WC_Jesse

WC_Jesse



30 Oct


07 Nov

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Originally posted by Makx

i'm just hoping they cn get an actaul Aussie to voice Helena, the person voicing her atm, their accent is so bad

Madeleine Madden is the new voice of HLN-A / Helena! :)


28 Feb

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The proper localization strings just went live in the Steam game earlier today (except Chinese). As mentioned earlier on this post, there was a problem with the data merge of new strings immediately prior to launch. Now all of the intended strings are in there.

Note that there is currently a bug for multiplayer where some strings in the UI will not be localized, even if the localized string is present. Any such strings *are* localized in single player, but will require some development work to fix in multiplayer.

Thanks again for the bug report!


27 Feb

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Originally posted by AnOkaySin

If they are disabled and somebody builds in the path of something like the manta course, what happens?

They will be in the way :)

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We’re going to disable the no-build zones by default. They will remain a server option (as they are now) and will be enabled on Officials so everyone can reliably do the Missions. Thanks guys!

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Originally posted by Ucan_Kizmiaz

first off I must say that I'm quite surprised to get an answer. thanks.

with all due respect though: the crowdin project exists almost as long as ARK does, maximum half a year less.

ever since we, the volunteers, tried our best in a timely manner to provide updated translations.

I totally understand that the voice acting part needed a professional team rather than a handful of fans to get things done BUT seriously the rest is just ... . i don't know who you paid for that but for my part I can say that German is an utter mess.

Also I believe that Crowdin was and still is a cheaper solution apart from the fact that the interface is a paid one and that rewards been granted in the past.

And some month ago there were Genesis strings on Crowdin but they got pulled after approx 2 days. Over these two days at least two languages got completed.

But enough of that. I think I can speak for the rest of the volunteers on Crowdin when i ask for ...

Read more

Upon further review it looks like many (most?) of the non-voice lines may have been omitted from the localization manifest somehow. Still looking at what happened with that large merge of data, but hopefully we can get all the carefully-translated lines in an upcoming build ASAP.

Thanks again for pointing it out!

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Thanks for the feedback. It was not a machine translation. The full game VO and content was localized using an industry-standard localization company at a high cost.

This was done because the voice acting scripts and recording sessions needed to be done well ahead of time for many thousands of lines of dialogue (a first for us) and we did not want to spoil the lore and mission-based content of Genesis ahead of time.

Now that the game is out we can set up a CrowdIn and see how a preferred localization may differ from the existing localization, at least for the non-spoken lines, and evaluate the future use of paid localization versus free, crowd-sourced localization for unspoken content in Genesis Part 2.


21 Feb

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Oh yes. Full new soundtrack by Gareth!


15 Feb

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Originally posted by SinfulFrisky

Oh yeah I'm aware. Also hi again Jesse, it's always really nice to see you. This is gonna sound seriously fanboyish but now that I have the opportunity, remember back in 2017 when you were teasing me about the Overseer and how awesome it was gonna be? You guys have come so far since then, I really mean it when I say ARK is probably my most favorite game ever. It's a huge part of my life and has left it's mark. Two of my best friends who met on ARK fell in love and are moving from NY to CA to live with one another, isn't that awesome? I've been here since day one and don't plan on leaving. Keep on making ARK stuff please and being awesome, thank you.

That's amazing! I remember :) Thanks for the encouraging words and for sticking around so long. We love hearing when ARK has helped real life be a little better, and your friends' story is so touching!

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Originally posted by SinfulFrisky

Yeah. I should've clarified like, I wish it was a full thing, you know? That beginning part is awesome.

Hey the Extinction Main Theme uses the beginning from the teaser! :) https://open.spotify.com/track/6etqsBcZdTv5CXjdTfMpWJ


04 Oct

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Originally posted by bsabiston

What do you mean "Unreal doesn't really support that"? Is there somewhere they say NOT to do that? Just because sublevels do not stream in automatically doesn't mean you can't or shouldn't stream in sub-levels...?

The benefit is that different parts of a level can be checked out and worked on by different people simultaneously. Sure, down the line there might be some problem. But I've read that that's how other people do it.

Talking about sub-levels that are themselves persistent levels with their own sub-levels... so a multiple persistent sub-level hierarchy.

