BETA - Chivalry medieval Warfare Patch 34 (Polycount Item added!)



  • New
    Polycount contest winners items are now available for purchase in Chivalry: Medieval Warfare! Congratulations once again to our Contest Winners!! This is just the beginning!

    Newly Added items:

    • Assault Set ( Assault Helm + Assault Falchion) by Shuruboro
    • Burning Sun Set ( Sun Helm + Fist of the Burning Sun Brandistock) by Noth
    • Honor’s Guard Set ( Honor’s Guard Helm + Honor’s Guard Spear) by BounchFX
    • Judgement Set ( Judgement Helm + Judgement Axe) by Arsenal
    • Crusher Helmet by Konras & Pior
    • Fallen Helmet by Alexd
    • Dark Ornate Set (Dark Ornate Helm + Ornate Messer) by Scoot_da_Poot
    • Hawkeye Set ( Hawkey Helm + Hawkeye Crossbow) by Paradox
    • Temujin’s Legacy Set ( Temujin Helm + Temujin’s Boradsword) by Hawk1701
    • Oriental Set (Oriental Helm + Oriental Broadsword) by TrevorJ & Pior
    • Horsebow by islipaway
    • The Hound Set ( Hound Helm + Hound Longsword) by NBLM

    Purchasing an item that is part of a set will unlock all set items.

    Fixes

    Code

    • HTML surface (MOTD screen, main menu news box)

      • no longer causes crashes
      • better performance
      • accepts mouse input
      • is blanked out to begin with, instead of showing garbage
    • Fixed: adminrestartmap on modded servers kicks everyone off the server and transitions to the map the server was started on

    • Prevent pawn moving, jumping in SIEGEWEAPON or DODGE states (when using a battering ram, when tipping burning oil, in mid-dodge, etc.)

    • More texture-related crash protection for the Scaleform integration

    • Fix a performance sink: Bink movie was rendering in background if you opened and then closed the escape menu. Also, stopping the movie in the FE if you leave the main menu for another screen.

    • remove uber nodes from the scaleform render target PPCs, and skip depth pre-pass (performance improvement in Customization)

    • additional messaging for the workshop uploader for some error conditions

    • Fix: riposte out of CFTP could cause windup and release to play different animations (e.g. windup would play Right-to-left slash, release would play left-to-right slash)

    • Fix: issue where inventory attachments would go bOwnerNoSee for 3p players upon own pawn death

    • Fixed some text getting cut off in the Customization screen

    • Customization screen will warn when exiting if any classes have invalid (locked) items equipped

    • Customization will be loaded from the config file with any invalid items automatically zeroed out, so even if you ignore the aforementioned warning, your customization will work and not be rejected by game servers (aside from the locked items, which will be reset to their defaults)

    Levels

    • Belmez: Fixed areas where attacking team could bypass spawn barriers.
    • Outpost: Fixed instances where players could exploit loadout change volumes.
    • DarkForest FFA Cistern: Fixed instances where players could exploit loadout volumes from TO sublevels.
    • Server vs Client desyncs that caused players to disappear and TO items to not function properly should now be fixed.

    RC1

    • Fixed static mesh collision/scaling issues for one of the Polycount helmets
    • Avoid normal smoothing artifacts on Honor’s Guard spear
    • Localize “Press E to use” and “Hold E to use”
    • Replace “E” (or whatever the Use button is) in “Press E to use”, “Hold E to use”, “Press E for ammo”, and “Press E to pick up torch” with “X” when a controller is in use
    • Fix issue where HTML surface thought mouse was being held if you, e.g., clicked “Exit” in the main menu

    **RC2
    **

    • Fixed some issues with the Crypts

    **Final RC3
    **

    • Fixed Honor’s Guard Helmet falling off and shrinking.

    **BETA Servers are up so please TEST TEST TEST
    **



  • great start for the fixes, I am looking forward to more



  • Good stuff TB. Hopefully now we can play TO without the cart screwing us over.



    • Fix: riposte out of CFTP could cause windup and release to play different animations (windup would play Right-to-left slash, release would play left-to-right slash)

    holy jesus never thought id see the day



  • Need to update my beta asap.

    @DaGGyzo:

    • HTML surface (MOTD screen, main menu news box)

      • no longer causes crashes
      • better performance
      • accepts mouse input
      • is blanked out to begin with, instead of showing garbage
    • Fixed: adminrestartmap on modded servers kicks everyone off the server and transitions to the map the server was started on

    • Prevent pawn moving, jumping in SIEGEWEAPON or DODGE states (when using a battering ram, when tipping burning oil, in mid-dodge, etc.)

    AWESOME

    @DaGGyzo:

    • Fix: riposte out of CFTP could cause windup and release to play different animations (windup would play Right-to-left slash, release would play left-to-right slash)

    Which animations will play now? Btw, this also affected overheads, so I’m hoping the “slash” thing was only an example?

