BETA - Chivalry: Medieval Warfare Patch 28 (UI Refresh)



  • Known issues / incomplete elements

    ‘Alpha 1’

    Screens / UI Elements

    • Main Menu

      • New appearance

      • Added new options to connect to the Workshop and Community through the steam overlay

      • News ticker can now be clicked to bring up the page for specified headlines through the steam overlay

      • Background video behind menu is a place holder

      • Layout will be changing slightlyEscape menu

      • New appearance

      • Buttons to open class and team select

      • Will but does not yet display a player list (to facilitate viewing profiles, adding friends, initiate vote kicks, admin option)Customization Screen

      • New appearance

      • Larger displayed pawn, weapon image previews, …

      • Click and drag rotationScoreboard

      • New appearance

      • Reworked scoreboard code

      • Map name displayed, localized

      • More mod controllable with additional text fields for stuff

      • Per-mode progress bars

      • New objective icons; settable in the game mode (most modes) or in the map (TO)

      • In post-game, an animated bar shows XP gains and how much is needed to hit the next level

      • Player count displays server max player limit

      • Some players do not receive experience at the end of a match

      • Some levels may not have been updated to use new icons

      • The bar may not animate correctly at the end of a matchHUD

      • Re-skinned

      • New health and stamina bars with two states to indicate amount of damage taken (art not finalized, can be a little hard to see)

      • New header that shows on spawn, detailing team progress and objectives, and has a timer in it

      • “Killed by” pop-up upon dying, shows who killed you, your kills vs. enemy kills, and enemy’s remaining health

      • Victory/defeat messages properly localized

      • HUD scales similarly to CDW, but the chat scales at a slower rate and caps out at a higher size

      • New Rank Up notification

      • “Use” hand icon switched out

      • Some re-skinning has not been completed

        • VO menus
        • Vote box
        • Health and stamina art is incomplete
      • Known stretching issue with the use iconHUD Markers

      • Significantly optimized

      • Objective markers have an icon which is map-settable, generally corresponds to the objective images in the scoreboard

      • One can remove the text from hud markers altogether

      • Player names are not visible

      • Some levels may not have been updated to use new iconsConfig

      • New appearance, somewhat like DW’s

      • Additional video options exposed (AF, AA, window mode, …)

      • Additional audio options exposed (sound channels, …)

      • Keybinds reworked somewhat; primary/secondary key lists can no longer go out-of-sync (as there aren’t two separate lists)

      • Some skinning issues

        • Green box shows up on selecting a dropdown
        • Scrollbars don’t match
      • Video options presets not yet added

      • Turning off Anti-aliasing causes the background image to stop moving and transitioning smoothlyLoadout

      • New appearance

      • Player class weapon loadout now saves until player chooses to change manually

      • Some animations will be sped up

      • Some usability improvements to be made

      • Transitioning maps causes a white backgroundTeam select

      • New appearance

      • Removed random option

      • Player count displays server max player limitJoin game

      • Not yet in
        Create game

      • Not yet inGeneral (managers, menus, …)

      • New cursor

      • Sliding transition between menus removed; screens now animate in/out on their own (not yet implemented for all screens)

      • New animated movie behind some screens

      • Split UI into multiple packages to reduce loading time / save memory

      • Depending on your settings, GUI background movie may appear washed out

      • Message, confirmation, and password dialogues not yet completed

      • We’ve noticed some crashes in the cooked build when leaving certain screens (especially ones with the video behind them)Other changes

      • Game modes

        • TDM backported from CDW. Now based on kills, there’s no resources
        • LTS backported from CDW for bug fixes etc.
      • End-game flow changed to facilitate localization etc., need to be sure there are no issues with this

      • Maplist console command updated

      • Self-damage not counted as ‘team damage’

      • Adjusted the low health Post Process chain to be a bit more red in the corners

      • Added Left-Handed mode for left handed players (Trying this out)

    ‘Alpha 3’

    Title Menu

    • Frontend map polish
    • Still not done

    Escape menu

    • Fixed “Esc” key not escaping from in-game menu

    HUD

    • The “You were killed by" popup now distinguishes team kills from enemy kills

    Configuration Menu

    • Added localization for individual key names (in AOCKeybinds.INT, “[Keys]” section)

    SDK:

    • Fixed redundant skeletal mesh component in AOCDeathSpike that may be causing an editor crash

    New Create Game screen

    • Includes sections for SDK maps, mods, has a nice map picture (for built-in maps only)

