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Martin (Dragonsan)

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Everything posted by Martin (Dragonsan)

  1. You would have to receive and save changes on the server, and then send these data to players so they could recreate these terrain changes, but it's important that such terraforming system would work in a deterministic way.
  2. This can occur in a case where the server doesn't have access to the Internet, outgoing port 443 (HTTPS) is closed, or cannot resolve DNS names. is it possible that you have an incorrect client version like it's not 10.5.0 for some reason? This is simply due to disconnection from the server, so it's more like a result rather than the actual reason.
  3. Keep in mind that 5052 is UDP port. can you check if the port is accessible Can you verify that the port is accessible on the sever machine on the interface where you have your IP 192.168.1.157? nmap -p 5052 -sU -P0 192.168.1.157 and if it will work, try to do it from a different machine. Basically if the server is starting properly, then the only way that can cause this is firewall on the server or on the client.
  4. It seems like your client cannot connect to the world server on IP 192.168.1.157. Are you sure that the server is running? If so, check if your firewall is not blocking connections.
  5. It usually means that the database wasn't fully imported. Try to reimport it. If you are using Atavism Windows Manager, you can use this button, but keep in mind that it will wipe your data, and just wait until all black windows will be closed.
  6. Check your proxy log file or send it to me in private. There should be information if your server is properly setup (IP, prots, etc.)
  7. You mean to extend the maintenance? If so, it's actually cheaper. Additional 1 year is for $144, and now it's on 50% sale, so it's $72 for a whole year of upgrades.
  8. I don't know what license type you have, but if you have 1000 CCU and it's not subscription one for $29 monthly, then it's permanent.
  9. Maintenance is used where you are using Atavism Permanent license, and yes, no matter when you will purchase your maintenance it will be stacked up. If it will be purchased from our website, then you can even activate/assign it to your license at any time, and it will start running from there.
  10. It's a max of 1000 CCU for all the servers together. It's to let you start more environments for tests or development, and if you will need more than 1000 CCU, you can get another license and it will give you another 1000 CCU and 180 days of updates, and you can stack more licenses on top with the same rules.
  11. No, you can contact us and we will prepare specific license plan for you. Basically it's $1 per another 100 CCU further.
  12. If you do not have too many changes, I would go with a fresh install, it will be easier, but with each release, we are providing information on how to handle the update from the previous version, so for example here https://unity.wiki.atavismonline.com/project/atavism-x-5/ you can find information on how to update from version 10.4.0
  13. Atavism doesn't have turn-based system out of the box, but you can code this part if necessary.
  14. Atavism has its own controller, and you can, of course, integrate any of your choices, but it would require additional coding for sure. As for the quest machine. simple Integration wouldn't be possible because the Atavism server side is written in Java, so you would have to rewrite the quest machine for that, which is also possible, but I think you wouldn't want that. Atavism also has its own quests system built in.
  15. Do you mean that on the client projectile that was moving from the caster into the mouse pointer position was hitting the target, but on the server effect wasn't invoked? If so, then it can occur, because, on the server, the projectile is not following after the target, but it's just checking if the target is within the cone of ability. It can also occur when the physics collider that you instantiated is bigger than the cone of ability. A solution for that would be to have not only a cone where you are defining the range and angle of the ability but other shapes like a rectangle for example. I know that some devs already implemented it in Atavism, like in this video https://imgur.com/a/1gIb9Q2
  16. Hello, Claims can be used by their owners and by players that were assigned to the claims with defined permissions, but there is no option to ad permission to everyone, at least not out of the box. No, there is no such functionality out of the box, and you would have to code it I think it's the same question as to the previous one, but just rephrased, or maybe I'm not understanding it fully, but if it's the same, then there is no such option out of the box. Player items are stored in two tables, and you can of course alter them, one of them is in a blob type, the second one is more accessible. So, creating such a script would be possible, but it's not available out of the box.
  17. Yes, this is a new tool that was introduced in Atavism 10.5. Send me your mail in private and I'll check if you can use the 10.5 version, maybe you just downloaded an older package?
  18. Here you can find tutorials on how to changed your model https://unity.wiki.atavismonline.com/project/character-model-race-and-class/ It includes how to configure new race, etc. And how to configure equipment like weapons https://unity.wiki.atavismonline.com/project/items-uma-weapon/ and define new slots https://unity.wiki.atavismonline.com/project/slots-and-slots-group/
  19. I understand, but I think there is no difference in invoking hit between full 3d and isometric view? Physics is only client-side. The server is invoking hit based on the parameters I mentioned, so projectile speed and distance. In Coord Projectile component you have hit a game object that is instantiating when the projectile will reach the defined target, so I believe you would have to add physics there, and on impact just instantiate the hit game object on the client, while on the server you can define how many targets it can hit, like how many random targets, or first targets. You can also have another coord effect for damage effect, so whenever target will be hit by the effect, then it will instantiate coord effect with defined VFX/SFX.
  20. Hello. Maintenance is running from the purchase date and there is no option to pause it. Anyway, the license is permanent, so you will just get access to the newer version when it will be released, and you will use it whenever you will have more time.
  21. Hi, the projectile has various options, so you can move it from caster to target, but with ARPG is not an option or from the caster in a direction where the player is rotated, within a cone, on defined distance, and with configured speed. All of these are server-side. You should be able to set all of them in the Atavism Standalone Editor. Let me know if you are missing any settings, and I'll try to give you more information about where the specific code resides.
  22. Older version? Maybe it's just because the server was stopped and fully started again? The newest version definitely works properly, so if you will want to give it a try, we can troubleshoot it further together.
  23. This means that your server was already running when you tried to start it again, or another service was using the port that you set in the Master TCP Port (by default 9005). What installation type are you using for your server, Atavism Windows Manager, Cloud, Virtual Machine, or Custom Linux?
  24. It doesn't seem like an Atavism related, because we are not using any UI Elements, at least not yet. Is it possible that any other package is using this or maybe it's just a Unity bug? Have you tried to update your Unity Editor?
  25. Can you show me the errors you are having, because Atavism doesn't use CSS/USS? Atavism supports URP and HDRP, but shaders that are in the demo package are only for the standard rendering pipeline, so you would have to migrate them or use the core version and implement your assets on top.
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