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Martin (Dragonsan)

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Posts posted by Martin (Dragonsan)

  1. I understand, but until the product is not ready, we won't provide any ETA. You can see how even big companies that are producing AAA games like CD Projekt RED or Blizzard, delayed their products due to issues they had, so you can try to predict something, and add time, but it can always be not enough. In this case, I won't give any potential false hope, unless it will be ready or nearly ready, like the last 5%.

    Even though I know it's not sufficient, all I can say is that it's in progress and going forward.

  2. 1 hour ago, Nostreferatus said:

    5 year later still nothing?

    Everything is coding developed  on house computer

    It's going forward nicely, but I don't want to share anything that is not polished enough, or in development state. I hope that we will have some elements to share 

    1 hour ago, Nostreferatus said:

    Are you making game with unity money license?

    I'm not sure what you mean, currently, our game is on hold due to the amount of work on Atavism.

    1 hour ago, Nostreferatus said:

    (covid?) that strange every school during covid has been made online.

    It wasn't about coding remotely. When we hired a company, and devs started to catch covid, some couldn't work. Dev also has family that he/she has to take care of in various situations.

    1 hour ago, Nostreferatus said:

    Sorry for that but am a paying member who waiting to start on Unreal or other engine!

    Do I need to stop paying or what.

    It's your choice. We are not promising any timeline related to Unreal, but we are working on it, and I hope we will be starting sharing things one after another soon. Things in Atavism, like in any MMO game, are connected to each other, we have many elements ready like items, and combat, but not mobs, so they are just cubes. We don't want to share something that even is functional but not fully appealing.

  3. 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.

  4. 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?

  5. On 12/26/2023 at 12:43 AM, heisrisen said:

    im evaluating it now, got a couple of questions for Martin (@Dragonsan) since i'm not sure how much can be modified.  for example i'm looking to use this as a client server solution for a completely different concept, no UMA, there will be creatures and mechanims and movement will need to be customized.  I have no idea if that's possible or can be modified to be made possible.  I've done engineering for over 20 years, wouldn't be a problem, but I don't know where it's closed source where it's possible.  Just tried atavism demo, logged in once, couldn't see any npc's (just text above them), logged out and can't login... just saying it's hard to tell if this even works atm.

    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.

  6. Hello,

    On 12/24/2023 at 10:10 AM, mahamadoca said:

    1- If the character is warrior, and the sword is equipped, the special attacks can be used, while if equipped bow or staff their respective attacks won`t show and the character won`t be able to use them.

    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 12/24/2023 at 10:10 AM, mahamadoca said:

    2- I tried and made on of the sword`s attacks as AOE, works good, until the mob is killed, the mob will still be highlighted after it`s dead and even if i move far away from it and try to attack again, the character will turn iin the direction of the dead enemy and attack.

    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/

    On 12/24/2023 at 10:10 AM, mahamadoca said:

    3- while harvesting a tree, and the tree has already fallen down, it suddenly springs back to its original location and the animation starts playing again.

    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.

  7. Hello

    On 12/15/2023 at 9:30 AM, Tobias said:

    Can you use this with an external first person character controller?

    Yes, I think I might replied to you in a YouTube comment already, but if it wasn't your question, here is the answer.

    It's just one checkbox, but it also depends on what you want to achieve. Some games show hands, and some show only a crosshair, these elements would have to be adjusted by you. By default Atavism is just moving the camera into your player position, your job would be to hide it, make it transparent, show hands, or whatever you would want.

    On 12/15/2023 at 9:30 AM, Tobias said:

    Is there any built-in first person support?

    Yes, the mentioned checkbox is turning on your first-person view, but there are also more options, like rotating your character towards your camera view, Camera Follow Mouse, and more.

    On 12/15/2023 at 9:30 AM, Tobias said:

    And lastly, how easy would it be to implement a top down view using only atavism? And no, I have no real programming skills so wish me good luck. ;)

    A top-down view is also supported out of the box, so it's as simple as adding one component to the camera and setting it to your needs. it's related to the click-to-move controller and more information about it you can find here https://unity.wiki.atavismonline.com/project/how-to-set-click-to-move-controller/

    I would recommend you try to install the 14-day trial version and see if this is what you are looking for https://atavismonline.com/home/atavism/atavism-on-premises/atavism-2018-op-standard-subscription

  8. 18 hours ago, Mars said:

    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.

    I understand. We found that Unity is better in some things, but in terms of visuals and out-of-the-box performance Unreal is better and there are more features available. To be honest, we like to use both engines, depending on the scope, if we would go with a mobile MMO then Unity can be a better choice.

    18 hours ago, Mars said:

    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 ?

    Atavism for Unreal will be licensed separately, we have plans to provide some kind of discount for license conversion, but it's hard to say more at this point.

  9. 10.8 works the same regarding communication.

    This element

    3 hours ago, xilie180 said:

    in C:\Atavism Manager\atavism_server\logs\master\error.log, i got:
    ENCRYPTION: hit error when reading in private key: java.io.FileNotFoundException: private.key

    Is only an information thing to let you know that there is no certificate private key and you can generate it by following the guide that you can find in the atavism_server/bin/How to - RSA Key Generation.txt file.

    As for the issue that you cannot enter the world, please send me packed all logs in private.

     

  10. Hi. Every new license has 180 days of updates included, so if the 10.8 version was released within the 180 days window after you purchased it, then you can easily upgrade Atavism. The upgrade procedure depends on the installation method but you can find it in the release notes on the wiki page. Here is the direct link https://unity.wiki.atavismonline.com/project/atavism-x-8/

    In the mentioned Atavism Customer Portal you should be able to download the 10.8 version while the update procedure is described on the documentation page.

  11. Connection tests in the editor are related to the database only and not server services.

    Gather all server logs from the atavism_server/logs/world directory, pack them with zip or anything you prefer, and send them to support@atavismonline.com or use a private message.

    Unfortunately, logs analysis can take some time, so I cannot guarantee any response time but we will check it as soon as we can.

  12. In Atavism, you have skills -> abilities -> effects, where skills are the virtual group for abilities that you and you can level up skills, not abilities, but by leveling skills, you can have for example ability dmg 100 that will require skill level 1, but with skill level 3 you will learn automatically or not, it's up to you, an ability that will deal dmg 115. The issue is that it won't unlearn the other ability with lower dmg.

  13. Hello, you need to move through the upgrade procedure that we are providing for each release in the release notes. There you can find the upgrade procedure and you need to do it step by step, like from X.3 to X.4, then from X.4 to X.5, etc.

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