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Everything posted by Martin (Dragonsan)
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resolved Quest New/Concludable/Progress floating Text BUG
Martin (Dragonsan) replied to bilbosacket's topic in General Discussion
I doubt this is the case. Mob template has nothing to do with markers. I think it can be because you maybe missed to assign Atavism Mob Name script to it? -
resolved Quest New/Concludable/Progress floating Text BUG
Martin (Dragonsan) replied to bilbosacket's topic in General Discussion
It should be presented on the NPC to which you will assign complete quest. 2021-02-14_21h31_31.mp4 -
resolved Quest New/Concludable/Progress floating Text BUG
Martin (Dragonsan) replied to bilbosacket's topic in General Discussion
Correct, quest start is based on the quest you set to start, and quest progression/completion is based on the quest to complete on the NPC. It should be faced to the camera, unless you have multiple cameras in different locations. Icon for quest start/progress/completion can be set in the Login scene -> Scripts -> Atavism Settings I It can be a text or an icon. -
Any Unity Plan will work with Atavism. As for the typical version, we are recommending 2019.4 LTS, the latest stable one, at least until the 2020.3 LTS release.
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It's totally fine, we are here to help you guys.
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This is a limitation of Unity, and it occurs for many scripts, not only with Atavism. You will find the same message with UMA, etc. There is nothing to rewrite in this case.
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Atavism out of the box works on mobile devices like here you can find a short video that shows a synchronization between two android devices and PC Here you can find information about one of the mobile games that are being developed based on Atavism https://www.atavismonline.com/made-with-atavism/47-metin2-mobile. We are also providing a mobile package contributed by this developer. We had it for Atavism 10.1, and a few days ago we released it for Atavism 10.3 as well. To resume, the mobile package is real, and it's available to download right after the purchase within the customer portal (apanel - https://apanel.atavismonline.com)
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Weapon and armor documentation
Martin (Dragonsan) replied to phrygian12's topic in General Discussion
The demo armor is designed to work with UMA, so this is more like an information log that it cannot be equipped on non-UMA character. UMA is a free asset store character customization system made by a wonderful team of people involved in game dev for quite a while. Here is a direct link https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611 Tutorials related tot he equipment are a bit outdated as the UMA was changed for the past months https://unity.wiki.atavismonline.com/project/items-uma-weapon/ https://unity.wiki.atavismonline.com/project/items-uma-armors/ https://unity.wiki.atavismonline.com/project/setting-up-uma-equipment-displays/ or here I recorded a quick video on how to set a character with non-UMA items you can equip InfinityPBREquipment.mp4 On discord https://discord.gg/z95htJA you can find some channels related only to this element, and even some devs made some packages that can help you out with such configuration. Also, in the demo there are configuration examples you can follow. They are in the Assets/Resources/Content/EquipmentDisplay directory There are armors and weapons. Armors are only for UMA, because for non-UMA character in the demo we are using Challenger which is not modular character so equipping armors will only modify player's statistics and present icons in the inventory rather then change mesh, and visual aspects. -
Hiring full time atavsim unity editor.
Martin (Dragonsan) replied to WiCkEdx401's topic in Collaboration and Networking
We have plans to start such custom service this year, but at this point it's hard to tell exactly when, so if you will find anyone, don't wait for us -
There is no FTP on our VM. Instead use SFTP, so the default SSH credentials root/atavism and port 22.
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Anyone having trouble connecting to licence server ?
Martin (Dragonsan) replied to Mars's topic in General Discussion
It's really odd. I doubt it would be Java JRE instead of JKD, rather some issue with the database itself, but I'm glad you sorted it out. -
Anyone having trouble connecting to licence server ?
Martin (Dragonsan) replied to Mars's topic in General Discussion
There are two possible cases of such behavior: 1. Incorrect license key and mail in the configuration 2. Network issue like DNS or firewall Send me your email or license key in private message and I'll check the first case for you -
You're welcome. Let me know if you will need any further assistance with this.
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Should we expect an atavism for UE4?
Martin (Dragonsan) replied to Ascetic's topic in General Discussion
Our main goal is to finish the first Atavism for Unreal version which will be based on Atavism 10.1 in Q1 2021. There are also some factors to prolong it a bit, like UE5 which will be provided in preview state in early 2021, and Atavism for Unity 10.4 which is planned for February/March. Based on that we are thinking about making Atavism for Unreal 10.1, and then start porting all features from 10.2, 10.3, and 10.4 to Unreal as well along with the engine switch from version 4.24 to 5, to have it ready for UE5. We will definitely inform you during the road about the progress. Also, it's important to mention that Atavism Editor is already working in the Unity version and we will need to adjust it by adding the Unreal project profile, but the rest will remain the same, and this is also a pretty big piece of software that is almost completed. We don't have any pricing model at this point, but we will definitely share it as soon as it will be ready and set. -
This usually means that the prefab was moved somewhere after you set the mob and assigned the prefab in the Atavism Editor. The mob settings are saved in the database, so if you will move the prefab within your project you have to open the editor, provide it again, and resave the mob template.
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In the new Atavism client you should have something like this So, the Atavism should be grouped. If you don't have it in the menu, please check your Unity console log, as most probably you have some errors there and Unity is not letting you to compile scripts properly. Here is a screenshot on how to open console log
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One license can run as many servers as you want, but up to the CCU limit, so with 2 servers, you would have 2 x 500 CCU. By stacking up it means that if you will need more than 1000 CCU you can get another license which will add another 1000 CCU to the pool, so with 2 licenses, you will have 2000 CCU.
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General Questions about setting up Atavism
Martin (Dragonsan) replied to ND1973's topic in General Discussion
Were you able to resolve the issue? -
General Questions about setting up Atavism
Martin (Dragonsan) replied to ND1973's topic in General Discussion
If it's possible, please send them at support@atavismonline.com -
General Questions about setting up Atavism
Martin (Dragonsan) replied to ND1973's topic in General Discussion
Set Host: 127.0.0.1 Username: atavism Password: atavism as in the documentation -
General Questions about setting up Atavism
Martin (Dragonsan) replied to ND1973's topic in General Discussion
Ok, so you have some errors for sure, can you show me your terminal which is opening after you are starting the world server? Most probably it's related to the Hostname, and External Hostname/IP, for now you can set them to 127.0.0.1 to test it locally. -
General Questions about setting up Atavism
Martin (Dragonsan) replied to ND1973's topic in General Discussion
You downloaded the perfect set for the startup. Install Atavism Manager https://unity.wiki.atavismonline.com/project/atavism-windows-manager/ to set our server up and running, there you will have to provide your Atavism Server .zip file which will be installed and set automatically for you. The only thing you will have to do is to set your mail and license key in the software, then install and setup Atavism Unity full demo https://unity.wiki.atavismonline.com/project/atavism-client-unity-installation/, and in the end Atavism Standalone which will have similar settings as Atavism Editor inside Unity. -
General Questions about setting up Atavism
Martin (Dragonsan) replied to ND1973's topic in General Discussion
Were you able to resolve your installation/configuration issues? -
General Questions about setting up Atavism
Martin (Dragonsan) replied to ND1973's topic in General Discussion
Atavism Editor v10.3.0 = Atavism Editor v10.3.0 standalone, it's the same application. I said standalone, as it's Unity independent. -
Atavism is operating as a server and peer to peer is not supported. In such a case, the whole server-side logic would be obsolete. You can sell your game on steam. There is already one game there called Arcfall that was made in Atavism. Character creation functionality can be visually disabled but Atavism is tracking the player progress using character data.