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Do not include GameUserSettings.ini in the ToS clause

GubstepGubstep Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
A suggestion, because a temp fix I posted for motion blur resetting was removed.
Exempt GameUserSettings.ini from your ToS for modification, this file is included with ALL Unreal Engine games. It's specifically a file for loading graphical user settings between sessions, the motion blur flag is missing from this file. So it keeps resetting in-between games.

Seriously, go ask your engineers, there's nothing malicious that can be done with this file besides modification of PUBLIC Unreal Engine graphical settings. Setting them to private will make them so users can't override them via this file. People are going to modify this file either way, they do it in every single Unreal Engine game on the market. Just being more explicit about what constitutes "modifying game files" would save players a headache.
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Comments

  • BirdieBirdie Moderator, Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Modifying the game files and encouraging others to do so too against the ToS. If you have an issue with the game settings you can always contact support and they will help you out!
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  • JahlonJahlon Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    The only problem with what you are suggesting is that people can make their graphics potato style and see across the map
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    Make sure to check out Ashes 101
  • GubstepGubstep Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2019
    Jahlon wrote: »
    The only problem with what you are suggesting is that people can make their graphics potato style and see across the map

    Unreal Engine graphical settings. Setting them to private will make them so users can't override them via this file.

    Edit: To further explain. GameUserSettings is a class that stores a bunch of config options. In GameUserSettings you can often access OTHER public scripts such as RendererSettings class.
    i.e. [/Script/Engine.CLASSNAMEHERE]
    Any variable that is PUBLIC in that class, can effectively be modified by referencing it in the ini. However, if Intrepid does not wish for a setting to be altered, they can simply go into that class and set it to not be changed EVER. UE4 Actually provides a function that is inherited by damn near every class/object in the engine called CanEditChange https://docs.unrealengine.com/en-US/API/Runtime/CoreUObject/UObject/UObject/CanEditChange/index.html

    The REASON MotionBlur kept resetting is because the devs forgot to add the setting to GameUserSettings as a flag, so it kept defaulting back to the original value. (false)

    Intrepid can also set a clamp value for settings, allowing them never to exceed or go below a certain value for specific settings. Which is usually done through scability settings they have already setup, they've already done this for some of the settings. A lot of games will clamp view distance as it's a property of GameUserSettings https://docs.unrealengine.com/en-US/BlueprintAPI/Settings/SetViewDistanceQuality/index.html 4:cinematic (gets clamped if needed)

    This file in no way modifies the core game files, classes, objects, or other. UE4 loads settings from this file to override defaults so your graphical settings do not reset every time you load the game.

    Scenario 1: Jim cannot launch the game because his monitor does not support the default resolution in the game settings. Jim edits GameUserSettings and changes his resolution so the game will launch. Jim has just broken the ToS and is now subject to be banned.
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