Jump to content

Martin (Dragonsan)

Administrators
  • Posts

    1630
  • Joined

  • Last visited

Everything posted by Martin (Dragonsan)

  1. There is no such functionality yet, at least not out of the box, you can code it, by using AGIS.
  2. The virtual machine for VirtualBox will have just all requirements, but it won't have Atavism installed on it, so we won't have to make an update that VM each time we will make a release or patch. Yes, cloud services would be even easier for such clients, but it also requires more time to set it up and prepare such working environment, so probably cloud services won't be available in incoming release but over time. Regarding Cygwin and other installation options they were well documented, but user has to have basic system knowledge no matter if it's linux or windows, so if server is not running and throwing error that port is already in use then user should find a way which process in his particular (mostly windows cygwin) environment is causing it and most hobbyists don't have such knowledge so to prevent from that and other similar issues we want to provide solution for them.
  3. I see. We thought it was obvious but it's better to give more information than less. thank you for a suggestion.
  4. Yes of course in the right upper corner of the main forum page you should find recommended environment.
  5. Yes, of course, I mean there are many installation options which are taking many hours to test and support them all is really time consuming. We would rather spend that manpower on new features and improvements. To resume we will support installation on any Linux distribution, but manuals will be for Ubuntu and CentOS and for less advanced users we will provide virtual machines for those systems, which will have all required software installed, and you will just follow installation process normally as you would on already prepared Linux.
  6. After next release we will remove support for XAMP, WAMP and all of their variations and also Cygwin as they are causing too many troubles to the clients. It will be possible to run Atavism on these systems, but we won't provide support to do so. Instead you will get two virtual machines (centos, ubuntu) which you will be able to deploy on free VirtualBox Oracle software. You won't have experience ports issues and such virtual machine will be setup for Atavism with Atavism in place including database, files and settings, so installation will be really simple. Regarding your issue, you don't have to use installation PHP files, instead you can just import SQL files directly to your MySQL and follow this few steps. Import data to your DB engine (MySQL) there are 4 files located in “Server_location_files/sql/” admin.sql atavism.sql master.sql world_content.sql In command line for each file type: mysql -u <username> -p <”filename.sql”
  7. We will try to bring back cloud services along with next release.
  8. Hello,

    We are starting to work on integration Atavism and UMA 2.7 which is already on github.

    Can you provide me integration on which you worked with @Dhoren (UMA 2.6.2), that we could check your work and maybe integrate new features which you had in? Links which @Dhoren posted on the forum are broken.

    Best Regards,

    Marcin

    1. Show previous comments  6 more
    2. Martin (Dragonsan)

      Martin (Dragonsan)

      It's fine for us, they can stay there for other developers which may need them.

      Thanks again.

    3. rjam

      rjam

      You are welcome and thank you! You all are doing a fantastic job.

    4. Martin (Dragonsan)

      Martin (Dragonsan)

      Thanks, We are so excited about the incoming release, so many things will be introduced.

  9. Hello,

    We are starting to work on integration Atavism and UMA 2.7 which is already on github.

    Can you provide me your integration with 2.6, that we could check your work and integrate maybe new features which you had in? Your links which you posted on the forum are broken.

    Best Regards,

    Marcin

    1. Show previous comments  1 more
    2. Martin (Dragonsan)

      Martin (Dragonsan)

      We want to update UMA to 2.7 newest version to get benefits from it.

      Thank you for your input.

    3. Dhoren

      Dhoren

      I am also using 2.7 now and it didn't require anything different than 2.6.2 to implement it. So it should work fine.

    4. Martin (Dragonsan)

      Martin (Dragonsan)

      We tested that UMA, but we have an issue, so we imported Atavism default 2.7, then UMA 2.7b2 and then 4 your scripts:

      MyUma2.5_11.02.2017.1.unitypackage

      MyUma2.5_11.03.2017.2.unitypackage

      MyUma2.5_11.03.2017.4.unitypackage

      MyUma2.5_11.08.2017.1.unitypackage

      So we were able to login, create character UMA was presented but when we tried to enter the world unity hangs, not sure if you had something like that, it's hard to debug as there is no error in the console as all unity is not responding.

      We tested it with Unity 5.6 and 2017.1.

