Mars
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Will licences work cross platform (Atavism for Unity -> Atavism for Unreal Engine)
Currently on Atavism for Unity On-Premesis Permanent Licence
But given the struggles i have with Unity lighting (specifically i wanted blended lighting but the new roadmap has ditched it and we're back to 3rd party assets that are buggy), issues with restrictive animators and issues with the new licencing on Unity in 2024 i am wanting to get off the platform.Given i am using the On-Premesis Permanent Licence, will the new Unreal version be avaiable to download on this licence for both platforms? With a cost to switch licence ? Or will we need to purchase another licence specifically for the Unreal version ?
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46 minutes ago, Martin (Killersan) said:
There are two crafting systems in Atavism, grid based and crafting book one. If you will use crafting book there is no place to drag and drop items to use crafting station as it will check your backpack what you can craft, and present numbers near recipe entries.
You would have to code it on the client side, because client is presenting known recipes, but all recipes are sent by the server and kept in the prefabs cache. You can check how to access them on the client.
By this you mean something like "fuel"?
Not fuel specifically but tools are required in order to craft recipes.
If you don't have the tools in these slots you can't craft specific recipes without them.
You can have a combination of requirements in order to meet criteria to be able to craft a recipe
The fuel and the required materials i am not too worried about because at the moment those can come directly out of inventory, so thats not a neccessity. -
On 3/23/2021 at 10:31 PM, Martin (Killersan) said:
I think that this feature should be designed from scratch, as there is nothing similar, maybe a building system where you would provide materials. So, you would need to define a totally new class within the same AGIS jar file.
Could i not just create a new crafting station that only requires an item in the socket; and then i should just be able to check the item sockets of each of that station type that has the item ?
Another thing that i wanted to do was have a list of recipes (that the player can get, that are dimmed) and then the player needs to find/discover the recipes.I'd think modifying the crafting stations to not just generate items but require items to be present (see anvils, crucibles etc. in 7 days to die) would be adventagious for some game creators ..
This video is just for demonstration purposes of what i am talking about. The anvil is required in order to craft other recipes, and for crafting higher level metals (older build but demonstrates the point)
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Thanks the last video explained it for me.
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13 hours ago, Martin (Killersan) said:
This is not something that is out of the box, you would have to code it to gather all pieces of something to make it work.
Okay is there a specific space in AGIS i should inject the code to deal with the different pieces? Or just make a whole new JAR to deal with it ?
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So, i wanted to have an object in world, where i can get the player to add the missing object components to fix a pillar; when all 6 pillars are repaired, an event could be triggered to all players that triggers (a coordeffect? / Advanced Dissolve which loads in a portal object) with an animation for all players, and makes a portal available to all players to enter a new scene. I'm not sure where to start with waiting for all 6 pillars to be completed, i can only see a way to make an event happen when a single pillar is activated. Am i missing something ?
Since multiple players can complete it, i also don't know how to track when a pillar is repaired. -
Hello again everyone
Does anyone know what scripts we are supposed to change to use non targeting system since we don't have a tutorial yet for it ?
Removing the SDE targeting causes all sorts of errors.
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This bizzarely was caused by using openjdk-8-jre-headless. after switching to openjdk-8-jdk-headless (which installs both anyway) its now working ?!?!
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I have reformatted all the machines and reinstalled the whole setup, too many times to count.
auth server has an odd error. But the auth still works.
Cannot connect to the licence server when trying to launch world.sh
I put the right "parent" email address and the licence key from the apanel and still get this error, can't login the world.wmgr-1-error.log
at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:628) at java.base/java.lang.Thread.run(Thread.java:834) License verification failed
The server does get the "okay to login" message eventually but it doesn't let anyone connect to it.
I checked all the firewalls and i've confirmed the IPs are correct.
Will licences work cross platform (Atavism for Unity -> Atavism for Unreal Engine)
in General Discussion
Posted
Thanks at least i can plan on transfer on the project with the understanding that either way there will progress towards atavism for unreal