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Martin (Dragonsan)

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Posts posted by Martin (Dragonsan)

  1. Thank you for your feedback. You recorded a nice video.

    Few elements I noticed:

    1. Quest at first wasn't completed, because you didn't have enough space in the backpack. The message was presented on the screen.

    2. When you tried to use ability you had information that you don't have required weapon. On the ability itself in the tooltip, there is information about the required weapon. During character creation you created warrior, so you should use greatsword weapon.

    3. Lava map is mostly 1:1 from the Lava environment from Nature Manufacture, but we should definitely "close" it

    4. We should definitely block spirit mode or add an NPC or region where you would be able to revive.

    5. There is a list of commands available for you: https://wiki.atavismonline.com/project/playing-your-game/
    The command which you were looking for was /stuck.

    Crashed can be related to the hardware like GPU, drivers or memory usage, but I doubt they are related to the Atavism itself.

  2. 2 hours ago, BJPickles said:

    To follow this up, the lack of support for unreal has been the reason we haven't bought Atavism.

    As mentioned earlier, it's simply the scale factor, and the tried and tested (AAA) resources we have at our disposal in UE4 that makes it the go-to engine. It's certainly not perfect, but it's ahead of the curve. It feels like a AAA quality product.

    Unity, on the other hand, feels rather more ... Indie. That's not to diss Unity, but it's apparent they're playing catch-up.

    Sea of Thieves is a perfect example of simplicity in UE4, with the ability to build upon it. In terms of the effort in the physics - it's huge, but that's UE4 handling that internally, and that's about it! Plain GUIs for text etc. Animation heavy (again UE4).

    It's a wonderful opportunity to bring Atavism X - with the full scalability - into an engine that can handle that scaling.

     

    The only advice I have to give regarding Atavism as it stands - is that things like character animation that aren't finished (or in a basic form) look unprofessional, and diminish the overall quality of the product.

    Watching the videos, I could see that it is mostly to do with Unity, but it didn't look smooth, thus the reason we haven't bought Atavism. Having to fix jagged and janky character animations / walking is just another job and Unity isn't very kind in this regard.

    Obviously there's no physics, so that would have be added into the client but we all know that's far more achievable with UE4.

    Easily fixable in UE4, but a headache in Unity.

     

    Very much looking forward to this!

    Especially premium accounts, and high ranking players!!

    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 :)

  3. 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.

  4. 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.

  5. On 9/15/2019 at 2:28 AM, supremacy said:

    will you guys have a version for unity 2019.2 shortly? or  does it work with the latest version? I know this isn't a pre-sale thread but since I am here.

    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.

  6. 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.

  7. 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

    image.png

    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/

     

  8. 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.

  9. 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.

  10. 20 hours ago, DavyM said:

    @AlanGreyjoy
    Hey Alan,

    Any chance you will ever finish this or should we stop hoping for it? I sure hope you will continue, I would love this addon!

    Greetings,

    Davy

    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.

  11. 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.

  12. 10 hours ago, SecretAnorak said:

    Atavism for both platforms would be wonderful. Having seen the potential of Atavism from it's initial release, watch it stall with the previous developers, then see its resurrection at your hands, I'd love to see you guys go from strength to strength. My only concern is that you don't spread yourselves too thinly. After such amazing progress, I'd hate to see things stall again.

    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.

    9 hours ago, Kokonut said:

    My answer won't carry much weight on either side as I'm absolutely new to game programming, and I'm plodding along the tutorials in Unity3 comfortably. I suspect, another 3 months on these tutorials and I'll be 1% there to make an informed decision. At the point where I'm at, I just want to use an engine that can incorporate things like what Atavism offers, but with a whole bunch of 'plug and play' options.

    For example, go to the Assets Store, pick out 6 characters and add them in (with no further coding), etc, etc, etc ... for all I know, perhaps it does this now? I don't know if this exists, but is there a service offered by Atavism that would allow someone like me to select assets, and for Atavism to incorporate it into the game. I mean, I really appreciate the tremendous help and support by staff and non-staff members, but what gets my willy wet, is playing and controlling the game settings with no desire to be a C+ programmer. This probably stems from my years of running a 'Rust' server.

    Mostly what I want to customise in Atavism, is adding my choice of characters, enemies, buildings and landscape. The game engine itself is superb as it covers a great deal of options in one package. So, if it was a choice between Unity and Unreal, I don't have a clue.

    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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