-
Posts
1582 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by Martin (Dragonsan)
-
-
14 hours ago, Darwinasm86 said:
Hi I am pretty much stuck with getting UBUNTU server setup.
I followed the guide and I feel confident I did everything, but I must have missed something because I can't connect to the Auth Server and I don't see the Auth.sh script telling me I can login, it's just stuck as you can see in the image
Any help?
From your screenshot it seems like everything is working on the server. My guess is that you may not defined Master Server parameter in the Login scene -> AtavismCore game object or your firewall is blocking the connection.
Try to telnet port 9005 and 5042 as they are TCP ones, where 9005 is for authentication and 5042 for login manager (world server)..
-
Server was down. You can check server status on the main forum page in the right section. It should be available again.
-
If you will want to come back to the topic and remote help, just let me know.
-
ifconfig eth2 up
command won't return anything. It should just activate eth2 interface, which then should be visible using
ifconfig -a
Atavism can be installed in any environment. VM is just one of the installation method, but you can use any Linux or Mac to install it directly within the system using Custom Linux installation guide https://unity.wiki.atavismonline.com/project/installation/
Youi can also use any cloud solution, but of course, it will cause some additional expenses.
If you prefer to use VM, we can schedule a TeamViewer session during which we can help you to set your VM with Atavism.
-
18 minutes ago, jayalter said:
BTW, I tried the setting up the Ubuntu VM as well. It had no problem with setting up the ETH devices, HOWEVER, a the FTP part the connect to 192.168.254.102 simply times out and never connects. I have no idea why or what needs to be done there. I'm open to fixing either VM as long as I can get one working!
There is no FTP but SFTP which is FTP over SSH, so you should be able to use simple winscp with SFTP settings and SSH credentials: root/atavism.
26 minutes ago, jayalter said:Ok so I did what you suggested. I set the settings that I had originally set in eth0 to eth2. I issued "service network restart" after saving eth2 and this is the result:
I would appear while "sudo ifconfig -a" shows there is eth2 and eth3 the service network restart doesn't see those configs and / or devices??
You can try to type in the console
ifconfig eth2 up
and the same for eth3 accordingly. It should bring your interface with your settings up. If you don't have eth0 nor eth1, you can remove these two configuration files related to these interfaces.
-
41 minutes ago, jayalter said:
Perfect! Thats the solution I was hoping to find! I'll give that a try! Thanks so so much!
Great, let me know if you will need further assistance.
-
So, you have interfaces eth2 and eth3, probably during import you haven't selected option to include all network adapters
To fix this you have to adjust your network adapter configuration file in this case
nano /etc/sysconfig/networking/devices/ifcfg-eth2
or
nano /etc/sysconfig/networking/devices/ifcfg-eth3
depending which interface is your main one (that you set to your bridged network adapter), probably eth2, set network settings there and proceed further with the installation along with the documentation https://unity.wiki.atavismonline.com/project/atavism-virtual-machine/
-
2 minutes ago, jayalter said:
@Martin (Dragonsan), here is the result of your suggestion:
Command is incorrect, please use the exact command I sent you.
-
In the Linux console try to type:
sudo ifconfig -a
And just adjust your networking interface to match the ones you have in your VM.
-
It seems that the crash wasn't the actual crash but an error that just paused your game, and it was due to the incorrect IP address, right?
-
Account will show up in the Editor when the user will create a character.
If you are using the newest Unity Editor the crash can occur because of the asset bundles. You can rebuild them like this
And then copy asset bundle file from your project directory/AssetBundles, into the project directory/Assets/StreamingAssets and then enter the runtime again. If you are using the newest Unity Editor it should help. -
Welcome back. We also were Atavism clients in that time, we took the ownership in November 2017, and since then I believe we did a pretty big improvement with the framework. You can check release notes on the wiki https://wiki.atavismonline.com
On 12/25/2021 at 1:17 PM, Valignus said:Are there any player/community made add-ons we can download yet? I have a bit of a background in Java so I should be able to start making some add-ons right? I might be interested in making an animal taming (UO-style) add-on and also an improved mob spawner add-on this time around while getting started on a new game project for Atavism Online.