    • Players can create listen servers

      • May be buggy

      • Listen servers will not show up on the master server unless the Port and QueryPort are forwarded, just like dedicated servers, because Steam’s master server functionality doesn’t support NAT traversal

        • however, you should be able to join a friend directly through the Steam friends list regardless, because we use Steam Sockets for NAT traversal on the actual connections
    • Automatically downloads/updates Workshop items from within the Create Game screen, allowing us to pull this functionality out of the launcher

    • Download messages/progress needs art/design

    • Mode list overlaps mode images

    Join game screen

    • Reskinned

    • Filters are in a popup and now simply have a “save” or “accept”; the latter applies the filter without saving it

    • Includes a legend explaining what the different colours mean

    • Adds LAN queries

      • For a server to show up in the LAN tab, it’ll have to have its query port somewhere from 27015 to 27019. Default QueryPort is 27015, which will be fine
    • Switched History and Favourites functionality out for Steamworks’ API which should improve reliability. It also greatly improves their speed as the game doesn’t have to fetch the entire server list just to get the servers you’re interested in. As well, Favourite servers now show up in the Steam client’s “Servers” window as a result, so that’s something.

    • The separators between tabs at the top are in the wrong places (we decided to add an extra tab after the screen was already made)

    • Sorting is just completely broken

    Map optimization

    • Outpost

      • Made the forest area easier to see enemy and ally players
      • Changed the falling log’s mesh
    • Battlegrounds

      • Changed sally port wall mesh with complex collision to simple collision

    ‘Alpha 4’

    Title Menu

    • New frontend scene movie

      • changed to movie to allow best visual quality and faster load time

    Customization menu

    • Character Click + Drag rotation now functioning

    Server Browser

    • Bots separated from players in server browser, and they won’t affect sorting
    • Hide modname for unmodded servers

    Create Game screen

    • 64-bit users should no longer experience a Steam crash/hang when opening this screen

    Scoreboard

    • MAYBE resolve where XP bar doesn’t animate by not playing the anim until the XP data comes in? (haven’t really tested this, it was a snap fix)

      Escape Menu



      • Rearranged the Location of “Return” Button

      • Added Map vote option

      • Added Player list option for voting, viewing players’ Steam profiles, muting, etc. (unfinished)

      • Added Customization back to menu
        UI misc.

      • New Serif Font throughout the game (Scoreboard, Headers, Loadout…etc)

      • First go at loading screen hints

      • New kill feed weapon icons

      • New kill feed colours

        • weapons in white
        • you appear in gold
        • blue and red used are less offensive
      • Fixed Green Boxes in CTF mode
        Levels

      • Removed spawn occluders to make it easier to find opponents in Duel Maps. (!)

      • Fixed floating spawns in citadel.

      • Fixed spawns out of place for agatha in throneroom on stoneshill.

      • Applied physics assets to skeletal meshes in coldfront (created new phys asset for animated flags).

      • Adjusted trigger and points volumes on cart in outpost - agatha can only push from the back and mason shouldn’t get free objective points any more
        Stuff

      • don’t reextract every downloaded .cmwsdk file every time the game is started, only extract new ones that haven’t been extracted before (speeds up initial load into the game, doesn’t hang while loading)

      • don’t extract DW .cmwsdk files in MW (or vice-versa)

      • king and 1p mason knight sockets updated (mostly for horde support)

    ‘Alpha 5’
    Crash fix

    Changes

    • fixed big map transition crash
    • Frontend movie won’t be visible after map loads
    • Frontend movie won’t play in background even when not in frontend

    ‘Alpha 6’
    Mid-week madness!

    Changes

    • tutorial submenu in main menu (links for videos, guides)
    • drop-down menus in configs don’t stay stuck in a “selected” state after they’re un-dropped
    • Killing king counts as a kill
    • Fixed ranged crosshair sticking after switching from torch
    • Fixed ranged crosshair sticking after leaving siege weapon
    • Fixed “you were killed by” not counting FFA kills
    • Fixed sorting in browser
    • Automatically sort listen servers to bottom of browser (regardless of your sort option)
    • Sort by ping by default for all users, not just beginners
    • Bots are only used as a secondary sort number after sorting by players (i.e. as a tiebreak). Header now shows “Players (bots)”, reflecting the new way we display bots. Column is wider to compensate. Header still not large enough to fit new text, will be decreasing the font size.
    • Server list art polish
    • Darkforest: fixed an exploit on final objective where you could kill royals before walls are destroyed
    • Fix issue where XP bar won’t initialize properly, or will run from rank 0 all the way to the current rank, and other things
    • Tavern: fixed vendors so they’re peasants again instead of vanguards; changed method used to force players to fists so it’s less buggy
    • Argon’s Wall: moved level load camera so it’s not outside the boundary blocking volume
    • Escape: escape key works more consistently; admin ban and kick now show reasons; cool background colour works on the escape menu

