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Everything posted by Martin (Dragonsan)
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Yes, these are solid arguments Aizen, but Unreal Marketplace has right now over 8k packages compared to 50k on the Unity Asset Store, and if you will consider it that some of the Unity packages are already included in the Unreal like streaming, proper foliate handling, etc. then this doesn't look that bad. As for the team split, it won't gonna happened, as we stated it will be a dedicated team for that project (if we will decide to make it). 5% is not so much, depending on your title, team, and progress, you should keep in mind, that bigger income will cause you to jump into the higher Unity license, as you won't be able to use Unity free, which will also cost you $35 for the cheapest license, and $125 per month for a higher one, which will let you generate more income as the cheapest license is limited to $200k annual revenue or funds raised. So, in situation when you will generate revenue like 250k annually, and you will have let's say 20 team members working on your game, you will have to have 10 x $125 per month which is $1250 monthly, and $15k yearly, while in the same situation in Unreal you will have to pay 5%, which is $12,5k, so in this case unreal is cheaper with the royalty. The benefit would be if you would work with a smaller team and generate more income. To resume, there are always pros and cons, so it's not so easy to decide that this or that will be cheaper or better, it's more than that, and it depends on the individual use case.
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We would like to hear from you about Atavism for Unreal Engine. We are considering creating a dedicated team which would be responsible for this task.
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We are using Nature Manufacture assets: https://assetstore.unity.com/publishers/6887 along with Procedural Worlds: https://assetstore.unity.com/publishers/15277. One thing I need to mention, models provided by Nature Manufacture have watermarked textures, like in the video you saw, maybe it wasn't too obvious, so I wanted to let you know about it. If you would like to use UMA: https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611 There are some assets which we can recommend, some are ours: https://www.atavismonline.com/home/uma and some from our partner https://assetstore.unity.com/publishers/5619 Even more, with the newest Atavism version we added Orc race for UMA, and one armor.
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What you are seeing is 1:1 package which you are getting with Atavism, except the dragon.
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Hi, which video trailer you have in mind? We have many trailers, and many tutorials.
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Hi Adrianna, Of course, you can use your own character models, and your map, you can check one of our tutorials: https://wiki.atavismonline.com/project/character-model-race-and-class/ If you have a single player RPG in mind, then it's not perfect for such use with the present licensing model, where you can start one server per license. It's designed to make an MMO.
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Missing config parameters means that you are using the new Atavism Manager with older Atavism server like 2018.3- as this parameter was added in Atavism 2018.3.1 Is it possible that you installed incorrect Atavism server version? As for the incorrect host, if the Atavism Manager is on the same host (same PC) as your Unity, then in the Atavism Editor you can use your PC IP address (this will go through your firewall, so it can be blocked) or localhost (this won't be passed through the firewall, so it's a safer way in this case) with credentials username: atavism password: atavism You can join us on the discord, to get support more in real-time. We can also assist you through Teamviewer.
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Hello, there is one link which should "rule them all" https://wiki.atavismonline.com/project/how-to-start-with-atavism/ There you will find the information you are looking for, like how to register your license if necessary (if you get it from the Unity Asset Store) or which packages you should download, how to install Atavism server and client, and more. Let me know if you will still have any further questions after reading this material.
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3rd party partners...confusing a bit.
Martin (Dragonsan) replied to phawse's topic in General Discussion
There are no clear specifications for the server, because you may have 100 000 of mobs, even more, you can have 100 000 mobs fighting each other, and without single player it will consume lots of CPU, and memory, so it really depends on the use case, but basically minimum parameter is like 1GB of ram and 1 CPU core, recommended for startup 2GB of ram and 2 CPU cores. If you have 100 CCU license then your limit for testers is 100 CCU your hardware should easily handle this. -
You probably have the highest Ultra version. We can process downgrade your license, more information about it you can find in our FAQ https://www.atavismonline.com/store/f-a-q in the "What if I would like to downgrade my license?" section. In short, we can split your license into two smaller ones, and your maintenance would be for the smallest 11$ per month, or 63$ for 180 days, which would be sufficient to get the newest Atavism version. You can decide which one of the two options is more suitable for you.
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3rd party partners...confusing a bit.
Martin (Dragonsan) replied to phawse's topic in General Discussion
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 -
3rd party partners...confusing a bit.
Martin (Dragonsan) replied to phawse's topic in General Discussion
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. -
[PAID] Hack And Slash to Atavism
Martin (Dragonsan) replied to RaptorBastard's topic in Collaboration and Networking
We are constantly improving Atavism by adding more features, improving existing ones, and fixing issues. Check our release notes: http://wiki.atavismonline.com -
Atavism 2019.1 release, come and check release notes here.
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[PAID] Hack And Slash to Atavism
Martin (Dragonsan) replied to RaptorBastard's topic in Collaboration and Networking
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. -
How do i put hair on characters in 2.7
Martin (Dragonsan) replied to zaliden's topic in General Discussion
Depending if you want to use it with UMA or traditional model. -
Where to find atavism experts / developer?
Martin (Dragonsan) replied to ghostitshell's topic in Collaboration and Networking
You can try to find a team member to your project on our discord server, we have a dedicated channel for that. -
I'm glad you found the cause.
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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.
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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.
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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.
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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
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Hi, of course, you should be able to access your license and downloads using apanel (https://apanel.atavismonline.com)
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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.
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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.