BETA - CMW Patch 36


  • Developer

    New

    • New maps will be added in Patch 37, however we’re including them for testing in the Patch 36 beta to give them more testing time.

      • Community Map Pack #2:

        • Colosseum
        • Forest
        • Hideout
        • Impasse
        • Irilla
        • NoMercy
        • Shore
      • And:

        • HordeTown
    • New set of community made Weapons and Helmets for Patch 36

      • Shark Tooth, a replacement for the Short Spear
      • Chicken Set, a Mason Knight set that replaces the Bearded Axe
      • Ornamental Set, an Agatha Knight set that replaces the Longsword
      • Styrian, A replacement for the Longsword
      • The Kin Slayer, a replacement for the Broadsword
      • Renaissance Rapier, a replacement for the Norse Sword
      • Willbreaker, a replacement for the Greatsword.
      • Shattered Star, a replacement for the Spear

    Changes

    • Disable “reversals” code for turn rate cap

      • Reversals: the code that was intended to slow your turn rate cap if you ever change direction. So if you swing right->left, then start going left->right, your turn would be slowed. Mice aren’t perfectly accurate, people aren’t perfectly accurate with mice, and mice may unintentionally, briefly change directions mid-movement (they’re not joysticks!), so this ends up slowing people down without their realizing why they’re being slowed
    • fixed mason archer first person camera offset (was too far forward, which was different from every other character including agatha archer)

    • the armour/character model list will no longer have weird ugly spaces if you are not a developer

    • Fixed issue in Bink integration that causes TextureMovies to break when the resolution changes (or, uh, almost every time they start on Linux / OS X)

    • Improved Dev and Bot differentiation vs. normal players in the scoreboard (colors!)

    • Map-driven (Kismet) forced forward spawns will not pause for any reason. Normal forward spawn still pauses if player is hit, or attacks someone

    • Fix memory leak during match on Linux. Memory still leaks between map transitions, but several maps can be played before the address space is exhausted now. We’re still working on this, and other Linux / OS X refinements!

    • Save the resolution setting even if it’s a clamped windowed mode setting (e.g. you have a 1920x1080 desktop resolution, set the game’s resolution to Windowed/1920x1080; before, it wouldn’t save, because that resolution would be clamped to a lower resolution because of the window decorations)

    • Replicate Stamina over to everyone again, compressed in a Byte. Fixes “exertion sound not stopping” bug.

    • Fixed server browser refresh issue in OS X and Linux

    • Proofreading pass on recent strings (since the Fortification Map Contest maps were integrated). New map strings modified to conform with Canadian English spellings.

    Changes made to new maps (Community Map Pack #2 + HordeTown)

    • Irilla

      • added phys assets to all environment skeletal meshes
      • physical materials set for all materials used in Irilla
      • Lowered instruction count of some materials, replaced some materials that didn’t need to be unique with material instances.
      • set culling distance on most of the flags
      • removed collision checks from flags - the flag that gets raised in the capture zone before entering the castle will no longer potentially get stuck in the ground and stretch
      • Replaced BSP ocean with static mesh ocean (new mesh)
      • modified ocean material to be have less instructions and use a cubemap.
      • Removed delay on burning the warehouses, objective now completes once everything has been hit by torches, don’t need to wait for them to finish burning.
      • Some of the custom NPC skins had inverted normal maps, made sure all their materials/textures have the right settings for chivalry.
    • Hideout:

      • Scoreboard Icons/Text Cleanup
      • Hud Marker Icons.
      • Minor bug fix on Workers.
      • Reduced overall health on door from 7500 to 4250. Objective Complete Health remains the same at 3500.
      • Reduced post objective health on door
      • Added indication when there are few remaining slaves during the final objective.
      • Added Loadout Change Volumes
      • Gave peasant stakes slight rim glow
    • Colosseum

      • Optimized colosseum structure - Halved the amount of unique geometry in the colosseum structure, modified structure such that the meshes are now mirrored and instanced where they were all unique geometry before.
      • made unique PPC to ensure all versions have same processing
      • Fixed lightmaps and simplified collision on colosseum boat.
      • Created simple collision for some custom meshes that were uses per poly collision
      • Replaced per poly collision on colosseum structure with blocking volumes (ce opengates now turns off the blocking volumes and re-enables per poly collision, expect performance to decrease if used)
    • NoMercy

      • Prevent dynamic shadows from showing on the bottom of the elevator
      • moved kill volume further below platform, it seemed to be lagging behing a bit at the bottom and killing people on the platform
    • HordeTown

