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Martin (Dragonsan)

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Everything posted by Martin (Dragonsan)

  1. 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?
  2. 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.
  3. 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?
  4. I'm sorry, but it's English section, and we are answering only in English language, so please update your post.
  5. 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
  6. 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.
  7. 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/
  8. Maybe you could ask questions even here, as maybe it will be helpful for other developers. We will definitely answer them.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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?
  14. It's because stats shouldn't be negative, and there weren't handle properly before, so if you had a damage with negative value, then you would start to heal the enemy, so it wouldn't work as it should. These things are not hard, but keep in mind that Atavism has over 400k lines of code right now and there are a lot of things that could be improved. Like in any MMO there is always room to improve, multiply it by X where Atavism is designed with the most configurability in mind and not for a specific game and logic.
  15. It was implemented in some areas but not for stats for items. At least not on the side of the editor, although we are testing this in our environment.
  16. Have you resolved your server issue? I'm wondering if it was related to some incompleted installation tasks or maybe some hardware issues.
  17. Based on your description, it seems that you were disconnected and remained in the world. Can you provide details like your server hardware specification (CPU, RAM), and if possible record a short video that would show the issue?
  18. Ensure that the prefab server on your server is running and also if the prefab server port is open and accessible, by default it's 5566 TCP.
  19. Based on this one sentence it's hard to guess what is the issue, but I can try haha Probably your player's prefab is not in the Assets/Resources directory and Unity cannot load it, or you are trying to load new model for your old character while the model path is saved during character creation.
  20. Hello Anthony, we have no ETA yet. It's going slower than we expected, but constantly forward and our second team is working on it on a daily basis.
  21. UMA setup is as simple as importing packages in specific order described in this documentation https://unity.wiki.atavismonline.com/project/uma-integration/ Have you seen it?
  22. Depending on the ability type it can miss. By default it's 5%, so effectively it could miss few times in a row. Server restarts shouldn't affect any of these. There is no difference in logic if the entity is a mob or a player, for the server it's just an OID
  23. Here you can find information on how to set a new race and hair for UMA https://unity.wiki.atavismonline.com/project/setting-up-new-uma-race/ It's an example that can be further extended by other UMA elements like beards, etc.
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