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Everything posted by Martin (Dragonsan)
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resolved Delete... leaving atavism!
Martin (Dragonsan) replied to FreelancerzUS's topic in General Discussion
Default credentials for localhost connection are root/test, and for any other connection are atavism/atavism. -
Thank you for your feedback. Yes, we want to prepare more complete animation controller, but we don't have our own animations, so we cannot redistribute them. But you can see them in action in the demo, which as any element can be improved. Anyway, we are working on that part, to forge new cooperations, fill that gap, and make Atavism even more complete. Server-side physics is on our list for 2020, but we will see what will be on the roadmap presented in February 2020. We already started working on the next release, which is planned for November, so stay tuned
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resolved Delete... leaving atavism!
Martin (Dragonsan) replied to FreelancerzUS's topic in General Discussion
If you are on Windows then use Atavism Windows Manager, it's the simplest way to install server https://wiki.atavismonline.com/project/atavism-windows-manager/ and this tutorial on how to set the client https://wiki.atavismonline.com/project/atavism-client-unity-installation/ Let us know if you will still have issues with the installation. -
Atavism supports two systems, traditional models which you mentioned and UMA. For traditional models you can define elements, but there is no definition for base element, like you mentioned you have a body, and Atavism will equip some breastplate on top fot the default model, but if you will equip some leather chest it will remove the breastplate and equip the new item on top of the default body. It's also important to have these elements in the same prefab/model to animate them properly.
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Yes, that's correct. With the incoming update, there will be some changes in licensing, you can check it here Basically, 100 CCU will get an upgrade to 1000 CCU (no matter if you will purchase it now or later). You will be able to run an unlimited number of servers and environments. There will be one maintenance plan, independent on the license type or number of CCU. There will be one permanent standard license 1000 CCU and if you will want to add more CCU, you will just stack them on top, and your CCU will be summed up. There won't be back cover for maintenance, and there will be only 6 and 12 months plans, to simplify the process.
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Atavism 2019.1.2 works with Unity 2019.2 with one exception related to the .NET 4.x, there is a bug in Unity for which we will present workaround with the incoming Atavism release where once for three entries in runtime Unity will freeze. This issue is not related to the Unity 2019.2 but to the .NET 4.x, and while Unity 2019.2 has only .NET 4.x then you have a choice to use this version with the knowledge that you may experience such unity freezes or use older Unity version.
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It should work properly if you will follow the documentation https://wiki.atavismonline.com/project/atavism-client-unity-installation/. This Atavism version was actually built in Unity 2018.2.0f2. I would use Unity 2018.4 as it's LTS version with long support. 2018.2 won't be probably supported anymore, as it has 1 year of support as I remember correctly. If you will have any issues just let me know, and we will try to resolve them.
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Can you tell me which Atavism version you tried with Unity 2018.2.x? There are detailed tutorials on how to install different Atavism versions with Unity https://wiki.atavismonline.com/project/atavism-client-unity-installation/ Detailed information which Unity version is supported for which Atavism is on the main forum page In the FAQ on website https://www.atavismonline.com/store/f-a-q and in the installation section on the wiki for all installation methods Custom Linux: https://wiki.atavismonline.com/project/installation/ Virtual Machine: https://wiki.atavismonline.com/project/atavism-virtual-machine/ Atavism Windows Manager: https://wiki.atavismonline.com/project/atavism-windows-manager/
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Thank you for this very comprehensive feedback Recon. We wouldn't ask you about Atavism for Unreal version and waste your time guys if we wouldn't think about this project seriously. Right now the question is not if, but when
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Thank you for your feedback. If we will invest in this project, it will certainly take a while, but we are close to making this step.
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We are still gathering your feedback, and during that time we are preparing for the next huge Atavism release where will be a massive change in licensing, and we will add horizontal scaling for servers.
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Hi. You can use an external authenticator to handle this part, where purchases in your webstore will be transferred to the user account in-game, like premium currency, or items. Atavism handles it and will send an in-game email if you will enter an entry in the proper database table. More information on how to configure the external authenticator you can find here https://wiki.atavismonline.com/project/remote-php-account-connector/. Also, one of the community members developed Wordpress plugin which handles many Atavism aspects, including such purchases of unique items, more information you can find on our discord server https://discord.gg/z95htJA.
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Atavism is a very RPG oriented framework, so it has more features related to that type of games. What is worth to mention, Atavism doesn't have physics on the server, so you would have to calculate it client-side. To resume, it's possible to make MMOFPS type of game, but it would require some coding in this case.
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textmesh pro will bamage all project
Martin (Dragonsan) replied to wanity's topic in General Discussion
The older version contained TextMesh Pro, but the newest one 2019.x shouldn't have it. Can you verify which version you have? -
Atavism also has the integration with I2Localization (https://wiki.atavismonline.com/project/setting-i2-localization-multi-languages/), which is super easy to use, and it is constantly developed with very good support.
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Atavism has integration with WAPI (http://www.procedural-worlds.com/blog/wapi/) which gives you the ability to use Enviro, Weather Maker, Global Snow or any other package which has integration with it. We are also working with Unistorm author to provide integration for it.
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Since Atavism 2018.3 we implemented item sets, so you can have not only armor but weapon or jewelry sets, or a mix of them.
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Most of these elements were implemented, including the biggest ones like navmesh pathfinding or auction house.
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Yes, it would be nice to have a separate Atavism Editor outside Unity, but I think the present version which is inside Unity which we rewritten is much better, faster, has copy paste functionality, multilanguages support, options to restore deleted data or delete them permanently, keeping some important constraints in terms of instances or combat, it's scalable so you can resize its area properly. So, there are lots of new features and it's working super fast because of no caching overhead. Also, there is one downside of such software (it should be available for all platforms like Windows, Linux, Mac), and not everything would be possible with it, for example saving objects from the scene like regions, interactive objects, resources, etc.
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Yes, if we will make it then it wil be definitelly a separate team, and Unity progress won't slow down. There can be much more long term benefits from this. Changes which we will make would be implemented in both proudcts. Also it's a totally new market, and new clients which would like to use Atavism, but it's not available for Unreal. This potentialy would generate an additional income, which could be spent on both branches, because universal Java technology on the server side gives such opportunity.
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it's too early to decide if it will be for free for present users or not, but even if not, wouldn't be nice to have such option?
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Thank you for your opinion. If we will decide to start development Atavism for UE4, we will for 100% do it by building a separate team. We will keep the progress which we are making In Unity area. This is already possible. I mean you can implement any model to your game based on Atavism, without coding. Here is how to implement new character model https://wiki.atavismonline.com/project/character-model-race-and-class/ or how to integrate your existing scene (environment) with Atavism https://wiki.atavismonline.com/project/integration-into-existing-scene/ and there are much more tutorials on the wiki related to different aspects of the Atavism.
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It's too early to decide about that, right now we want to get feedback from you about this project.
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Keep in mind that it's in addition, it's not like from now on Atavism will be only on Unreal. We are trying to get your feedback, and your opinion. Team which is working on Atavism for Unity will remain within that project, updates won't change, so this is not like "no, because quality of service will drop", but it will be a totally separate team which would work on this project, separate support, etc. as it would be partially a separate project, so why not have an option to make another game on Unreal?
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We are asking here, because some developer are with Unity because Atavism is only for Unity, so basically we would like to know your opinion. We love Unity too, and as you said, it sucks in large scale without modifications, even the simplest elements are not working correctly like character controller, streaming objects (no streaming at all), handling big number of objects requires additional packages, etc. etc. Unity within 2-3 years will catch most of these missing elements probbaly.