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Martin (Dragonsan)

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Posts posted by Martin (Dragonsan)

  1. Hello Manuel.

    20 hours ago, LordAioria said:

    * Taking into consideration that the game will be played with a laptop or PC, and i want to focused in 3 aspects:  UX, Design and Performance ... do you 
    think that they are the best solution? 

    For better performance and proper streaming, you will want to use World Streamer 1 or 2 that you can find on the Unity Asset Store or SECTR. They are very similar, but WS is recommended by us because Atavism has included integration for it out of the box.

    20 hours ago, LordAioria said:

    * I was reading some code about tiling maps and invoke surrounding tiles to the player and destroy the others to avoid to have enough information in memory... Is this necessary or with Gaia and its procedural work all this is done?

    Same as in the previous point, streaming will solve most of these problems, but I would use it at the very end, as using it earlier will extend your designing and building time by X times, so I would get to know the software to know how to use it, and how to organize your structure, and then at the very end use streaming solution.

    20 hours ago, LordAioria said:

    * It seems that there are 2 techniques about how to "move the world" ... have an static person and move the world arround it ... or static world and it's the person that moves ...  The first one seems that solve a problem related with Unity and the position calculations (if i have read well...) I have to take this into consideration with Gaia and Gena solution or is not necessary?

    As I understood correctly, you are thinking about preventing from floating-point issue and moving your player to 0,0,0 each time he will reach a value high enough? If so, as far as I know, it's not used in MMO games, as you are not alone in the game where you can move all objects, mobs, and the whole world by X, Y, Z, as there are other players, other mobs, that are visible by others, buildings, etc.

    I would do that, but I think you won't even have to do that. Map in the demo is 0,5x0,5km, while pretty safe map size in Unity is 8x8km, I would go max 16,x16km, which is extremely big. If it won't be big enough for you, you can always have a teleport to another map through some portal, canyon, etc. Massive worlds are risky due to huge navmesh, more resources that you will need to handle them in the editor, etc. 

    21 hours ago, LordAioria said:

    * Is there any problem later in Gaia Pro and Gena to introduce custom items (programatically) , mobs etc ?  My idea is to define an IA that depends on the position invokes different items/mobs etc ? What about to modify a montain to include a gate ?  something like in MORIA (Lord of the rings)? 
    Is there any manner later that every time the system detects if one person is swimming? or if he is walking over snow terrain? 

    Atavism uses a server-side that is authoritative, so spawning mobs is handled by admin using an in-game spawner. The same for NPCs, so right now you wouldn't be able to spawn them using Gaia. Not sure what you mean by items are also handled by the server like most Atavism's elements, so you are creating items in the Atavism Standalone Editor and then assigning them to loot tables, resource nodes, quests, starting player templates, etc. 

     

  2. 13 hours ago, feartheway said:

    wildo I left the server running and at the end it said "license verifcation failed"

     

    image.png

    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.

    8 hours ago, feartheway said:

    i did ufw disable on the pi for now.

    will have to figure out how to configure ufw later.

     

    now it does not crash but it does just cycle back to login screen?

    image.thumb.png.e9221bbd65d3925348f94f2bd8ea916b.png

     

     

    is it possible that you have an incorrect client version like it's not 10.5.0 for some reason?

    8 hours ago, feartheway said:

    Got Disconnect() from   at Atavism.AtavismNetworkHelper.Disconnect () [0x00000] in <616cf1dbffea491ead6414b44286991b>:0 
      at Atavism.AtavismWorldManager.Disconnected () [0x00000] in <616cf1dbffea491ead6414b44286991b>:0 
      at Atavism.AtavismClient.Update () [0x00083] in <616cf1dbffea491ead6414b44286991b>:0 
    UnityEngine.Debug:LogWarning (object)
    Atavism.AtavismNetworkHelper:Disconnect () (at Assets/Standard Assets/Atavism Core/Networking/AtavismNetworkHelper.cs:1499)
    Atavism.AtavismWorldManager:Disconnected () (at Assets/Standard Assets/Atavism Core/Base/AtavismWorldManager.cs:1826)
    Atavism.AtavismClient:Update () (at Assets/Standard Assets/Atavism Core/Base/AtavismClient.cs:320)

    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. 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.

  5. 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.

  6. 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.

  7. 16 hours ago, Doxia Studio said:

    To explain it better what I did. 
    I took the CoordProjectileEffect class and edited to non target, where instead of having a mob targeted it cast a projectile to the mouse position. When casted, it emits a Game Object (Particle Object) where I have it moving until the mouse position and on this game object I have the physics, where if it hits the target do the hit effect. 
    From client side it works. But sometimes, it detects the hit with my class on client side but not on server side because from when the spell was casted and until the hit, the target destination moved. 

    From what you said I had an idea. on my side, instead of just emitting a hit game object, that game object could have the skill area aoe. instead of just being a VFX GO it could be a Coord Effect. right?

    About the isometric and 3d is different, we need to think more in 2D rather on 3D.  the hit box works differently. 
    I don't know if i can share here images but I'll post a link. 

    https://imgur.com/epYe7CR

    From that image for example, the pink monster, has to get hit by a large hit box, not just comparing with the root position. 
    we need to think like the creature is printed on the ground, changing the areas of hit coord on X and Z. 

    But I will try that idea you gave me and let you know :)

    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

     

     

     

  8. Hello,

    4 hours ago, Doxia Studio said:

    - Can a claim be used by all players? 

    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.

    4 hours ago, Doxia Studio said:

    - is it possible to place items in the world without using claims?

    No, there is no such functionality out of the box, and you would have to code it

    4 hours ago, Doxia Studio said:

    - The players have to place items in the world, can it be done without the building system?

    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.

    4 hours ago, Doxia Studio said:

    - Can we give or delete items from player inventory by script?

    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.

  9. 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.

  10. 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.

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