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Martin (Dragonsan)

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Posts posted by Martin (Dragonsan)

  1. On 5/25/2023 at 11:28 PM, DaScribe said:

    Is the Unreal version of this product still being actively developed? 

    Yes, I would say that is being very actively developed.

    On 5/25/2023 at 11:28 PM, DaScribe said:

    How far out is the beta? Like 3 ears, 5 years, indefinitely?

    We have no ETA for it yet.

    On 5/25/2023 at 11:28 PM, DaScribe said:

    Did Unreal 5 cause development delays?

    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.

    On 5/25/2023 at 11:28 PM, DaScribe said:

    Your product sounds quite exciting, but I'm becoming less optimistic the Unreal version will be released.  I know these things take time to develop, but you last update on the Unreal page was in 2021.

    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.

  2. 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.

  3. 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.

  4. 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

    image.png

    It will rebuild them and put them into the StreamingAssets directory which is required by Unity to load them.

    14 hours ago, gamemakerguy said:

     

    image.thumb.png.1525fe5eae70bd5904f8aa8ff0a23239.png

    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.

    14 hours ago, gamemakerguy said:

    image.png.2c2fe12f34630eddf8e55b2c02f9ea8c.png

    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/

  5. 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.

    image.png

    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.

  6. 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.

  7. 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?

  8. 3 hours ago, Flapman said:

    I have two character models that do not use blend-shapes.  Can I use those as my characters?  If so, is there a different process for using them than in the tutorials and how do I disable the blend-shape tool in the character selection?

    Hello, and welcome :)
    Yes, of course. You can use any kind of character you want. The configuration process is the same.

    3 hours ago, Flapman said:

    I have these two models because they were created custom for my game.  If I use the PBR Human Models, can attach the uniforms of my characters to them?  Would that still work?  

    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.

  9. 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?

  10. 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.

  11. 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/

     

     

  12. 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.

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