-
Posts
1680 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Martin (Dragonsan)
-
Crafting Issue with Atavism 10.9
Martin (Dragonsan) replied to Pavogani's topic in General Discussion
How are you opening the crafting panel? By clicking on a crafting station or from the menu, or differently? -
Crafting Issue with Atavism 10.9
Martin (Dragonsan) replied to Pavogani's topic in General Discussion
Can you show me that you can click the craft button? I can't reproduce this on my end. https://www.dropbox.com/scl/fi/lbgik8vlie6gdfdg9vzlk/2024-01-10_12h39_45.mp4?rlkey=yyf956wbcuq73lcnsgonxmf9x&dl=0 -
Atavism vs Blink's RPG builder
Martin (Dragonsan) replied to thespective's topic in General Discussion
RPG Builder is a single-player framework while Atavism is a networking one, this is the main difference, but of course, there are others. The technology that both solutions are using is different, features are also different. -
Your honest and personal opinion on Atavism?
Martin (Dragonsan) replied to MostHated's topic in Collaboration and Networking
Client-side sources are fully available for any modifications, the same with Atavism Standalone Editor. Server-side sources are mostly open, like 99% of them, while 1% is closed due to low-level networking and license checks. Developers are constantly modifying things in Atavism and adjusting them to work as they want to. We cannot cover all use cases even if we are trying to. -
Hello, In the current Atavism version, you can bind abilities to weapons using weapon profiles and then bind actions to specific keys, like the left mouse button, right mouse button, etc. https://unity.wiki.atavismonline.com/project/weapon-profile/ Another way is using simple requirements for specific abilities, so Ability 1, and Ability 2 for dedicated for warrior with equipped sword should have required sword weapon. On the main camera in the main world scene, you can set various settings, to automatically select an entity that you will target with your crosshair https://unity.wiki.atavismonline.com/project/camera-and-controller-settings/ There are many approaches for resource nodes. We provided such an approach in the example, but you can make more complex ones. Trees are falling down while you are chopping them down, which normally probably shouldn't occur, because what will happen if you will abort the harvesting? It should cancel it, and the tree should be still available for harvesting. This is what is happening here, so it's all about configuration and your imagination of what and how should work.
-
I think you found the answer on Discord, and it was related to incorrect server/client versions, right?
-
Hello Yes, I think I might replied to you in a YouTube comment already, but if it wasn't your question, here is the answer. It's just one checkbox, but it also depends on what you want to achieve. Some games show hands, and some show only a crosshair, these elements would have to be adjusted by you. By default Atavism is just moving the camera into your player position, your job would be to hide it, make it transparent, show hands, or whatever you would want. Yes, the mentioned checkbox is turning on your first-person view, but there are also more options, like rotating your character towards your camera view, Camera Follow Mouse, and more. A top-down view is also supported out of the box, so it's as simple as adding one component to the camera and setting it to your needs. it's related to the click-to-move controller and more information about it you can find here https://unity.wiki.atavismonline.com/project/how-to-set-click-to-move-controller/ I would recommend you try to install the 14-day trial version and see if this is what you are looking for https://atavismonline.com/home/atavism/atavism-on-premises/atavism-2018-op-standard-subscription
-
I understand. We found that Unity is better in some things, but in terms of visuals and out-of-the-box performance Unreal is better and there are more features available. To be honest, we like to use both engines, depending on the scope, if we would go with a mobile MMO then Unity can be a better choice. Atavism for Unreal will be licensed separately, we have plans to provide some kind of discount for license conversion, but it's hard to say more at this point.
-
upgrade licence from 10.7 to 10.8
Martin (Dragonsan) replied to xilie180's topic in General Discussion
10.8 works the same regarding communication. This element Is only an information thing to let you know that there is no certificate private key and you can generate it by following the guide that you can find in the atavism_server/bin/How to - RSA Key Generation.txt file. As for the issue that you cannot enter the world, please send me packed all logs in private. -
upgrade licence from 10.7 to 10.8
Martin (Dragonsan) replied to xilie180's topic in General Discussion
Hi. Every new license has 180 days of updates included, so if the 10.8 version was released within the 180 days window after you purchased it, then you can easily upgrade Atavism. The upgrade procedure depends on the installation method but you can find it in the release notes on the wiki page. Here is the direct link https://unity.wiki.atavismonline.com/project/atavism-x-8/ In the mentioned Atavism Customer Portal you should be able to download the 10.8 version while the update procedure is described on the documentation page. -
Hello, here you can find all the information you need on how to set up the Ataivsm server, client, etc. https://wiki.atavismonline.com/project/how-to-start-with-atavism/
-
Connection tests in the editor are related to the database only and not server services. Gather all server logs from the atavism_server/logs/world directory, pack them with zip or anything you prefer, and send them to support@atavismonline.com or use a private message. Unfortunately, logs analysis can take some time, so I cannot guarantee any response time but we will check it as soon as we can.
-
I'm sorry for the late reply. Usually, it's an issue with an incorrect email or Atavism license key, but to verify this, please contact us in private.
-
Abilities Level System Possible?
Martin (Dragonsan) replied to SkyLineLikeIt's topic in General Discussion
In Atavism, you have skills -> abilities -> effects, where skills are the virtual group for abilities that you and you can level up skills, not abilities, but by leveling skills, you can have for example ability dmg 100 that will require skill level 1, but with skill level 3 you will learn automatically or not, it's up to you, an ability that will deal dmg 115. The issue is that it won't unlearn the other ability with lower dmg. -
Hello, you need to move through the upgrade procedure that we are providing for each release in the release notes. There you can find the upgrade procedure and you need to do it step by step, like from X.3 to X.4, then from X.4 to X.5, etc.
-
Yes, I would say that is being very actively developed. We have no ETA for it yet. No, Unreal didn't cause a delay. Currently, we are using Unreal 4.2, and we will be updating it to 5 at the very end stage. We are not providing small details or not polished videos on what we have ready and working, instead, we want to provide better use-case examples of more polished and more complete features. We have a registration, character creation, selection, deletion, world entry, movement synchronization, and a major part of quests and dialogues completed and now we are working on the build system as well as inventory/backpack and items handling. I understand that some may think that it's not going forward, but we are getting commits once or twice per week, doing tests, and fixing bugs. Some can also say that we are not good at marketing, and not building momentum, but because the project is delayed by a lot due to project complexity, and some issues during the road, COVID, and some contractors issues, we are far from providing any ETA at this point. Instead, we want to have it nearly ready, and at that point, we will start sharing information during polishing the product. We don't want to share information about possible deadlines, that can change during the road.
-
I'm sorry for the delay in answering you, but can you provide more information on what you mean by spiky? I'm assuming it's related to the poor performance you are having, but is it in the Demo that you run from the package, or in the Live Demo? Performance is based on the client models, shaders, etc., etc. and it can be related to numerous things. If you will run your server locally, it will impact your performance as well, so it would be good to get more details about your installation, your hardware, and what kind of issues you are experiencing.
-
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/
-
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.
-
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.