    @DaGGyzo:

    • Server vs Client desyncs that caused players to disappear and TO items to not function properly should now be fixed.

    YES! Back to normality!



  • awesome, finally no more server crashes on map restart with mods :D



  • I’m not sure movement during dodge should be removed, but hey a rather quick patch. GJ.


  • Developer

    @Alphonse:

    Which animations will play now? Btw, this also affected overheads, so I’m hoping the “slash” thing was only an example?

    It’s just an example.

    Here’s how the states usually work during a combo (‘showdebug’ displays this):

    Windup -> Release -> Transition (“combo windup”) -> Release -> Transition -> …

    if you feint, you abort Windup or Transition early. In a CFTP with a riposte, this looks like:

    Windup -> Release -> Transition -> Feint -> Parry -> Windup -> Release -> …

    So, you’re in a combo. There’s some variables tracking your last attack and its direction, so if you combo slash from a left-right slash, you play a right-left slash. That variable wasn’t cleared when you followed the Transition -> Feint edge, so Release would play the combo follow-up animation, the same animation that would have played if you hadn’t feinted. Windup, however, ignores combo state, being that you can never enter Windup during a combo (Transition replaces Windup during combos), so it would potentially play a different animation.

    The fix was just clearing the combo state variables on that edge…



  • @DaGGyzo:

    • Prevent pawn moving, jumping in SIEGEWEAPON or DODGE states (when using a battering ram, when tipping burning oil, in mid-dodge, etc.)

    What does this mean?



  • @Mystikkal:

    What does this mean?

    It means players can no longer use the battering ram and move their character. This allowed players to be able to hide from harm while using the ram.



  • @DaGGyzo:

    It means players can no longer use the battering ram and move their character. This allowed players to be able to hide from harm while using the ram.

    I think he meant the dodge thing.



  • @Mystikkal:

    What does this mean?

    Sounds like a superjump fix.



  • Announcements are cool, but they’re in a different language some reason.
    http://i.imgur.com/c9rPlkv.jpg

    Archer neck skin sticking through clothing in customization tab (dunno if it sticks out ingame too)
    EDIT: This is only for the bow holding character model, not crossbow nor javelin.
    Screenshot from beta: http://i.imgur.com/oQq0L68.jpg
    Screenshot from Non beta: http://i.imgur.com/lpyiQhE.jpg

    Archer crossbow model is alittle lower on the new one, making it have very little sight with aim below the crosshair.
    Old skin: http://i.imgur.com/51DsAyk.jpg
    New skin: http://i.imgur.com/jBPc2E4.jpg

    All other weapon models seem fine.



  • @AmishInsurgent:

    Announcements are cool, but they’re in a different language some reason.
    http://i.imgur.com/c9rPlkv.jpg
    Archer neck skin sticking through clothing in customization tab (dunno if it sticks out ingame too)
    EDIT: This is only for the bow holding character model, not crossbow nor javelin.
    Screenshot from beta: http://i.imgur.com/oQq0L68.jpg
    Screenshot from Non beta: http://i.imgur.com/lpyiQhE.jpg

    That’s Latin test text. Common used thing.



  • @AmishInsurgent:

    Announcements are cool, but they’re in a different language some reason.
    http://i.imgur.com/c9rPlkv.jpg
    Archer neck skin sticking through clothing in customization tab (dunno if it sticks out ingame too)
    EDIT: This is only for the bow holding character model, not crossbow nor javelin.
    Screenshot from beta: http://i.imgur.com/oQq0L68.jpg
    Screenshot from Non beta: http://i.imgur.com/lpyiQhE.jpg

    Announcement texts are just placeholder text. I’ll have a look at the Archer neck, I wasn’t getting that on my end. What detail level are you running on?



  • @DaGGyzo:

    Announcement texts are just placeholder text. I’ll have a look at the Archer neck, I wasn’t getting that on my end. What detail level are you running on?

    High. Opened a offline FFA, character model ingame seems fine so it’s just the customization tab archer model while holding bows.



  • @Xylvion:

    I’m not sure movement during dodge should be removed, but hey a rather quick patch. GJ.

    I second this.

    Also I cannot equip the skins ingame to test them out. I get an error message about “server communication problems” for 2h now. Restarted steam several times, my router, my laptop etc. Still won`t work.

    I encounter the chat bug when it closes itself after pressing “space” on the ctf map “empire”. Before it was limited to duel for me.

    Good work on the cftp thing. Works well.

    I hope this patch will be applied to the main game soon. I want these skins, although the vanguard helmets still annoy me.

    Btw, why hasn`t the kick been fixed with this patch?



  • @DaGGyzo:

    It means players can no longer use the battering ram and move their character. This allowed players to be able to hide from harm while using the ram.

    happened every time on kingsgarden lmao



  • Happened on custom maps with the ram.

    I assume its all the same ram code. So its probably fixed for all rams in general.



  • Yep…. I’m out. Goodluck and Goodnight


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