Spawner is on our list, but taming pets not. There are some plugins made by community contribu9tors, and you can find them on the discord server https://discord.gg/z95htJA
-
My guess is that you could import Atavism integration package and then UMA package from the Asset Store, while our integration package is implementing small changes into animations that are also provided with the default UMA package. The best would be to import Atavism UMA integration package that you can download from apanel http://apanel.atavismonline.com
-
On 12/27/2021 at 2:29 PM, Sebastian said:
Good day,
what are the Makers in Instances for? I have created a scene swap script that takes me from one scene to the next by trigger. It works fine so far. I am only taken to coordinates that I have not entered in the Instances section of the Atavism Editor. Do I have to add something in the script to make the scene swap work?
Instance marker is used when teleport localization isn't specified, for example, when admin is changing instance and position is not defined, then the default marker is used.
-
-
Maybe you have a typo in the world.properties configuration file where your license key and email are defined?
Can you send me your email in private, so I could check it in our logs if your server even queried our licensing servers?
-
Check if this situation with license verification occurs always or often, if yes, then try to check your DNS when the issue occurs.
-
5 minutes ago, Exgenesis said:
Does this also explain the Ciient's World Connect Status message: WorldConnectFailure?
Yes, because if the license cannot be verified, users cannot connect to the world.
-
Ensure that you entered bind address on the server as 0.0.0.0 instead of 127.0.0.1. This part should be in the video as well as you set your firewall rules both on the server and in the Google Cloud.
-
All what you described is the result of the "License verification failed" message. It can occur if your sever during startup won't have internet connection or won't be able to resolve DNS names.
if this will occur again, try to simply ping our atavismonline.com website or just simply open it in the browser.
-
Sure. Atavism Standalone Editor uses direct database connection. Ensure that your database port (default 3306) is open and accessible using telnet from your PC.
telnet YourServerIP 3306
If you don't have the telnet command on your PC, use this in the command line with administrative privileges
dism /online /Enable-Feature /FeatureName:TelnetClient
-
Usually it means that the server is not using Java 8 but another version. Please verify that you have proper java version installed.
-
On 12/13/2021 at 5:29 PM, Envelope_Void said:
1. I assume that UI modifications will be relatively straightforward and can all be done in Unity. For now, after the "gather" cooldown, I want a UI window to pop up showing herbs that can possibly be gathered. After a player selects an herb and successfully "finds" it, a path will be displayed nearby and a prefab will be generated. Then, I assume that the player can harvest the herb via normal loot mechanics. Is that correct?
Yes, I think so, but the resource nodes would have to be instantiated dynamically in this case, because currently they are based on the database entries.
On 12/13/2021 at 5:29 PM, Envelope_Void said:2. For the server code, I assume that I should create a plugin that can subscribe to the button clicks, send server messages asking for player and world data, and send client messages with relevant data back to the player. I've started by looking at the QuestPlugin and QuestClient code, because that's a system that is pretty easy to understand and interact with in Atavism. Where can I see the Log.debug messages for the server code? I modified world.properties to show Debug logging, but I'm not sure which log handles quest messages.
Depending on the plugin/server you are modifying, logs will be in the atavism_server/logs/world/server_name logs file.
On 12/13/2021 at 5:29 PM, Envelope_Void said:3. I have the herb prefabs created, but I'm not sure how to reference them within the existing server logic. Resource node doesn't seem to fit. Perhaps as a mob that could be spawned? I can't seem to find an example in the code that I could reference for something like dynamic prefab spawning.
I think resource nodes will fit, but you would have to instantiate such resource nodes and refresh the resource node list, to let the logic work further.
-
It's all about open ports, proper IPs, and access to the database. I'm glad you are up and running
Building
in General Discussion
Posted
There is no option to remove only claims and buildings, and leave other elements, except doing this directly on the database, or you can use Atavism Editor Wipe Characters option in the Database Actions that will do this in addition.