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Martin (Dragonsan)

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  1. Like
    Martin (Dragonsan) reacted to Troll in The problem with displaying information above the player's head   
    Could you tell me what exactly to sharpen your attention to?
    P.s I figured it out thanks for the quick response)
  2. Thanks
    Martin (Dragonsan) reacted to zzbrandon in Atavism Cloud Server 50% discount for Christmas!   
    So far I am loving the cloud server, it works really well!
  3. Like
    Martin (Dragonsan) reacted to Pavogani in Crafting Issue with Atavism 10.9   
    Thanks for all of your help. I was able to identify the issue using the debug method you provided here. It seems that something in the Interactions part of the database was causing the issue. It is now fixed and working perfectly. I will definitely be using the debug settings much more in the future. I was racking my brain trying to find a way to pinpoint the issue and completely over-looked the debug settings in world.properties. Thanks again for all of your help.
  4. Like
    Martin (Dragonsan) got a reaction from Tobias in First person and top view   
    Hello
    Yes, I think I might replied to you in a YouTube comment already, but if it wasn't your question, here is the answer.
    It's just one checkbox, but it also depends on what you want to achieve. Some games show hands, and some show only a crosshair, these elements would have to be adjusted by you. By default Atavism is just moving the camera into your player position, your job would be to hide it, make it transparent, show hands, or whatever you would want.
    Yes, the mentioned checkbox is turning on your first-person view, but there are also more options, like rotating your character towards your camera view, Camera Follow Mouse, and more.
    A top-down view is also supported out of the box, so it's as simple as adding one component to the camera and setting it to your needs. it's related to the click-to-move controller and more information about it you can find here https://unity.wiki.atavismonline.com/project/how-to-set-click-to-move-controller/
    I would recommend you try to install the 14-day trial version and see if this is what you are looking for https://atavismonline.com/home/atavism/atavism-on-premises/atavism-2018-op-standard-subscription
  5. Like
    Martin (Dragonsan) reacted to DaScribe in Updates onUnreal   
    Actually, the information that you've just given is very helpful and it sounds like you are making progress, which is great news.  I'm also happy to hear that UE5 isn't causing complications.  Thanks for responding.
  6. Thanks
    Martin (Dragonsan) reacted to NeroAngra in more hairstyles   
    I used this video series:
     
     
  7. Like
    Martin (Dragonsan) got a reaction from Tacocat in Unable to enter main world - Login Loops   
    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
  8. Like
    Martin (Dragonsan) reacted to Arnost in OPEN - [Oferring my skills] - Unity Game Developer - remote job   
    Hi,
    Primarily, I am looking for long-term promising projects. Alternatively, I do outsourcing, short-term contracts.
    Best regards, Arnost Beles
    E-mail: info@bewise.studio
    www.bewise.studio
    WHAT I CAN OFFER
    o   6-year experience in Game Development in Unity3D/C#
    o   2-year experience in Java
    o   Released 3 games, worked on large projects
    o   MMO Specialist (Atavism framework www.atavismonline.com)
    o   Gameplay Engineering, UI Programmer, Animator Programmer
    o   Deep skills in Procedural Terrain Generation – Gaia and geographical math
    o   Huge deep inside game development experience: Profiler optimization, code optimization game related, GPU optimizations, Unity Assets import and structure optimization, mobile game optimization, all about Animator Controller and optimization
    o   Very much organized in all aspects as I was working on large projects last 3 years
    o   Fast learning curve
    o   Huge video game experience and game mechanics
    o   Remote job only, prefer part time jobs and indie studios, fulltime job only for projects which I like 😉
    o   Not good at: Shader programming, high level math algorithm
    o   Not interested in: VR and console game development
    o   Hour rate: 650-1500 CZK per hour (30$ - 65$) – tax excluded - negotiable
    -  Long-term – consistent workflow (min. 1 month) – lowest rate
    -  Short-term – inconsistent workflow - highest rate
    -  Anything between - negotiable, depends on many factors
  9. Like
    Martin (Dragonsan) got a reaction from Smithor in Paying for Atavism X.6 Consultant Time   
    Keybindings are defined in the Login scene -> Scripts. There is Atavism Settings component and most elements related to the client side you are modifying in it or in other components on the same game object.

    But to disable them, you would have to modify scripts to not display them in the game settings in-game.
    As for the consulting options, currently we are not providing such service, but maybe in the future, as we are planning to provide custom coding service as well.
  10. Thanks
    Martin (Dragonsan) reacted to Smithor in Lost in the Woods   
    If you purchased an on-premises copy of Atavism, you need only purchase additional maintenance plans in order to get your version up to speed. You can then activate the plans in your account panel to top up your registration. Buying additional copy's of the main source only increases your Concurrent Users value, all you need is the Maintenance plan.

    Do note though, that if you are wanting to upgrade to a higher Unity version or engine version, make sure to make a backup of all your files, and to follow the upgrade paths that are on the wiki. If you have made any custom changes to your engine files (like for instance, a custom character controller), they will have to be re-created after the merger. Also make sure that the version of unity you desire is supported by the new release.

