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Martin (Dragonsan)

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Everything posted by Martin (Dragonsan)

  1. There are some games on Steam and using Atavism like Arcfall. Such steam authentication is not supported out of the box, and you would have to implement it, but thanks to Atavism remote authenticator it should be simple to handle. https://unity.wiki.atavismonline.com/project/remote-php-account-connector/
  2. By default there is an asset bundle with Bomber Bug, so you should have it if you are using Atavism demo in the unity editor. try to use this option.
  3. You have discord link on the forum https://discordapp.com/invite/z95htJA And the same link is on our website in the support section as well as in many other places. It's a permanent link.
  4. It's becaue some elements were designed to be refreshed/reload like skills, statistics, and some not like items or auto attack ability, buit you don't have to change the ability later, you can modify the ability itself or modify coord effect. You don't have to have assigned auto attack to all your player templates just the one you are using.
  5. When you are having crashes during entering the world, then it's probably due to Asset Bundles that require to be rebuilt. You can do this using our menu option It will rebuild them and put them into the StreamingAssets directory which is required by Unity to load them. This is harmless. This warning occurs because of the Unity serialization depth limit, earlier it was 7, and then they increased it to 10. It's related to the Auction House UI layout where you can have a tree view of your item's category, so it's limited to a depth of 10 levels, like Armors -> Plate -> Boots -> ... but I doubt you will use a more complex structure that would require more than just a 3-5 levels. Depending on what server installation you are using, these dots will work or not. They work only for our premade Virtual Machines as well as for Atavism Cloud. For Atavism Windows Manager installation it has its own controls there, and for other installations, you will have to manage your server manually or using our newly released Atavism Agent https://unity.wiki.atavismonline.com/project/atavism-agent-preview/
  6. Hello, maybe there will be a sneak peek in 2022, but we are not sure if we will make it, but the devleopment is constantly going forward.
  7. Keybindings are defined in the Login scene -> Scripts. There is Atavism Settings component and most elements related to the client side you are modifying in it or in other components on the same game object. But to disable them, you would have to modify scripts to not display them in the game settings in-game. As for the consulting options, currently we are not providing such service, but maybe in the future, as we are planning to provide custom coding service as well.
  8. The only thing I can think off is URP second camera, but I believe we spoke about it on discord, and it turned out it is a shader that is flickering in some situation as you mentioned that it also occurs in scene view in the editor and there is onyl one camera. Another thing it can be a postprocessing effect maby that is causing such behavior in corelation with the BOmber Bug shader.
  9. It's probably because the character model is not in the Resources directory, so Unity cannot instantiate it on demand.
  10. So, I'm assuming it can be due to a firewall. You can try to install the server software on the same machine, or you can send me server logs in private to ensure that it's the firewall.
  11. Yes, it's the same procedure as with any other character model. Don't worry about questions. we all had to start somewhere, and asking questions is better for understanding how everything works.
  12. Ok. Is this installation on the same machine as your Unity? If so, then for the test try to set the IP to 127.0.0.1 in both Atavism Windows Manager as well as here in the Master Server inside Unity. I'm suspecting that the issue can be due to one of these elements: 1. Port that you set in the Atavism Windows Manager doesn't match the one in Unity. In this case, 9005, and 9010 are the default ones. Sometimes it's required to change 9010 to 9011 for example, because 9010 is in use in windows by default. 2. Firewall is blocking connections, and the above change to 127.0.0.1 will show us in which direction we should go further with this. As for the localization, yes you can enable it, but do you have i2localization in your project?
  13. Hello, and welcome Yes, of course. You can use any kind of character you want. The configuration process is the same. You will have to have armors/outfits on the same prefab and they will have to use the same rig/skeleton to handle animations properly, but it's more like a unity requirement. Except this, there are no obstacles to using any kind of model with any kind of armors/outfits or weapons.
