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    Vesanus

    @Vesanus

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    Posts made by Vesanus

    • RE: Project Random Dungeon - (TO2-Dungeons_p)

      Since I’m no longer working on mods/maps for Chivalry… I think it’s about time to release the uncooked files.
      Feel free to make your own versions or use/copy stuff for your own mods and maps!

      Here are the files: https://www.dropbox.com/s/1r0blvqm1bk24ua/RandomDungeonStronghold.zip?dl=0#

      If you have any questions about the maps, feel free to poke me on steam.

      posted in Chivalry Mods
      Vesanus
      Vesanus
    • RE: Stronghold - (TO2-Stronghold_p)

      Since I’m no longer working on mods/maps for Chivalry… I think it’s about time to release the uncooked files.
      Feel free to make your own versions or use/copy stuff for your own mods and maps!

      Here are the files: https://www.dropbox.com/s/1r0blvqm1bk24ua/RandomDungeonStronghold.zip?dl=0#

      If you have any questions about the maps, feel free to poke me on steam.

      posted in Chivalry Mods
      Vesanus
      Vesanus
    • RE: Stronghold - (TO2-Stronghold_p)

      Beta v1.3 is up for testing!

      • More spawn changes - Making sure players leave the spawn with right class and weapon.

      • Added levers for the gates. (With 10s cooldown).

      • Tweaked farms.

      • Removed dodge completely.

      • Added a warning when trying to change class.

      • Removed Farmless map variant.

      • Other minor fixes.

      • Reworked structures:

      • Removed Multi-Mesh Matinee animations for many structures. (Except walls, towers and mining camps).
      • Buildings will now instantly pop up when built.
      • Changed now immovable dynamic actors to AOCStaticMeshes.
      • Players that get stuck while a structure is being built, will get teleported to the campfire.

      I’ve done so much optimizing for this map in the last few days… Hopefully “the glitch” is gone, so I can focus on adding more features.

      posted in Chivalry Mods
      Vesanus
      Vesanus
    • RE: Giving players a different loadout in the SDK

      This is the same issue i’ve tried dealing with, but failed. This is why i just started using TO2.

      @Eggplant or @Hordy might have some ideas though.

      posted in General Ideas & SDK chat
      Vesanus
      Vesanus
    • RE: Where are all the patch notes?

      http://forums.tornbanner.com/topic/23489/chivalry-medieval-warfare-patch-46

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      Vesanus
      Vesanus
    • RE: Stronghold - (TO2-Stronghold_p)

      Beta v1.2 is up for testing!

      • Assigned proper phys-assets to PurchaseBoxes.
      • Completely Re-done kismet resposible for assigning classes and player status.
      • Forced garbage collection after few minutes (Experimental).
      • Forcing proper player models by Overriding pawn assets (Not just customize pawn), [Might mess up player skins].
      • Now players will be only able to spawn after initial countdown.
      • Building ‘purchaseboxes’ will now get destroyed upon building a structure.
      • Shops now use ChangePlayerWeapons instead of ChangePawnLoadout.
      • Fixed “Res-stealing” bug, again.
      • Disabled default dodge key by traping the input. (To avoid T-poses)
      • Minor A.I tweaks.
      • Increased barricade HP from 2500 to 3250.
      • Increased Ladder cost from 8 to 15.
      • Added signs at spawns.
      • Other minor fixes.

      Note: I don’t really know what causes that glitch where players can’t do anything/spawn with invisible weapons - Hopefully this version fixes it, if not i’ll just keep digging… I think it is because of the high playercount, maybe the server can’t keep up…?

      Does anyone know why does the TO2 Purchase boxes act so weird in multiplayer? You need to spam “Use” key for it to finally read the input… (same issue on Random Dungeon). I’m Thinking about using normal triggers or swapping it to clientside->server bridge, dunno…

      More features next patch!

      posted in Chivalry Mods
      Vesanus
      Vesanus
    • RE: Stronghold - (TO2-Stronghold_p)

      @Hordy

      • Sure. I’ll add a lever for the gates.

      • You can destroy ladders with 3 hits. I might make the ladders much more expensive to balance things out.

      • Well archers are meant to be squishy, also remember it is the ONLY class that can buy ranged weapons.

      • To help defend crystals i’ll make a statue/shrine in the base that will teleport players instantly to the crystal room (for a price). I also still want to make repairable barricades.

      Beta v1.1.2 is up!

      • New spawn system - (Press “use” to spawn). [This should force players to spawn properly]
      • Fixed few minor shop bugs.
      • Some other minor fixes/tweaks.
      posted in Chivalry Mods
      Vesanus
      Vesanus
    • RE: Stronghold - (TO2-Stronghold_p)

      @LongSun Most likely fixed in 1.1

      posted in Chivalry Mods
      Vesanus
      Vesanus
    • RE: Stronghold - (TO2-Stronghold_p)

      Beta v1.1 is out!

      Changelog:

      • Added destroyable/repairable Gates.
      • Fix Attempt - Players not spawning as peasants.
      • Fix Attempt - Issues with invisible weapons.
      • Minor Shop tweaks.
      • Removed cooldown on purchaseboxes. (Res-stealing bug)
      • Overall Kismet optimization.
      • Removed side entrances to the “Crystal-House”.
      • Increased Crystal barricade HP from 1000 to 2500.
      • Added Crystal guardians (A.I)
      • Fixed a bunch of stuck spots.
      • You can now chop trees that are outside the anti-rush barrier.
      • Increased the number of spawn points to 64 total.
      • Lowered Campfire cost from 30 to 20.
      • Lowered Trebuchet cost from 45 to 35.
      • Added few tips that will randomly pop in chat.
      • Added HUD indicators for built shops.
      • Fixed few particle effects not activating.
      • Made the Anti-Rush barrier slightly more visible.
      • Some other minor fixes/tweaks.

      Planned for near future:

      • A structure that allows to share Resources with other teammates (Marketplace?)
      • Complete rework of Shops. Might even change PurchaseBoxes into normal Triggers (Less buggy).
      • A way to quickly teleport to the crystal room from spawn (For a price, in case of an attack).
      • Buildable siege shields.
      • Less annoying pop-ups about res collection.
      • More Resource types. (Iron, gold, food?)
      posted in Chivalry Mods
      Vesanus
      Vesanus
    • RE: Combat idea

      Here is a video showing the executions: https://www.youtube.com/watch?v=qTIvo1kADVM (By Bigzom).

      https://www.reddit.com/r/ChivalryGame/comments/42d6ls/chivalry_executions/

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      Vesanus
      Vesanus