploit -Fixed Lava cave flier exploit -Fixed Ice Queen Spawn -Improved Ice Worm spawning methods -Slightly reduced Ice Worm speed to fix tunnel animation -Fixed over spawn of Squid -Fixed gap in world barrier -Swapped and added more rocks for Dunks to harvest (Metal/Stone/Flint) -Fixed streaming issues in ice dungeon and lava dungeon -Moved several supply drop points from popular building locations -Multitude of other bug fixes (Collision/Holes/Traps) (soon) -Forced Wyverns to spawn inside of trench -Fixed castle spawns and added IBL to basement -Fixed stray IBL in Glacier -Patched misc holes in meshes -Fixed several TP issues in Wyvern trench/Volcano tunnels -Verified all artifact crates are accessible -Fixed multiple reported issues (Holes/Collision/Foliage)
  20. We can def look in to this, but if we do reduce it, it wont be so much to affect peoples bases. - Jamie
  21. We have a Item Stacker mod, As for meat spoiler that is been polled against at http://arkhub.jrnetwork.net/ Upgrade station was also suggested and is up for vote next poll. What XP potion mod? How far higher for the dino level? That would be debated about but I don't see any reason why not. - Jamie
  22. I'd also like to know why suicide potions are wanted. Small mods like these though are so small they do not contribute any server load and only add a few KB of ram to clients.
  23. Looks interesting, I'll put it on the next poll
  24. This sounds interesting mate. We are currently working on a new system for ingame commands and more http://jrnetwork.net/gstore It could be possible that I add something like that there. What do you think? The other thing as well to note, JR Premium can be paid by JR Cash, (7000 cash roughly I believe)