  14. Hello, have you setup your Master Server in the Login scene -> AtavismCore game object to point your server installation? Can you tell me what is your server installation method, like are you using Atavism Windows Manager, custom Linux or maybe a cloud server? Have you imported any third party packages into your project or maybe turned on i2localization integration?
  15. I'm sorry, but it's English section, and we are answering only in English language, so please update your post.
  16. No worries, the software can be complex, as there are so many elements so we can miss something sometimes. I'm glad you figured it out. GL with the development
  17. Hello, long time no see, but I'm glad you wrote here. Thank you for your continuing support. Teaching kids by playing with some tech is really nice. I do it myself As for the range thing. We are going to release X.7 version soon with new AI improvements or rather a totally new AI system that will be really flexible and should also let you handle boss fights, etc. Further combat improvements, including soft, hard hits, and more action combat ones are planned for the next X.8 release. There will be some nice improvements for leveling, enchanting, and item sets these things are on the roadmap, but also more about combat like switching between weapons, combos, raycasts checks for abilities, and much more. We are preparing the list for the X.8 and it's already pretty long. There are also some other elements on the way like support for the newest Java 17 LTS, service discovery, or an agent for managing the Atavism server. Also, we are working on the new apanel where you will be able to vote for new features and have more impact on elements that will be developed, set some notifications about licenses, regenerate license keys, manage your server infrastructure by accessing atavism agents, but also handle tickets, and much much more.
  18. Hi. Because Unity UI was inefficient for large volume data, we decided to make our own Atavism Standalone Editor and move everything we could there. You can find it in the wiki as well in the link you posted where there is a new editor shown. You can find more information on how to set it up here https://unity.wiki.atavismonline.com/project/atavism-client-unity-installation/ and here https://unity.wiki.atavismonline.com/project/database-plugin/
  19. Maybe you could ask questions even here, as maybe it will be helpful for other developers. We will definitely answer them.
  20. Currently, we are testing and fixing bugs, so the whole logic is ready, and we hope that everything will be ready within a few weeks.
  21. Hello, it's more about how Enviro is treating these values. You are just setting parameters in the weather profile in the Atavism Standalone Editor and they are handed over to the Enviro, but they can be sent to any other system that supports World API by Procedural Worlds, like Weather Maker, and every system can treat these data a bit differently. This is also the reason why there are no limitations in the weather profile settings, because we don't know what system you will use and how they are treating data. Also, not every parameter is handled by the weather system, we are exposing all that are handled by World API, so no matter which weather system you will use, you could adjust parameters as you want. Maybe Enviro documentation will help you a bit.
  22. This means that you have set your email/license key incorrect, maybe a typo or something. You can send me a private message with your license info or send it on support@atavismonline.com
  23. There is no special logic for bosses. They are treated like other mobs, and currently there is only a simple AI which will aggro mob if you will enter aggro range, or if you will attack the mob. You can also define something like linked aggro, where one aggroed mob can aggro other friendly mobs within specific distance. Mob can also use different abilities based on its own statistics, like if the health will drop below some level then the mob will start using another ability, and currently you can define up to 3 such levels. Information about it you can find on the wiki https://unity.wiki.atavismonline.com/project/mobs-plugin/ We are working on the much better and more sophisticated AI that will be part of the Atavism X.7, where you will be able to define behaviors with more conditions, like if number of friendly targets will be <> than the value or number of enemies will be <> than the value, etc. as well as within behaviors you will have fleeing, melee, ranged offensive, ranged defensive, defend and heal behaviors, and each behavior will have its own settings, and mob will be able to switch between these behaviors based on conditions. Like, if health is more than 90%, and there are fewer enemies than 3, then mob will use melee behavior, and if more players will come, like more enemies for the mob, then the mob can start using more powerful melee abilities, or use ranged ones and start fleeing and summoning other mobs during the road. As for the cinematic, you would have to handle it by yourself, but it would be client side only.
  24. I believe we are using one link in all pages, which is https://discord.gg/z95htJA Can you tell me which link doesn't work for you and where did you get it, so we coulda update it?
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