ARK: Survival Evolved

ARK: Survival Evolved

Capitalism Currency [OPEN SOURCE] (Discontinued)
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Update: Dec 10, 2017 @ 11:08am

  • fixed crashing server issue with remote viewing inventory array (weak object), programmed own function to get this functionality...

Update: Dec 10, 2017 @ 5:22am

  • fixed Supply and Demand substracting only one instead of actual amount
  • Buy One and Buy Stack buttons now have 1 sec delay and in addition got a stack buffer added, to prevent exploiting server execution time
  • removed obsolete CapitalismStatisticsStruct, got replaced by a new one in order to prevent project from becoming corrupt, it is no longer crashing servers/DevKit
  • fixed issue with LootSystem DebugLog getting stuck at around 100 Log entries
  • fixed general LootSystem dino scan from getting stuck
  • LootSystem buff no longer gets deactivated submerged
  • refactored Statistics functions (performance gain)
  • Bank interest time calculation got completely reworked (performance gain)
  • added new logic to refresh all Bank accounts with current item class changes for new currencies, therefore also fixed BankGlobals initialization
  • BankGlobals are now map dependend, that means each map can have its own set of currencies without interfering with other maps
  • LootSystem attaching InventoryComponent while dinos are still alive caused issues, this is longer the case. Dinos will only get an InventoryComponent attached if dead and if they did not already got one from the game itself
  • default DebugLevel of LootSystem is now 2
  • refined Dino scan logic for LootSystem to enable it to determine the difference between MegaRaptor and Raptor or MegaRex and Rex...
  • reworked ServerHandleNetExec logic (performance gain)
  • added BPAllowAccessOverride function to prevent access if inventory is already in use
  • reworked behaviour of NPCStructures, how to handle management, it now also reflects if actore is locked/already in use
  • refactored time calculation logic for the AntiFraud system (performance gain)

Update: Nov 12, 2017 @ 3:04am

  • Steampunk Helmet does work on NPCStructures correctly now, added a bunch of workaround logic
  • Added new logic to cover more equipment types for NPCStructures, improved component search
  • Added gus.ini option to switch save path for NPCTrader supply and demand savegame objects (have look into the discussion area)
  • Added gus.ini option to change supply and demand delivery cycle between 10 and 120 seconds. (have look into the discussion area)
  • Merged DinoLoot into Currency, with completely rewriting its source code.
  • Fixed LootSystem issue with hibernation and buff distribution in singleplayer
  • Fixed issue with crashing server upon LootSystem/Actor placement
  • Added new workaround to solve slow dino scanning for LootSystem
  • LootSystem can only be placed once and will be prevented from going into stasis
  • Refined LootSystem log to display colored set added and death events
  • Refractored Capitalism father class to remove uneccessary ref parameter handover in a lot of functions
  • Refractored Capitalism npc trader father class to remove uneccessary ref parameter handover in a lot of functions
  • Refractored Capitalism B+ tree to remove uneccessary ref parameter handover in a lot of functions, added new functions to export tree and goTop node of tree
  • Fixed issue of stopping timer online since for StatisticsProcessor Log autoscroll function, if deactivated.
  • Fixed a coin throw physic error, coins now have a convex type collision box
  • Fixed case where NPCStructures didn't get correct haircut for helmets that also show either facial or normal hair

Update: Oct 14, 2017 @ 7:02am

  • merged Bank package into Currency, result thereof is, that the Bank package is discontinued from now on
  • reworked time calculations for Bank interest cycles
  • made list entry loader able to beeing used as general purpose
  • removed GoldDonkey from unicorn spawner
  • fixed wrong colorization of NPCStructure viking beard
  • minor NPCTrader father class code refactoring, small performance gains
  • added gus.ini option to prevent HarvestMulti from beeing calculated for Supply and Demand
  • Bank - Added new widget and functionality for Admin Tab to restore accounts