    ‘Alpha 7’

    Changes

    • There are now GUI scaling and opacity options in the configuration menu
    • Current class counts are shown on the loadout screen and inform the player when a class is full
    • Error message displayed if the steam overlay is disabled and the player attempts to do something that requires it (e.g. clicking on a news item, trying to buy a microtransaction item)
    • Listen server removed from the create a game screen
    • Create a game screen is more polished
    • Advanced filters on the Join Game screen now have all correct labels
    • You can use the right click menu in the Join Game screen to view the server’s information
    • The Join game screen now informs the player when a server filter is enabled
    • The new dynamic melee crosshair turns red after a successful melee attack
    • A new Credits screen!
    • Text entry popups no longer require a mouse click to close, you can now use enter
    • Left handedness removed
    • Objective status text on the scoreboard now fits properly for all objectives
    • Fixed a bug where the loadout screen would appear briefly with no weapons
    • Players can no longer see through the Stoneshill bridge in first person
    • Fixed a bug where some crates were missing collision
    • Fixed Landscape clipping through aqueduct floor in Dark Forest.
    • Fixed minor collision bugs in Dark Forest.
    • Removed Duplicate barrel mesh in Dark Forest.

    ‘Beta 1’




    GUI and misc.

    • Removed exposed Listen Server option in Create Game for now
    • Assassination objectives use the “Kill” icon instead of the generic arrow
    • Player numbers and class limit numbers are now shown on the loadout panel
    • Added a spectate option to the loadout screen
    • Update the customization screen so that it fades the locked panel on mouse over
    • Make spectators show at bottom of scoreboard, both columns (filling in space) with blank background color and no class icon
    • The HUD hint text and icon (ex. press E to pick up a torch) should no longer become stretched
    • Credits: a little slower
    • Escape menu: you can now right click on a player in the player list to open the commands menu
    • The melee dynamic crosshair flashes red for 0.25 seconds now on a successful hit
    • Join Game: the filters enabled label now displays properly when any filter is enabled
    • Add new Persistent title bar and “X” button to most screens
    • Coincidentally, because of the changes required for the above addition, some/many/most/all of the “can’t chat despite the chat prompt coming up” bugs should be fixed (happens frequently in duel, infrequently in other modes)
    • Cursor no longer scales
    • Fix Bink videos in main menu beginning corrupt
    • Fix bots not joining teams evenly
    • Change “Team”/“All” in chat to use sans serif font
    • Fix for XP bar going from 0 to new XP instead of old to new XP after map transitions
    • Objective progress bar added to “Current Objective” box in the scoreboard
    • Fixed the vote map list sometimes being empty
    • Fixed the tutorial picking of sides bug
    • New Duel HUD
    • Default console damage to “Normal”
    • The mason player count textfield no longer says “textField” for 1 second
    • The escape screen background movie bar thingy properly scales on non-16:9 aspect ratios now
    • Fix an issue where loadout screen would let you choose loadouts before it was fully initialized, resulting in you not spawning (or being stuck in an unduelable state)

    Level

    • Fixed instances of players being able to hide inside rocks in Moor.
    • Fixed collision on rock which previously allowed players to find a way on top of it in Moor.
    • Fixed campable tree spot in Moor.
    • Fixed battlegrounds water visual bug (where one layer was rotating for no good reason and would end up
    • scaling up and down and flowing the wrong way)
    • Fixed string in last objective of outpost from “or” to "“and.”
    • fix zfighting on boats in CTF frigid

    ‘Beta 2’
    Hotfix!

    Changes

    • Paths built in TD-Frigid
    • Class stats in loadout screen no longer flicker
    • Fix crash that happens when a map is closed/transitioned from
    • Increment total duel wins/losses during a match
    • Fixed bug where loadout screen would not disappear when trying to close it in duel mode
    • Right click is no longer stolen by the escape screen (prevent parrying/feinting)
    • Fix hitch when opening duel HUD and probably some other screens
    • Fix keybind names displaying incorrectly after saving keybinds

    ‘Release Candidate’

    • Bug Fixes!!

