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Killersan

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  1. Depending if you want to use it with UMA or traditional model.
  2. You can create an effect with type threat which will increase aggro towards you. NPC is automatically saved, you can set roam radius with value 0, so he won't roam.
  3. You can try to find a team member to your project on our discord server, we have a dedicated channel for that.
  4. There may be many elements which can cause that. The most common with Unity 2018.3.x and Atavism is related to http://wiki.atavismonline.com/project/atavism-client-unity-installation/ point 7, which is because Atavism uses System.Data and System.Drawing libraries for years, and since in Unity 2018.3.x they added these libraries by default to this version, so there may be conflict, and all you have to do is to remove one of the copy. Rest can be related to TextMesh Pro for example, but you should follow these 7 steps on how to adjust your unity client.
  5. Hello, it would be nice if you could show us the errors, as right now we just know you have them
  6. I'm glad you found the cause.
  7. One of the Atavism Supporters is developing cms which will be free for all Atavism clients, Join us on the discord server, and there you will find a dedicated channel related to that.
  8. Atavism is available with two versions: 1. With Demo data which includes all configuration examples as you might see on the videos including models, and the environment. 2. Core version without examples, which has a basic configuration, and require some additional settings to start, but it has just the smallest as possible scene examples like a plane without mobs, models, etc. It's up to you which version you will use. Atavism has at this moment two types of combat, target oriented where you select the target to invoke the action or non-target where you basically using abilities which are around player with the angle, range, and area you can define, based on which enemy within the are will get the damage or not.
  9. Thank you for your feedback. Basically, Ataivsm is a feature-rich MMORPG framework, so each developer can adjust settings to the needs. For example, we are providing mouse sensitivity within game settings, but as a developer you have access to change many parameters without coding, for the camera, depending on the controller, it can be Keep in mind that Atavism Live Demo is a game example based on Atavism build within just a 2 weeks, where 13 days we spent in total on the environment, and 1 day for Atavism integration. According to your questions: Yes, of course, we even have a short tutorial on how to integrate Atavism into the ready environment based on Nature Manufacture Frozen River Demo: http://wiki.atavismonline.com/project/integration-into-existing-scene/ Yes, same as point 1, same tutorial. We are providing exclusively made for Atavism, fully functional UI Theme, which you can use for your production, and you can adjust, change or swap any element you want. Atavism has some code which is locked, like license checks, or low-level networking. Yes, of course, our main project has the size of 320GB, where most are additional assets. Switching, adjusting, or adding new animations is easy. You can also easily add new models, race, class, etc. to your project, here is a short tutorial how you can do this http://wiki.atavismonline.com/project/character-model-race-and-class/ Yes, depending on your needs you can adjust our camera settings or adapt your solution to work with Atavism. Atavism works even on mobiles, we haven't tested consoles, but Unity handling this part so it's not hard to implement. How adjustable Atavism is you can see in the made with Atavism section on our website: https://www.atavismonline.com/made-with-atavism As you saw Atavism Live Demo, you will notice that the art, look, models are totally different, as these elements are not exactly relevant with Atavism, which is about algorithms and logic with ease of configuration using Atavism Editor (graphics interface for setting Atavism), rather than models and world. The video is not available for me.
  10. As far as we checked, it seems that we didn't receive login trial from you like our ports or host would be blocked by your firewall or something. Please come on our discord server so we could troubleshoot it more in real-time: https://discord.gg/z95htJA
  11. Hi, of course, you should be able to access your license and downloads using apanel (https://apanel.atavismonline.com)
  12. Thank you for your extensive feedback, really appreciate for it. Character set and collation are not mentioned in the documentation, because scripts are creating it properly for you, at the beginning of each installation *.sql file you can find CHARACTER SET utf8 COLLATE utf8_general_ci; and the same for each database, we added this information in the mentioned documentation. Database prefix or even different database name is allowed, you would have to edit 4 lines in each sql file (for example) DROP DATABASE IF EXISTS admin; CREATE DATABASE IF NOT EXISTS admin USE admin; The USE admin line should be twice in the file. And then in the world.properties and auth.properties configuration files, you can adjust their names using these parameters: atavism.db_name=atavism atavism.admin.db_name=admin atavism.content.db_name=world_content atavism.auth.db_name=master You can, of course, adjust privileges, we proposed the easiest way, but you can give privileges without a grant, create and drop option and even more, for each database you can set different user, if you will want to use each database on a separate server, which is also possible. It's not an issue, as the same password must be included in the configuration file, so no matter if in logs or in the configuration file, it's there. But of course for the security purpose when handling logs it would be a good idea to not have to hand over the password automatically. We moved the TextMesh Pro point at the beginning of the documentation to make it as a first step: http://wiki.atavismonline.com/project/atavism-client-unity-installation/ For the admin part, it's included in the: https://youtu.be/t226oBlVZAg?t=536 video tutorial, but we will think how to present it alternatively to make it more obvious, thank you for pointing it out. Good point, we already added 5 gold for all new characters, scrolls are purchasable through the merchant (to summon horse and dragon). We will add a possibility to paste login/password in the Atavism Editor, but it should be saved in the registry, so you should be logged automatically after you will open it again. The last mentioned issue is related to the Atavism Editor, which is checking server status (this element is at this point only for our VM mode). It's harmless, but we will think about how to handle it nicely. Again, thank you for your time and writing such comprehensive feedback.
  13. It's our fault, that we didn't provide this information, default database access information are as follows: Host: localhost (or your computer IP) Username: root (for localhost) or atavism (for your IP) password: test (for root username) or atavism (for atavism username) Let us know if you will have any further issues.
  14. We are not limiting how many developers can work on the project. One license will allow you to collaborate by as many developers as you want. Each developer will have to log in to Atavism Editor, and from there he can make changes in the Atavism server (databases), then in most cases server restart is required, so Atavism server could load the data.
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