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Martin (Dragonsan)

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  1. WebGL is not supported due to networking requirements.
  2. This is something different. This means that your license key or email that you set in the world.properties configuration file are incorrect, your server doesn't have access to the internet or it cannot resolve domain names.
  3. There are 3 elements that can cause this: 1. Your server is not running 2. Port 9005 is closed or blocked by firewall 3. In the Login scene -> AtavismCore game object -> Master server you have incorrect IP/hostname
  4. It's because World of Heroes is our game as well as Atavism framework based on which the game is working. We are the only owner of the Atavism software and we have full rights to it, so you don't have to worry about this. So, Dragonsan is our studio/company that owns Atavism and World of Heroes.
  5. There are various elements that can affect your harvesting time like item, which you are configuring, but also VIP, and effect that can be assigned to a region, passive ability, skill on your character, maybe there is such configuration? Maybe just try to create a new character? With each release we are providing information on how to update your project, of course, the more custom code you will have, the more time consuming to update it, but it's hard to prevent that.
  6. We can troubleshoot it if you want. I can install X.3 version on my end, but I think it would be better to upgrade Atavism to version X.4, and probably within a week or two, version X.5 will be released with a percentage for both harvesting and crafting. Is it a fresh project or do you have some setup that you wouldn't want to lose? I'm asking if an upgrade would be more appropriate for you or fresh installation could be an option? In X.4 you will also be able to set negative values for bonuses and stats
  7. I'm sorry that you think this way. We have over 100 tutorials and more than that documentation pages. With each release we are providing information about new modules and modified features as well as there are always some new tutorials, but I understand that there is always room to improve, and we are working on it. Some tutorials are outdated, but if something is subject to change, we are not recording them, as we know that within a month or two it will become obsolete again. Maybe it's a mistake, but this way we can optimize our work a bit and focus on other elements instead of recording videos for the same functionality multiple times. If you have any issues with configuration or you don't know how to do it, just let us know, and we will help you the same as we are helping other devs using Atavism. I'm not sure what you mean by 999+ issues and our demo. If you are having any issues just let us know and give us chance to help you fix them, that's for support is.
  8. We didn't record new tutorials about resource nodes as they will be updated and heavily modified in the incoming version that will be released this month. Anyway, you can create passive ability (preferably friendly effect ability as it will have a 100% success rate and won't take miss into account), then create passive bonus effect, and set harvest bonus. After that create or add the ability into the item/weapon as a passive ability, so once the item will be equipped bonus will be applied, and you will be able to gather resources faster or slower, depending on how you will set your bonus. You should be able to modify harvest time only by value and not by percentage. The percentage is not in use for this bonus type which you can check in the bonuses section in the Editor But it doesn't change the fact that it shouldn't let you put something that is not handled in the Editor. In the incoming version, the percentage will be available for both harvesting time and crafting. I was trying to reproduce the result you were having with percentage, but it wasn't handled in the code, and on my end, it didn't change anything and only value worked as intended.
  9. In networking controllers, you have to take care of the networking logic, so the player movement could be received by the server and synchronized. It's not as simple as in a single-player game. Currently, there is no out of the box integration with controllers from the Asset Store. Atavism has its own controller that can be modified. Here you can find a similar discussion. At this point, a typical raycast would be possible on the client-side. We implemented raycast on the server in version 10.4, but it's not in use yet. It will be possible to use it out of the box in the future. If you want to use a non-target combat system you can use AoE with distance and angle definition which is presented in the combat tutorials series starting from skills https://unity.wiki.atavismonline.com/project/skills-plugin/
  10. Yes, you can, there are no restrictions from our side what kind of game you will do, it's your responsibility to make it align with a law in your country.
  11. Hello. Let me send you a link to the similar post. In addition, Atavism has a 14 days trial you can use to evaluate it https://www.atavismonline.com/home/atavism/atavism-on-premises/atavism-2018-op-standard-subscription
  12. In networking controllers, you have to take care of the networking logic, so the player movement could be received by the server and synchronized. It's not as simple as in a single-player game. Currently, there is no out of the box integration with controllers from the Asset Store. Atavism has its own controller that can be modified. Here you can find a similar discussion.
  13. Please describe what issue you have. Basically you have to send and receive layer vector3d to handle movements.
  14. Please use English, as we are not providing support in any other languages.
  15. Hello, sorry, we were mostly off until 7/8 August. Except for our coders that worked on the next release, but they are not handling any support to work more efficiently. As for your questions. Yes, that's correct, you are basically stacking these licenses on top to handle more CCU. Also, because each new license has 160 days of updates included, these are also stacking on each other, so 2 licenses will give you 360 days of updates included, and you can extend them further with separate maintenance packs https://www.atavismonline.com/home/atavism/atavism-maintenance-plans The client-side is fully opened, so you can add or modify anything you want. As for the server-side, most is open, but the closed part is related to the licensing checks and low-level networking. You modify nearly everything there using AGIS. We are providing information on how to set your environment https://unity.wiki.atavismonline.com/project/setting-up-the-agis-in-eclipse/ how to build your server https://unity.wiki.atavismonline.com/project/building-and-testing-your-agis/ how to work with messages https://unity.wiki.atavismonline.com/project/working-with-messages/ and more. On our Discord server, you will also find channels where developers are sharing ideas and some modifications. We are constantly working on new releases where we are providing 2-3 major releases yearly and the same minor ones, depending on if they are necessary as the minor ones contain mostly bug fixes. Here you can find our roadmap https://www.atavismonline.com/atavism/roadmap and if there is anything that you would want to see, but it's not on our official roadmap, you can post it in the new features and improvements requests on the forum https://forum.atavismonline.com/forum/23-new-features-and-improvements-requests/ and from there we are implementing some of devs ideas with each release, and tagging them with Atavism version, so you can see what elements were implemented and in which version. We just checked and the server run out of disk space. It's a pretty small server, and we are clearing logs from time to time.
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