Here is the official response to your idea above which is that it is not supported without code changes: https://udn.unrealengine.com/questions/326400/nesting-sub-levels-inside-of-sub-levels.html

So while your workaround may be working, it is not how the engine is designed out of the box so all I am saying is that you seem to be doing something that could have corners and edge cases that are undocumented and not well explored by others.

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Originally posted by bsabiston

Yeah I have to unload the sub-sub levels the same way I load them - manually just before I stream unload the sub level.

But then there is no real benefit to them being sub-sub-levels, is there? Unreal doesn’t really support that so you might be working around a problem that works in editor but will come back to bite you later, like after cooking your game or something. Or creates weird logic bugs that might not be obvious.

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Side note: POM is extremely expensive. Judging by your screenshots you could achieve this effect with actual (normal mapped) geometry representing most of the carved wood details and a simple bump offset if necessary. It will be much more efficient, as well as integrating better with lighting and post-process effects. POM is an expensive hack best reserved for things that can not be represented well using reasonable triangle counts such as highly detailed terrain (and even then only as an “ultra” quality graphics option).


05 Sep

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Originally posted by Luckboy28

That's a fair point -- other pirate games have less ships.

I think the big difference is that the Skeleton Ships in Sea of Thieves actually have skeletons that you can fight, and there's more than one way to sink them. That adds a whole lot more gameplay/immersion than just "I shoot cannons at an empty ship."

Think about it from a PvE perspective: There's currently no such thing as raiding/boarding ships in a pirate game. If you want to swashbuckle something, you have to go on land and dig up a chest. But even that combat is clunky and unsatisfying -- which is why ATLAS combat is pretty much just a sniping game: Slowly reload gun via mini-game > Shoot once > slowly reload gun via mini-game.

It would have been cool to see a really rich move-set to allow for more detailed combat. Things like rolling, grappling, execution animations, dodges, etc, could make melee combat more engaging, and make ground combat more viable.

Comment

Originally posted by Luckboy28

That's a fair point -- other pirate games have less ships.

I think the big difference is that the Skeleton Ships in Sea of Thieves actually have skeletons that you can fight, and there's more than one way to sink them. That adds a whole lot more gameplay/immersion than just "I shoot cannons at an empty ship."

Think about it from a PvE perspective: There's currently no such thing as raiding/boarding ships in a pirate game. If you want to swashbuckle something, you have to go on land and dig up a chest. But even that combat is clunky and unsatisfying -- which is why ATLAS combat is pretty much just a sniping game: Slowly reload gun via mini-game > Shoot once > slowly reload gun via mini-game.

It would have been cool to see a really rich move-set to allow for more detailed combat. Things like rolling, grappling, execution animations, dodges, etc, could make melee combat more engaging, and make ground combat more viable.

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Originally posted by Luckboy28

I think they meant more verity, not literally more spawns everywhere.

Launching a pirate game with only like 3 pirate ships was... bold?

And I was massively disappointed when I realized that they don't even have crews. I wanted to throw a hook, swing over, and do swashbuckling battle with skeletons. But no, it's an empty shell that just magically shoots cannons without a crew.

I'm talking about more variety, not spawns. More variety means more unique meshes that cannot be batched together for drawing (performance) and cost more memory.

Also I think you are confusing ATLAS (4 ships + dinghy + raft) with Sea of Thieves (3 ships).

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Originally posted by Luckboy28

I think they meant more verity, not literally more spawns everywhere.

Launching a pirate game with only like 3 pirate ships was... bold?

And I was massively disappointed when I realized that they don't even have crews. I wanted to throw a hook, swing over, and do swashbuckling battle with skeletons. But no, it's an empty shell that just magically shoots cannons without a crew.

I'm talking about more variety, not spawns. More variety means more unique meshes that cannot be batched together for drawing (performance) and cost more memory.

Also I think you are confusing ATLAS (4 ships + dinghy + raft) with Sea of Thieves (3 ships).


30 Aug

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Originally posted by WorcestershireToast

What's the reason for not adding more pirates ships to your, you know, pirate game?

Currently, performance and memory.

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Originally posted by WorcestershireToast

What's the reason for not adding more pirates ships to your, you know, pirate game?

Currently, performance and memory.