    ‘Release Candidate 2’

    • Hide cursor during tutorial
    • Revert duel chat changes because of risk. Should clear “can’t delete last character” and “chat gets stuck open” issues
    • Disable DLC vanguard
    • Make disabled states for a few HUD elements invisible (instead of the grey textfield that shows “textfield”)
    • Fixed some settings not saving to config file from in-game configuration screen (notably one-button-dodge and HUD options)


  • holy shit, amazing!



  • I want that skull helmet.

    The only thing I’m concerned about is how the hud scales at low resolutions. Currently I play on a really low resolution, and the hud is kind of wonky. When a new objective message pops up, it takes up a decent chunk of screen. It’d be kinda cool to not have a massive blue bar block my vision for a couple seconds when I’m fighting.

    I do wish though you guys would have went the “theme park” route with you design direction and made it look more medieval looking. Similar to how the Warhorse Studios dressed up their assets. The new stuff looks cool, but just feels out of place imo.

    The team select menu should have a bit more contrast between the icon color and the backgrounds. Seems a little dull. Reducing the size of type and increasing leading in some areas (like the class select menu with the name of the class and the armor/speed) could help make it look a bit less cluttered.



  • @Knifelegs:

    I want that skull helmet.

    The only thing I’m concerned about is how the hud scales at low resolutions. Currently I play on a really low resolution, and the hud is kind of wonky. When a new objective message pops up, it takes up a decent chunk of screen. It’d be kinda cool to not have a massive blue bar block my vision for a couple seconds when I’m fighting.

    Only one way to find out ;). We designed this UI with Scaling in mind.



  • Holy shit this is incredible. My loins are frothing.

    THE BIGGEST SUGGESTION PLEASE TORN BANNER LISTEN.

    Put links to player streams in the main menu similar to CS:GO and Dota 2. This will give dedicated streamers the attention they deserve and would be healthy for the community.

    Second, give competitive players and tournament some advertising on the main menu, similar to CS:GO and Dota 2. I guarantee you people would be very interested in watching competitive tournaments. This could open the door to big things later down the line.

    But seriously, this looks incredible. I can’t wait to see the final product. Way to go TB.



  • Looks really good! Was wondering when MW would get a makeover.

    One suggestion that I think would make this update even better would be a spectator UI like CS:GO. Other than that I love it.

    Edit: Just noticed all the new stuff on the scoreboard, that’s awesome. Useful to see people’s assists and how close you are to ranking up.



  • Is this partially because the old ui caused frame drops for some of us?



  • @DaGGyzo:

    Only one way to find out ;). We designed this UI with Scaling in mind.

    Nice! Almost done downloading so I’ll jump in and test it soon.



  • @Flippy:

    Holy shit this is incredible. My loins are frothing.

    THE BIGGEST SUGGESTION PLEASE TORN BANNER LISTEN.

    Put links to player streams in the main menu similar to CS:GO and Dota 2. This will give dedicated streamers the attention they deserve and would be healthy for the community.

    Second, give competitive players and tournament some advertising on the main menu, similar to CS:GO and Dota 2. I guarantee you people would be very interested in watching competitive tournaments. This could open the door to big things later down the line.

    But seriously, this looks incredible. I can’t wait to see the final product. Way to go TB.

    These are Good Ideas, we will definitely consider them



  • HOLY FUCKING SHIRT HTIS IS AMAZINF



  • Wow, great work! UI looks great.



  • I’m confused, the thread title doesn’t say BETA in it so this is just beta?



  • Looks amazing imo, great work TBS. Would like to add though that it would be nice to have the main menu panel centered, or at least an option to cater to personal preferences.



  • I’m glad you guys did this, I was always hoping that the UI would be improved.

    Add BETA to the title plz



  • Looks more like a game made by professional now, no offense lol this look really good.

    +what flippy said, the frontpage can be used as a good advantage, maybe alternate with some tutorial video to, about how to counter dragging etc, to prevent the whine and the newbies confused.

    ++dat skull helmet is amazing, it’s dev only i guess, pretty lame this is totally the kind of helmet you should sell lol.



  • @DaGGyzo:

    These are Good Ideas, we will definitely consider them

    Hey, what about some clan UI or something?





  • Hey, what about some clan UI or something?

    Crushed want to be a star huhuh.



  • Well good morning to you too, TBS :)

    This is wonderful. Really glad everything was made blue btw. It’s really easy on the eyes compared to the DW red.



  • I assume this still use the same Kismet hooks as before.

    Edit: also this looks great :D


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