    I hope that helps!
  11. Like
    Martin (Dragonsan) got a reaction from jfabris in Stuck Trying to figure out Weather profiles and settings   
    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.
  12. Like
    Martin (Dragonsan) got a reaction from olejka78 in Unity crashes whenever i try to run the demo   
    Have you tried to rebuild Asset Bundles? Unity claiming that they are compatible between versions, but we found that that Unity 2021.x crashed frequently if asset bundles are built within older version.
    Here you can find information on how to do this

    Then copy asset bundle file from your project directory/AssetBundles, into the project directory/Assets/StreamingAssets one, and then enter the runtime again and see if that will help
  13. Like
    Martin (Dragonsan) reacted to jayalter in Can't get server to connect to eth0   
    Will do! Thanks for your help!  I will want to get The VM servers working at some point but for initial dev I’m good with the windows manager
  14. Thanks
    Martin (Dragonsan) got a reaction from feartheway in trying to install server onto ubuntu   
    It's all about open ports, proper IPs, and access to the database. I'm glad you are up and running
  15. Like
    Martin (Dragonsan) got a reaction from feartheway in trying to install server onto ubuntu   
    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.
  16. Like
    Martin (Dragonsan) reacted to Recon in Dungen or Dungeon Architect   
    I have an old client, that is making a game with Atavism, I used to do work for him for his game. ( Retired from client work today).
     
    but  he uses  this same asset.  What I had did for him, was, treat each map like ATAVISM does now.... but, if you want it to load different maps, add these to the server, set a number for each one you want loaded.  Now if you add different mechanics, and such that is another story.
    But he had me add the ability to be able to have it load random maps, so we treated this and used a number from 1-100.. So it would let DA asset. make generate the random maps .  Then have atavism load in the maps once created..  So do most of the work outside of ATAVISM and make the connections needed IE, loading different maps.   
     
    Right now Atavism loads its current maps.  Just make it so you can load, the maps randomly generated by DA. 
     
     
    Keep it simple.
     
    Making a game in Unreal, using DA myself, I used DA since the early days... break it down, in terms of how DA works....  and go from there.. for say a single player, then think of say how multi player works , and make the connections, according.. 
    Alot of people start just tossing code together, and not understanding how something works. . So I always tell anyone i'm helping to learn how the code works, asset works, or tool works, then break it down to simple forms, and then add according.. Don't try to add to much at first , add the basics.. later add more as you understand things...
  17. Like
  18. Like
    Martin (Dragonsan) got a reaction from Doxia Studio in Character Selection - Code   
    The scene name is defined in the Login scene -> AtavismCore game object -> ClientAPI component

  19. Like
    Martin (Dragonsan) got a reaction from Doxia Studio in Accounts Register from Website   
    They will be created in the accounts in the master and admin tables.
    So, the flow is like this.
    1. User is registering on your website
    2. User is logging in into the game
    3. During the login process, Atavism is checking if credentials are ok, and other conditions are met using a remote authenticator script, where you can check if the user has an active subscription or purchased your game, so you can handle any use case you want, and if all is fine, it's returning information with the user id.
    4. Then Atavism is getting this data, and checking if the user with the username/mail exists in the database, and if not, it is being created, and the user is logged in.
    This way, your users exist in the Atavism database, you can also ban them there or change their role to admin, but credentials are handled by the external authenticator, so the user can manage his account directly using your website, can change password use some forgot password functionality, etc.
    Here is the Atavism Live Demo link https://dragonsancom-my.sharepoint.com/:u:/g/personal/support_dragonsan_com/EQ3M0mzyUbROo2LR7SdicUkBOyuIdiIE9sAu96yI5lelWw
    It's a launcher that will download the game.
  20. Like
    Martin (Dragonsan) got a reaction from Doxia Studio in Accounts Register from Website   
    Hi, Atavism covers this element out of the box. Here you can find information on how to integrate Atavism login with your own system based on WordPress example https://unity.wiki.atavismonline.com/project/remote-php-account-connector/, but you can use any kind of user base, for example, as we do in the Atavism Live Demo where to login you have to register on this forum. 
  21. Thanks
    Martin (Dragonsan) got a reaction from TeddyCRAM in Atavism Manager Question   
    Thank you for your kind words. I'm glad I could help.
  22. Thanks
    Martin (Dragonsan) reacted to TeddyCRAM in Atavism Manager Question   
    Thank you so much for all your HELP! I am loving this product so far and the Support/Community has been outstanding!
  23. Like
    Martin (Dragonsan) got a reaction from TeddyCRAM in Atavism Manager Question   
    Sorry about that, it seems that the plugin stopped working after one of the updates, but the discord link is on our main website in the support section https://discord.gg/z95htJA as well as on the main forum page in the top section.
    We also updated the code in the plugin to have the proper link.
  24. Like
    Martin (Dragonsan) got a reaction from TeddyCRAM in Atavism Manager Question   
    These controls in the Atavism Standalone Editor are only for the Atavism Virtual Machine or Atavism Cloud Servers. It's because they require an additional configuration. For Windows Manager status and controls are directly in the Manager.
    Atavism server uses a caching system, to prevent querying database constantly and cause unnecessary overhead, that's why the server restart is required to load new entries and configuration.
  25. Like
    Martin (Dragonsan) got a reaction from TeddyCRAM in In unity atavism editor not showing any options   
    Correct, now only elements that are related to Unity scenes are in the Atavism Unity Editor, and the rest are in the Atavism Standalone Editor.
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