  10. Yes, correct.
  11. After importing UMA default controller for UMA is in Assets/AtavismObjects/AnimatorControler so you can adjust it as you wan or replace it. Regarding camera it depends what you want to achieve, generally you should have Atavism 3rd Person Input and SDE Targeting components on your camera, you can also adjust it by changing public values or make changes in the scripts itself.
  12. Generally You can find player actions in admin database in data_logs table where You can find data_name field with value PLAYER_LOGGED_IN_EVENT, so if someones last status is PLAYER_LOGGED_IN_EVENT then he is online, of course based on that table You can also prepare reports how many player were online and when.
  13. We should be able to give You virtual images of Ubuntu, Centos with Atavism in place, but in next release.
  14. We tested few Linux distributions like Ubuntu, Debian, Centos all went fine on them. There are some differences of course, so You can choose what suits You best. Personally we are using more Centos but because many Atavism developer using Ubuntu then we also prepared some virtual machines based on Ubuntu new and old version to test it out.
  15. Thank You guys, we are trying to be as helpful as we can. We also have to be aware that thanks to previous Team, Neo, Sooms, Chassle, we are here where we are, but after time Chassle left, then Andrew and Jack alone couldn't help as much as he wanted to, so of course we as a clients also could complain about progress and some lack of proper support, but to be honest they put a lot of effort to make Atavism at the first place, lets not forget about it. We also want to thank You as a community that You gave us chance to show our engagement into this project by giving us time for preparation of new release, we are appreciate for that. Now we will try to rebuild good fame of Atavism, with fixes, improvements, new features, docs, vids, providing better support, to make it better and better with each release.
  16. Hello, Right now in Atavism You can setup different worlds on separate servers, but it's not possible to run one instance on separate server. First You need to ensure that all databases are accessible from world servers. Then important thing is that time between servers are more and less synchronized in the same timezone, around 60 seconds difference is acceptable, above You will get offline status. Then all You have to do is on the second world server run only world script with adjusted world.properties config file in which You will have to setup db connections to all db's. You have to change: atavism.servername atavism.worldname they should have different values for each world server You will configure. also You will have to setup: atavism.login.bindaddress atavism.proxy.bindaddress the same way as You did in single node configuration, but they should point to the new world server dns address. At the end You should configure db connections, they should point to the same databases (all world servers). Last important thing is that You need to rename ../atavism_server/config/world directory to the name which You will setup in the atavism.worldname variable. That's pretty much it on the server side. Let me know if You will have any questions.
  17. Our platforms are accessible as following: Website: https://atavismonline.com Forum: https://forum.atavismonline.com Apanel: https://apanel.atavismonline.com Wiki: http://wiki.atavismonline.com also on our atavismonline website You should menu where You also have proper links.
  18. We will asset what we can do, but right now we are heading to release and then our priority will be fixes. During the process we will start preparing new features. Such naming method shouldn't be a problem, but we need to check that. About naming convention in most MMO games I think there is a limitation to one name without special characters including spaces but of course I also know few where You can place name whatever You want, but still it has to be unique. If You won't handle such invitation and other things from distance but only on action on click or something like that, then one thing is left, whisper on chat, You are going to forbid it ? if not, then there is no other way o handle that.
  19. We are glad that people are coming back over time, it's a good sign. About world name we will look into it, I think it's possible, but our draft of roadmap is most about fixing all issues and make Atavism more friendly, You will see how we will be able to achieve it pretty soon. I'm pretty sure that all is going based on user id or rather character id, but still imagine that You want to send whisper to someone or send invitation to someone, will You want to write on chat something like /invite Bob or /invite 22212312333421212 ? I think first option is more user friendly and that is the reason why names must be unique, because of such situation same for guild invitation, group invitation, whisper etc. You can always randomize that character name like most games do, for example notyetapproved_xxxxxxx where xxxxxxx would be random value. Welcome back POTGSAtavism
  20. Black Friday sale will last till Nov 26th. Then it will start Mega Sale and will last till Dec 8th so don't worry, right now list is still open. All integration will be flexible, so just setting one parameter and importing extra integration files will do the trick, but we won't enforce You to use any package, it will be always up to You and to Your preferences.
  21. Ad. 1. We didn't think about it yet, it is on our todo list but because it's not ready we won't put it into 2.7 for sure. Ad. 2. I think it's related to social plugin which You are talking about, so not in 2.7. Ad. 3. It shouldn't be hard to fix, but we need to look at that. Ad. 4. We added some chat functionalities like new announcements for admins, we also added restrictions for /props and /who commands and we also implemented ability to link items from backpack or abilities on chat, so if You will click shift + click then it will populate chat with special link so if anyone will put mouse over that link it will open popup window with that specific item / ability specification. Ad. 5. I'm not sure if I understand it well. Right now You have scene with extra files which contains elements like objects, textures all related to that particular scene. Asset bundle is something like files/objects container, but it doesn't matter if You will load scene normally or through container. The only exception is when You have something like Main Scene and at some point You want to expand it by adding some objects some terrain and You don't want to rebuild whole scene, but only add something to it, then You can make another scene like for example Main Scene extension 1 and load it through script right after Main Scene will be loaded. Is it what You want to achieve ?
  22. Don't worry You will get full list from us soon.
  23. Right now all characters data are stored in the objstore table in the blob files which is not good for backdating and can cause some troubles, but it's much easier to save new structure to it as it is whole class just saved into the blob file and reading is also simpler. As I understand You correctly You want to allow users to build something in their instanced places (which they previously rented for some limited time). If so then probably the best option would be to save instance id along with whole objects which are in that instance into another blob in objstore for that user and read it when he is entering that instance. I know Andrew was going to implement something similar but right now I'm not sure on which stage that code was left. We didn't use it in our game, but we will dig into that for sure as besides of bugs we want to run all advertised features over time.
  24. Shhhhh !!! nobody knows about it We are thinking about Atavism in wide perspective, so within few months from now You should be able to see how it changed the way of Your game production with it and our newly forged cooperations all is in the progress guys.
  25. Any terrain generator will work, better or worse but will work. Loading from chunks from DB, like json files is also a good option, but very few can and want to build their own solution from the scratch, so using ready one when You know it is already there and working is a first step to make huge world imo.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.