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- Last week
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To be honest, we haven't used the Salsa package, but probably it's all about matching bones somehow. As far as I remember Orc and other race models should be rigged as humanoid, so maybe there is just an additional bone or something.
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I'm using using 2023.2.7f1 and Salsa 2.7 lip sync and trying to get the Orc race to work. For HumanMale and female no issues, but Orc is having issues and given an issue with the expression set when you run a scene. Any advice?
- Earlier
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Martin (Dragonsan) reacted to a post in a topic: The problem with displaying information above the player's head
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The problem with displaying information above the player's head
Troll replied to Troll's topic in General Discussion
Could you tell me what exactly to sharpen your attention to? P.s I figured it out thanks for the quick response) -
It's really hard to say if something is simple or not as it heavily depends on your skills. There are many developers who are implementing changes and new features into Atavism, but it's really hard to answer your question precisely.
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Martin (Dragonsan) reacted to a post in a topic: Atavism Cloud Server 50% discount for Christmas!
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Atavism Cloud Server 50% discount for Christmas!
zzbrandon replied to Helix's topic in General Discussion
So far I am loving the cloud server, it works really well! -
You can even have guilds have their own realm/space which I thought was pretty interesting. Create like a fairytail type guild where players get certain benefits maybe, lots of creative options.
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Makes a lot of sense, I can see how there would be some limitations in how far one could stretch Unity3d, although like you said Dragon there are some things that are easier to do in Unity3d then in Unreal and C# is a pretty easy language to pick up especially if you used Java in the past(the language syntax is very similar)
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There really isn't a limit in what you can do, it's more a matter of time and your general ability. You can program pretty much everything you can do in Unity3d in Atavism, the difference being in how you send updates to the server for multiplayer since the client and server are separated. Could absolutely have airships I would think, not quite sure how that might work if that would be a giant mount or not, or how that would be tracked server side but seems possible.
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zzbrandon changed their profile photo
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AramisGames changed their profile photo
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Thanks for all of your help. I was able to identify the issue using the debug method you provided here. It seems that something in the Interactions part of the database was causing the issue. It is now fixed and working perfectly. I will definitely be using the debug settings much more in the future. I was racking my brain trying to find a way to pinpoint the issue and completely over-looked the debug settings in world.properties. Thanks again for all of your help.
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Crafting Issue with Atavism 10.9
Martin (Dragonsan) replied to Pavogani's topic in General Discussion
Change server log level to debug. To do so go to the worlld.properties configuration file, and change it there to 1, default value is 4. ### ### The default log level of the server. ### ### AO-Level log4j Level ### 0 TRACE ### 1 DEBUG ### 2 INFO ### 3 WARN ### 4 ERROR ### atavism.log_level=4 So, set it to 1, restart the server, then reproduce the issue, craft something, pack all logs from the atavism_server/log/world directory, and send them to support@atavismonline.com with this forum post link. Also, after you modified your recipes, are you sure that you restarted your server? -
Doing both the menu and the crafting station. In that video I was using the Smith Crafting panel. All have the same results though.
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Crafting Issue with Atavism 10.9
Martin (Dragonsan) replied to Pavogani's topic in General Discussion
How are you opening the crafting panel? By clicking on a crafting station or from the menu, or differently? -
Absolutely. Not sure why but as you can see in the video it isn't registering required items for crafting and just crafts with nothing. 2024-01-10 09-59-12.mp4
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Crafting Issue with Atavism 10.9
Martin (Dragonsan) replied to Pavogani's topic in General Discussion
Can you show me that you can click the craft button? I can't reproduce this on my end. https://www.dropbox.com/scl/fi/lbgik8vlie6gdfdg9vzlk/2024-01-10_12h39_45.mp4?rlkey=yyf956wbcuq73lcnsgonxmf9x&dl=0 -
I would like to state that the crafting does create the items, however it does so without any of the items I have marked as required allowing you to make them with nothing in your inventory.
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So, I have recently updated everything to the new version of Atavism and for the most part everything is working perfectly fine. However, when creating items crafting it doesn't register any crafting requirements for anything, this includes all crafting skills as well as guild level-up requirements. I will attach screenshots to better show the issue, as well as the setting I have done in the database so far. I am sure it is something simple I am overlooking, but any assistance would be greatly appreciated.
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Atavism vs Blink's RPG builder
Martin (Dragonsan) replied to thespective's topic in General Discussion
RPG Builder is a single-player framework while Atavism is a networking one, this is the main difference, but of course, there are others. The technology that both solutions are using is different, features are also different. -
I'm curious if anyone has tried both or knows some of the core differences(pros/cons) between Atavism and RPG builder?
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Your honest and personal opinion on Atavism?
Martin (Dragonsan) replied to MostHated's topic in Collaboration and Networking
Client-side sources are fully available for any modifications, the same with Atavism Standalone Editor. Server-side sources are mostly open, like 99% of them, while 1% is closed due to low-level networking and license checks. Developers are constantly modifying things in Atavism and adjusting them to work as they want to. We cannot cover all use cases even if we are trying to. -
Hello, In the current Atavism version, you can bind abilities to weapons using weapon profiles and then bind actions to specific keys, like the left mouse button, right mouse button, etc. https://unity.wiki.atavismonline.com/project/weapon-profile/ Another way is using simple requirements for specific abilities, so Ability 1, and Ability 2 for dedicated for warrior with equipped sword should have required sword weapon. On the main camera in the main world scene, you can set various settings, to automatically select an entity that you will target with your crosshair https://unity.wiki.atavismonline.com/project/camera-and-controller-settings/ There are many approaches for resource nodes. We provided such an approach in the example, but you can make more complex ones. Trees are falling down while you are chopping them down, which normally probably shouldn't occur, because what will happen if you will abort the harvesting? It should cancel it, and the tree should be still available for harvesting. This is what is happening here, so it's all about configuration and your imagination of what and how should work.