      • Added custom hud
      • Set army of darkness chest to 6666 golds to purchase and now wave 25 awakens the army to match wave 25 being the final wave in crypts
    • Shore

      • Localized strings
      • Optimized settings on decals.
      • Lightbeams in castle set to only show on high detail.
      • Brought up total initial spawn points to 32.
      • Lowered bloom brightness a bit.
    • Forest

      • Less intense berries
    • Impasse

      • Built production lighting

    Changes to existing / old maps

    • Crypts

      • Added custom hud. Replaces old draw text, scales to different resolutions now etc. Adds a 2 minute countdown timer on the last 3 enemies. Can be disabled with drawgfx 0 console command (togglehud won’t work).
      • Changed 2 minute timer kill of straggler enemies to lava damage type, cooler than them just crumpling instantly.
    • King’s Garden

      • added culldistance volume.
      • Fixed some collision issues on first area stairs.
    • Castle Assault

      • fixed wall that had no collision leading to a pit that you couldn’t get out of.
        Set torches and gates to not be completable before the match starts.
        Changed the way the burning wagon material is applied so it should work on servers.
    • Drunken Bazaar

      • Added in blockers to prevent jumping into first mason spawn from nearby roof.
      • Added blockers for Bridge objective Mason spawn to prevent Agatha from being able to walk into their spawn.
      • added blockers around Agatha bridge spawn to prevent shooting in/out of spawn.
      • Fixed a house near the bridge with open doors that was non-enterable (can now enter it)
      • Siege weapons now get destroyed after the objective where they’re located is completed.
      • Set destructables to not cast static shadows.
      • Adjusted culldistancevolume settings.
      • Bazaar: fixed the “unkillable” peasant. Gave some peasants some hats.
      • Made hole on the right side of the arch just in front of the first Agatha spawn able to be walked through cleanly.
      • Floaty legs on water fixed.
    • Coldfront

      • changed culldistance volume from walls to the start of the throneroom - wasn’t working before.
      • Lowered kernel sizes for post processing.
      • Spawn less snow sprites.
      • Fixed agatha barb skins on mason suicide bots
      • fixed floating pillar torchlight meshes in throneroom
      • texture settings / sizing modifications on some textures
    • Argon’s Wall

      • Reduced LTS round time from 20 minutes to the standard 4.
    • Outpost

      • added culldistance volume. Can no longer hit the gate before the caravan has reached it. Adjusted caravan points volume so you need to be on the backside (pushing side) to recieve points. Fixed incorrect chieftain skins and floating flag on top of the tower. Ballista now is destroyed once the caravan reaches the gate.
      • resized some of the cowskull textures
    • Darkforest

      • very slightly modified cart path at the first gate, it was cutting too close on the left briefly at the first gate.
        Overwrote AOCFFA-Darkforest_P with cistern version (was an old version of the map that some server operators were running)
    • Stoneshill

      • FFA and TD: boarded wall windows, deleted ballistae
      • Added blocking volumes around the ceilings in the courtyard.
      • Siege weapons get destroyed when gate is destroyed.
    • Citadel

      • Mason wall spawn (peasant freeing objective) loadout change volume shrunk such that you can no longer use it while you are in the exits
    • Arena

      • fixed flame levers, trigger volume no longer blocks weapons

    SDK

    • Pointed all references in Civ-Cove package to Cove.upk because these were duplicate packages. If any modders were using Civ-Cove.upk they should now be using Cove.upk.

    • More tools for TO2 / Modders / Crazy Mappers:

      • Add new sequence actions: GetNumPlayers and GetPlayerAtIndex (should be used in concert to loop over all players in the server)

      • Add a new “CMWMapSpecificHUDInfo” class that lets you create a map-specific HUD for TO2 and such. You can load in any SWF you want, and call functions on it and send data to it all through Kismet (no UnrealScript needed, but you will need some ActionScript in the SWF). It’s like magic.

        • Can be disabled with drawgfx 0 console command (togglehud won’t work).

