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Martin (Dragonsan)

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Everything posted by Martin (Dragonsan)

  1. Yes, of course, you can use any terrain generators, models, etc. as they are only content related, Atavism will work with them. Actually within our Atavism Live Demo, and within the package, you will get demo scene where there are Nature Manufacture trees, rocks, etc. textures are watermarked by Nature Manufacture, but you will get an idea how easily it is to build your world/game
  2. Let me explain it. Atavism server comes with databases and complete server solution. Atavism client side (unity one) comes with Atavism Editor which is a graphical interface for managing Atavism without coding, and there are other scripts and components. Atavism client side comes in two versions (Core and Demo). The core has only Atavism scripts, and it's complete, but doesn't have additional models, and example configurations, while demo comes with integrated Enviro limited version for Atavism, S.F. Bay Bomber Bug, other models like trees, rocks, buildings used to build the demo scenes, to present you configuration examples. Atavism doesn't come with complete Gaia, CTS, R.A.M. CTS is used in the demo with permission of Procedural Worlds and Nature Manufacture (who built the Demo for us), and it has partial scripts to present environment changes like covering terrain by snow during snowy weather, etc. but it's not a complete solution of CTS, so you won't be able to build your own map based on scripts which are included. Same for R.A.M. by Nature Manufacture, river, and ocean in the demo was built using R.A.M. but it's also a not complete solution which would let you create your own river. To resume Atavism comes with some elements included which are fully functional like Enviro, which is similar to Asset Store version with author permission to distribute it, so you can use it if you will become Atavism license owner (this version doesn't have volumetric lights and volumetric clouds). There is also a Bomber Bug model which is 1:1 asset store version. How you will build your terrain using Gaia, World Creator or any terrain shaping tool is up to you, same for models, and other aspects, these are out of the scope of Atavism, we are providing limited versions of them, just to present you how easily you can build such world, with Atavism configuration examples. Let us know if you will need any other information.
  3. We are constantly improving Atavism by adding more features, improving existing ones, and fixing issues. Check our release notes: http://wiki.atavismonline.com
  4. Atavism 2019.1 release, come and check release notes here.
  5. It's already possible. There is Area around player for ability (this way Atavism won't check your target), and you can define angle and range for your ability. This way you can achieve a non-target combat system in Ataivsm out of the box.
  6. Depending if you want to use it with UMA or traditional model.
  7. You can try to find a team member to your project on our discord server, we have a dedicated channel for that.
  8. I'm glad you found the cause.
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. Hi, of course, you should be able to access your license and downloads using apanel (https://apanel.atavismonline.com)
  14. 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.
  15. 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.
  16. 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.
  17. Hello, Thank you for your feedback. The wrong click can be due to some web cache, not sure, we haven't seen such issue before, maybe for some reason page was not loaded properly. Loading time is due to Unity scene switching, Frist scene is an additional scene in the project, then there is login scene -> character selection/creation scene and world/instances scenes. We can certainly adjust the volume of the video in the first video scene, new build with this change should be up within a few hours. As for the loading screen, it's our fault, we changed the image for the loading screen, and we forgot to switch back the loading time to 1 second, instead of 1000 seconds, the new build will fix it. Atavism Live Demo was made by 2 persons. First worked around 1 week on the scene, objects placement, etc. (it was made by one guy from Nature Manufacture), and then when we took over the project, we designed quests, resources, animations, effects, etc. and configured it within 1 day actually, rest of the time we optimized the environment, so we can say, that 13 days we spent on making map, and then 1 day on implementing Atavism
  18. Long time no see @AlanGreyjoy It would require rewriting abilities plugin, but it's, of course, possible and we will probably get to that point, but there is no ETA for this part yet. Can you explain a bit more what do you have in mind by P2P servers? One license allows you to use one world server and it's up to you how you will use it.
  19. We are new Atavism owner since November 2017. We fixed lots of elements and released the final version of Atavism 2.x which is 2.7 (there won't be 2.8 version). With the new release of Atavism 2018.1, we introduced paid updates, as maintaining and providing free updates to 300 000 lines of code software is not possible. So, you can check our FAQ https://www.atavismonline.com/store/f-a-q how and what you will get by getting extending your maintenance for your Atavism License, here are release notes of Atavism 2018.x releases: http://wiki.atavismonline.com/project/atavism-2018-1/ http://wiki.atavismonline.com/project/atavism-2018-1-1/ http://wiki.atavismonline.com/project/atavism-2018-1-2/ http://wiki.atavismonline.com/project/atavism-2018-1-3/ http://wiki.atavismonline.com/project/atavism-2018-2/ Here you will also find progress with the new release of Atavism 2018.3 https://www.atavismonline.com/atavism/roadmap We improved documentation, recorded many (over 40) tutorials on how to use Atavism, which can be found both on our documentation page: http://wiki.atavismonline.com but also on our "wall of tutorials" https://www.atavismonline.com/store/tutorials You can also join our discord server and talk with other developers to check their opinion what progress we made with Atavism https://discord.gg/z95htJA Atavism 2018.1 also comes with a totally new demo with many examples how to use it and package which you will get within Atavism 2018.1 is similar to the Atavism Live Demo which you can download and play here https://atavismonline.com/images/AtavismLiveDemo/AtavismDemo64.msi
  20. Not sure what exactly you have in mind. If you had some case which was resolved/explained on the discord, then it won't be on the forum as we are responding on the same channel where developer asked a question, but we are thinking of implementing a bit different approach like Jira with customer portal, which is already installed, but we will need to migrate our repository there.
  21. Can you explain it a bit more or provide some video? We didn't have any issues related to the controller.
  22. Hello, Basically, Atavism is licensed per world server, but in one world you can run multiple different instances or copies of them. You can achieve it in two ways. First would be to limit the instance like a world to 4 players, so if a 5th player would try to join it he would be spawned in another copy of that instance. This element wouldn't require coding. If you would like to create something like MOBA based on Atavism it would require some additional coding, but it's possible to achieve. In this case, you would need to have Java and C# coding.
  23. You have IP set to 192.168.1.102 but you are trying to connect through WinSCP on IP 192.168.1.120. Come on discord so we could help you with the configuration in the more responsive way.
  24. @romaxjp correct me if I'm wrong, but I'm not sure if the CMS is actively developed, so not sure if it will be useful for you @Nala There is @smzero which is working on its own CMS built on blizzCMS.
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