Beta - CMW Patch 37


  • Developer

    @CRUSHED:

    Please disable collision on all spider webs on Irilla, we forgot to do that and its blocking a pathway. Should be very easy to do

    K. Got that and a couple other minor things (floating catapult because it does that and a decoration mesh on some stairs that was too steep to walk up). Unrelated to that, I know some people don’t like the really long torch timers, but I get why they’re like that and want to avoid buffing them unless everyone hates it.

    @Otreum:

    The collision meshes on the rocks in the forest theme in Colosseum should be changed back to the collision mesh I made for them. The new collision meshes block the player about 2m away from the actual rock. It makes it frustrating to try and navigate.

    Eh, fair enough. I just looked at it and was scared by how many collision hulls it had, but I guess in the context of the map it’ll be fine.



  • So what are the maps Actually called? For servers.



  • @lemonater47:

    So what are the maps Actually called? For servers.

    Program Files (x86)\Steam\SteamApps\common\chivalrymedievalwarfarebeta\UDKGame\CookedPC\AOC\Levels\CommunityMaps\Round2

    look at the file names in those folders

    edit: without those spaces.



  • @LongSun:

    Program Files (x86)\Steam\SteamApps\common\chivalrymedievalwarfarebeta\UDKGame\CookedPC\AOC\Levels\CommunityMaps\Round2

    look at the file names in those folders

    edit: without those spaces.

    I don’t have a round2 folder

    Never mind I’m an idiot.



  • Cool, new playgrounds to strut around in with my paid fashion accessories. TB, you treat me so fine!



  • Great patch! The game plays much better without turn cap reversals.

    @SOC:

    Thanks for delaying the maps while you still work on them. It’s better for something to be done slow and right than fast and wrong.

    Yes



  • Ah yeah, that’s fair enough Tyler, to be honest, even the collision I used could be have a reduced poly count, although I don’t think it’d make much of a difference. You could probably save about 10 polys per rock which would probably just be a waste of time :P

    I’m not sure if this is an engine limitation or not, but I was trying to get the current shadowing on prop shadows as it is now, but also have those red translucent shade cloth shadows, what ended up happening was the shadows on props were working, but on the arena floor, they were incredibly faint, so it looked kinda crummy.

    Do you guys know of a way to have both the nice dark shadows of the props on the arena floor, but also the translucent shadows from the shade cloths? I put it down to my lack of UDK knowledge :P

    Also, do you plan on adding some new traps or themes? :D



  • @Otreum:

    Ah yeah, that’s fair enough Tyler, to be honest, even the collision I used could be have a reduced poly count, although I don’t think it’d make much of a difference. You could probably save about 10 polys per rock which would probably just be a waste of time :P

    I’m not sure if this is an engine limitation or not, but I was trying to get the current shadowing on prop shadows as it is now, but also have those red translucent shade cloth shadows, what ended up happening was the shadows on props were working, but on the arena floor, they were incredibly faint, so it looked kinda crummy.

    Do you guys know of a way to have both the nice dark shadows of the props on the arena floor, but also the translucent shadows from the shade cloths? I put it down to my lack of UDK knowledge :P

    Also, do you plan on adding some new traps or themes? :D

    Traps are the bees knees!



  • Been playing today and it feels great with the reversal code removed. My attacks feel very fluid now. We’ll see how the whole thing pans out as players may gravitate a bit away from reverse overheads and move more towards tricky deceptive attacks. Regardless though I had a lot more fun with the halberd than I’ve had in a long time with this patch. Great job!



  • Great fixes TB guys, I just couln’t resolve 2 of these i knew about

    that flag getting stuck in the ground - so it sthe collision setting!!!
    and every attempt I had of using a cubemap for the sea just crashed the editor :-(

    I did do a pass on reducing instrauctions on materials, but ran out of time - so thanks for the effort to who ever had to go through all of those and complete that!!!



  • While you guys are working on a new patch it would be nice to see this bug looked at. I posted it in the bug report section with a video.

    http://forums.tornbanner.com/showthread.php/23330-Weapons-Phasing-Through-Enemies



  • While maps are still in BETA, you guys might consider fixing some stuff on Hideout.

    • I forgot to change the old water material near the Agathian spawn - It looks way too blue.
    • There might be some pitch-black objects on the wall.
    • Grass looks kinda weird / doesn’t fit the surroundings.


  • Should of bought this game for PC…



  • @Dire:

    While you guys are working on a new patch it would be nice to see this bug looked at. I posted it in the bug report section with a video.

    http://forums.tornbanner.com/showthread.php/23330-Weapons-Phasing-Through-Enemies

    Ahahahhah omg Torn Banner, can you guys fix this please?
    @General:

    Should of bought this game for PC…

    Its worth it man!



  • When should this patch come?

    Please find also my italian translation in the dedicated section



  • can you fix the blocked spawn exits on Drunken Bazaar? there’s an invisible wall on both exits of Mason’s spawn on the top level of the library.



  • Speaking of Drunken Bazaar, am I crazy or is the push-the-cart objective kinda badly designed in terms of how the timer system operates? You can get delayed long enough that this objective becomes effectively impossible, but you still need to slog out the remaining 4 minutes or whatever because the entire stage is all based on one chunk of time. Entirely pointless. Should be start out with smaller time limits and then give you bonuses when you pass the barricades and whatnot.



  • Yeah I’m not a big fan of Drunken Bazaar timers, the cart needs to push faster.



  • it pushes just fine its theres never enough time to push because its a really difficult first objective

    the barricade is usually fought over for a long time and doesnt add any bonus time when taken down

    once the defender spawns get moved its pretty easy to finish that first objective



  • Any TO map without a King Objective is a waste of my time


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