    RC Changes

    • Updated map creator credits
    • Crypts: HUD fixed
    • Crypts: cleaned up collision around spawn room a bit
    • Updated Korean translation, thanks Ki Hun, Sung
    • Clean up bot names in kill feed, elsewhere
    • Shore: stuck spot leading to flag room, maa at ending boat fixed potentially t-posing fixed, delay after completing objective changed to 5 seconds from 20.
    • Colosseum: enquieted loud water, unprotected LTS spawns, added weapon collision to crates that didn’t have any (could swing right through).
    • Forest: fixed default material on the edges of water
    • trimmed off the spike on the chicken axe to make it more clearly a bearded axe
    • OS X: Fixed switching to fullscreen so it works the first time
    • OS X: VSync support
    • OS X: Fix mouse wheel moving your aim up and down
    • Linux: Fix memory leak. Fix will also improve OpenGL performance in general on OS X / Linux by some undetermined amount
    • OS X: Make reverb settings more closely mimic Windows’ (affects Ruins most noticeably)


  • Good to see a new patch. Looks like some cool stuff. I have one issue though, that Bearded Axe skin looks exactly like a Pole Axe. It has the hammer back and spiked ended, no one will look at that and think it’s a Bearded Axe. I think it’s a good looking skin but it should really be added as a Pole Axe.



  • Imo Dire Wolf has a good point, this skin doesn’t fit the Bearded Axe. Can’t just the hammer part be removed?



  • oh man custom hud support?

    sick



  • great patch all i can say, ill test it soon

    What about stamina panting issues? sometimes people arent breathing heavily anymore on low stamina



  • This post is deleted!


  • come on WHERE IS MY LION HELM!!! I’d take the rat one too.

    plz nerf archers in live. think about it.


  • Developer

    @CRUSHED:

    great patch all i can say, ill test it soon

    What about stamina panting issues? sometimes people arent breathing heavily anymore on low stamina

    Should have noted that, yeah. The “stamina replication” thing is a direct response to that (should fix it).



  • Yay sounds great, thanks guys. Imma buy me some skins and treat them as your tip jar.


  • Developer

    Please do test the turn rate cap as this is something we want to make sure is fixed for you guys. I know it effects the gameplay a lot and this change has the potential to impact the “feel” of the game substantially.



  • That looks exactly like a pole axe tbh.

    Either way, looks like some neat changes, woo.



  • This patch gives me hope for whatever your next project is

    Even if that reversals fix was several years late



  • Added custom hud. Replaces old draw text, scales to different resolutions now etc. Adds a 2 minute countdown timer on the last 3 enemies. Can be disabled with drawgfx 0 console command (togglehud won’t work).

    Are these changes in the beta? I played around on crypts but didn’t notice any changes to the hud.



  • So many times I said “Thank you!” while reading this, especially collision issues in Kings Garden and fucken’ DBazaar. But one thing is missed - server crashes (high ping and Agatha bot) and the crashes that occur most frequently on Citadel between stages 2-3 which kick 80% of the server player base.

    Good to see Linux / OSX issues getting fixe. And Coldfront optimisation too? I’d love that map if only I could get more than 20FPS when in a melee…

    Also can you look at the brightness setting in Citadel, I know it’s supposed to be a dark and gloomy map but some areas are so dark it’s genuinely difficult to tell friend from foe - indoors on the caged slaves section.

    Thanks :D



  • @Monsteri:

    This patch gives me hope for whatever your next project is

    Even if that reversals fix was several years late

    Does the reversals fix stop that weird lock that happens sometimes when you Overhead and it slows your lateral movement down to an absolute crawl?



  • Oh, zweihander please…



  • Love the fixes to vanguard charge, kicks and archer damage.



  • Wow good stuff. A lot of these new maps are really solid. Also:
    @CrustaceanSoup:

    Darkforest
    very slightly modified cart path at the first gate, it was cutting too close on the left briefly at the first gate.

    I forgot this was even a problem, but it was really annoying. Nice find.



  • @CrustaceanSoup:

    • More tools for TO2 / Modders / Crazy Mappers:

      • Add new sequence actions: GetNumPlayers and GetPlayerAtIndex (should be used in concert to loop over all players in the server)

      • Add a new “CMWMapSpecificHUDInfo” class that lets you create a map-specific HUD for TO2 and such. You can load in any SWF you want, and call functions on it and send data to it all through Kismet (no UnrealScript needed, but you will need some ActionScript in the SWF). It’s like magic.

        • Can be disabled with drawgfx 0 console command (togglehud won’t work).

    Duuuuuude… sweet.

    Now if only we actually had some energetic and creative modmakers in our community.



  • @dudeface:

    Duuuuuude… sweet.

    Now if only we actually had some energetic and creative modmakers in our community.

    If this game had SDK on launch, you would have seen so much custom content, it would have blown your mind. But now the community is so small, all the super talented creators are elsewhere.


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