Difference between revisions of "FAQ"

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(Provided instructions for downloading Git archive and ensuring correct paths are used.)
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:- No verification of the files.
 
:- No verification of the files.
  
=== How do i update the Devkit without the Epic Games Launcher(Github and Content Diff)? ===
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=== How do I update the Devkit without the Epic Games Launcher(Github and Content Diff)? ===
Updates are usually provided first through github(binaries) and a content diff archive. To update you need '''BOTH''' the binaries from github and the content diff package and extract them over your Devkit install. Make sure you extract them to the correct folder so they overwrite the existing files.
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Updates are usually provided first through github(binaries) and a Google-drive hosted content diff archive, and will be announced on the ARKModding discord by an Admin once the update has been vetted to be free of crash-inducing bugs. To update you need '''BOTH''' the binaries from github and the content diff package.
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To download the Github Binaries, you '''must''' be a member of Epic' organisation on Github. You do this by creating a Github account first, if you don't have one already, then you will need to proceed to [https://www.epicgames.com/account/settings?productName=epicgames your Epic Games account settings] and specify the username you used for your Github account in the '''Github Account Name''' field like so: http://i.imgur.com/yNIGTh7.png
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You should then, either immediately or sometime after clicking "Save", receive an email with an offer to join Epic's Github organisation, which gives you access to the UE4 source repository and the DevKit binaries repository. To download the binaries, click on the green '''Clone or Download''' button and then '''Download ZIP'''.
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To download the Content-Diff, click the provided drive.google.com link and follow the prompts to download the archive. '''Warning:''' The size of this archive can range from ~1GB to ~5GB's or more.
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Once you have both the Google-Drive Content-diff ''and'' the Github binaries, extract them both over the root folder of your DevKit install (see: https://i.gyazo.com/90bbb1d07a8c6067b7cad883fdaf48ed.png). When you extract both archives, overwrite all files found in your install directory when prompted, then when both are complteted you may launch the DevKit with the .bat file called '''ARKDevKit.BAT''' and continue as normal.
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'''NOTE:''' The Github binaries archive contents are buried inside a second folder within the archive, you '''must''' extract the contents of this base folder in the archive for the update to work, you will know you're in the right place because there will be a folder called '''Engine'''. See: https://i.gyazo.com/134b9fc07217815089e8960898abb10b.png
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[[User:Woeful Macabre|Woeful Macabre]] ([[User talk:Woeful Macabre|talk]]) 17:23, 26 December 2016 (UTC)
  
 
=== What files do i need for a mod? ===
 
=== What files do i need for a mod? ===

Revision as of 17:23, 26 December 2016

General

How do i get the ARK Devkit?

The only way for the initial download of the ARK Devkit is through the Epic Games Launcher. Do NOT download the version that is on Steam, it is severely outdated and unusable! After the initial download you can either keep it up to date through the Epic Games Launcher or manually through Github and content diff download.

Epic Games Launcher
+ You are able to verify your devkit files in case you messed something up(much like verifying a games files on steam).
+ Easy to use
- Every update requires you to have as much free diskspace as a full install, this is only to start the download of the update regardless of the updates actual size. This can be impossible if you have limited diskspace available.
- Devkit Updates usually take longer until they are available on the Epic Games Launcher.
Manual Updates
+ Gets around the free diskspace problem of the Epic Games Launcher.
+ Updates are available faster.
- No verification of the files.

How do I update the Devkit without the Epic Games Launcher(Github and Content Diff)?

Updates are usually provided first through github(binaries) and a Google-drive hosted content diff archive, and will be announced on the ARKModding discord by an Admin once the update has been vetted to be free of crash-inducing bugs. To update you need BOTH the binaries from github and the content diff package.

To download the Github Binaries, you must be a member of Epic' organisation on Github. You do this by creating a Github account first, if you don't have one already, then you will need to proceed to your Epic Games account settings and specify the username you used for your Github account in the Github Account Name field like so: http://i.imgur.com/yNIGTh7.png

You should then, either immediately or sometime after clicking "Save", receive an email with an offer to join Epic's Github organisation, which gives you access to the UE4 source repository and the DevKit binaries repository. To download the binaries, click on the green Clone or Download button and then Download ZIP.

To download the Content-Diff, click the provided drive.google.com link and follow the prompts to download the archive. Warning: The size of this archive can range from ~1GB to ~5GB's or more.

Once you have both the Google-Drive Content-diff and the Github binaries, extract them both over the root folder of your DevKit install (see: https://i.gyazo.com/90bbb1d07a8c6067b7cad883fdaf48ed.png). When you extract both archives, overwrite all files found in your install directory when prompted, then when both are complteted you may launch the DevKit with the .bat file called ARKDevKit.BAT and continue as normal.

NOTE: The Github binaries archive contents are buried inside a second folder within the archive, you must extract the contents of this base folder in the archive for the update to work, you will know you're in the right place because there will be a folder called Engine. See: https://i.gyazo.com/134b9fc07217815089e8960898abb10b.png

Woeful Macabre (talk) 17:23, 26 December 2016 (UTC)

What files do i need for a mod?

The minimal setup for a mod is:

  • PrimalGameData: - Create a child of PrimalGameDataBP
  • Level: - Create a new blank level file in your mod folder

Open the level file(you will see a black screen, don't worry) and select the "World Settings" tab. If you don't have the tab up go to "Window" in the main menu bar and tick "World Settings". In the world settings look for the "PrimalGameData Override" and set it to the PrimalGameData in your mod folder.

Blueprinting

How do i get a "Cast" node?

You need to drag from a blue/purple pin and have the "Context sensitive" checkbox ticked to get the cast to options to show up.

Mapping

Why do i only see ocean when i load up TheIsland?

By default the editor only loads the TheIsland persistent level to save ressources. You need to load the sublevels you want to see/edit through the "Levels" tab. If you don't see the "Levels" tab go to "Window" in the main menu bar and tick "Levels". That should bring up the tab. You can then load the required sublevels by double-clicking on the name.

Troubleshooting