Update: Sep 17, 2017 @ 12:31pm

  • added functionality to lock equipped items in equip slots for NPCStructures
  • catched a case where data singleton stoped delay loop for save file management
  • NPCStructures can now equip tek armor
  • corrected issue with dessert helmet for NPCStructures
  • reworked equipment update procedure for NPCStructures
  • reworked supply and demand savegame logic, to remove referenced actors and replace them with TradeActorIDs
  • added option to rename NPCStructures
  • added completely new logic for NPCStructures to give capability of managing nearby Capitalism actors
  • reworked multiuseentries of all capitalism actors
  • NPCStructures now will get their equipped items autolocked on server restart
  • fixed NPCTerminal Structure unstasis isTributeInventory replication
  • fixed an equipment update issue with NPCStructures
  • refactored NPCStructures equipment logic
  • reworked hide hair and facial hair logic for NPCStructures to disable it in certain cases e. g. nerdry glasses
  • reworked Widget input methods to prevent cases where client produced a crash
  • removed unnecessary replication of default engram infos for NPCTables
  • increased NPCTrader savefile version, this will lead to a supply and demand reset
  • removed unnecessary double init for engrams of AdminTable, PropsTable
  • corrected facial hair for Wisened and Romantic of NPCStructures
  • added viking hair and facial to NPCStructures
  • added display of internal unique TradeActorID to inventory description
  • fixed some missing sound attenuation files
  • added ITEM TYPE to custom item description for NPCTrader
  • added new button/functionality for NPCStructures to force equip first best items from inventory, to circumvent e. g. tek requirements
  • corrected colorization mask of all Capitalism trade actors (tables)

Update: Sep 4, 2017 @ 3:33pm

  • fixed issue with wrong BTree key comparison
  • fixed case where server was constantly spamming the web api with seemingly new trade item infos
  • reworked appearence of DebugLog UI
  • added calculated diminishing return from exceeding supply or demand to trade log transmission
  • corrected wrong trade cluster transmission for item infos to web api
  • fixed input mode issue for NPCStructures hair UI, if in single player
  • fixed NPCStructures not getting equipment applied in single player
  • fixed a possible client side crash with NPCStructures and MaterialInstanceDynamic combined with hair changer UI
  • changed StatisticsProcessor DebugLog UI to display active time instead of whole server session time
  • corrected some single player issues with checking is server and is client
  • added applying of capitalism buff on spawned character event
  • removed default equipped items from NPCStructures, will now only get equip as default inventory items
  • reworked reset price changes script command
  • removed inventory requirement for PlayerTable price and quantity note
  • changed DataSingleton id generation logic
  • reworked logic how admins get determined, new logic also decreases amount of replicated data by around 90%
  • added new NPCTerminal structure with Cross-Ark-Item-Verification
  • new savegame logic for Cross-Ark-Item-Verifier
  • reworked Equipment update logic for NPCStructures
  • added Overlapping sphere to NPCStructure base class for server side inventory equip updates

Update: Aug 25, 2017 @ 9:07am

  • fixed issue with reinitializing custom blueprints not getting contract id reassigned after server restart
  • added online since time to StatisticsProcessor DebugLog UI

Update: Aug 24, 2017 @ 12:00pm

  • corrected 30 minutes delivery cycle bug which caused a 30 min processing delivered goods message instead of displaying timer for 60 minutes
  • fixed problem that StatisticsProcessor didn't pull all available price suggestions from WebAPI
  • fixed issue with CustomTable not displaying correct Item information for Item in first slot
  • Further performance related code refactoring, added two more B+ Trees to replace UE default arrays
  • Increased max quantity input 100k, increased RefillMax input to 100k and increased MaxCapacity input to 200k for CustomTables

Update: Aug 20, 2017 @ 4:27pm

  • Added randomness for timer to process delivered goods
  • Added diminishing return on trade actor counter part if items get sold or bought, to reduce addition to supply or demand by 50%
  • Changed pull prices logic for taking more then 10 packages of max limit size into account, up to 50
  • Further performance related code refactoring
  • CustomTables now restore custom blueprint item icons correctly
  • Added own B+ Tree logic to increase server performance with price suggestion comparisons and entry search drastically
  • Changed Prices reset command to also reset BTree
  • NPC Structures now save their initial name
  • Reworked Client/Server behaviour of NPCStructure for Singleplayer/Multiplayer

Update: Aug 16, 2017 @ 11:37am

  • Custom Blueprints now initialize item icon correctly
  • Catched 0 values for custom blueprint creation
  • Corrected transmitted SellAll stack quantity
  • Added StatisticsProcessor status values to DebugLog
  • PriceReset script command now also resets StatisticsProcessor PriceSuggestion array