Featured Items
Games
Software Demos News Recommended
Posts in "All News" channel about:

Chivalry: Medieval Warfare

Show posts for all products, not just Chivalry: Medieval Warfare
Community Announcements - DaGGyzo


Patch 25: Barbarian Invasion!



In Celebration of this occasion, we are introducing 2 New Team Objective Maps!

Coldfront A frozen Beach Invasion Siege map, taking place in Old Agatha. Harsh Frozen Shores, A Massive Castle, and a Dock Market Place will run red with blood of the enemies.


  • Objective Breakdown (Mason Attacker / Agathian Defenders)

    • Beach Invasion
    • Storm the Beach! Overtake the Enemy front-line. (Capture the 2 ballista forts)
    • Defending Team must hold the line, and protect the fortifications (Defend the 2 ballista forts)
      Siege
    • Overtake the enemy Stronghold! Lower the Drawbridge from above, or smash it to pieces.
    • Defenders must repel the enemies from their walls.
      Regicide
    • Murder Feydrid before he can flee to his Ship!
    • Defenders switch roles, and must now push the objective and help King Feydrid escape to Stoneshill.



Outpost Deep in the Forest, attack the Barbarian stronghold of Ramnor.


  • Objective Breakdown (Agathian Attackers / Mason Defenders)

    • Encampment
    • Burn the enemy camp!
    • Defenders must protect ally tents.
      Caravan
    • Move the Caravan into enemy territory!
    • Defenders must halt the Caravan.
      Ambush
    • Overcome the enemy ambush! Smash through their barricade.
    • Defenders must trap the enemies and prevent them from moving on.
      Fortress Assault
    • Kill the enemy Chieftains or Capture their Fortress.
    • Defenders protect the Chieftains and secure the Fortress.




New

  • Barbarians have joined the battlefield in new class skins!

    • Both factions are receiving reinforcements from 2 separate barbarian clans for ALL CLASSES!
    • Each Barbarian skin purchased unlocks for Both factions. ie A Barbarian archer skin purchase unlocks for both Agatha and Mason.
    • Each Class Comes with a barbarian weapon variant
    • $8 for each Barbarian class skin(includes both factions of the same class)


  • New Barbarian themed weapon variants are available for$1.99 each!

    • Man at Arms / Knight Norse sword - Wulfric Sword
    • Knight Maul - Avian Rage Maul
    • Vanguard Spear - Chargebreaker
    • Archer Javelin - Whistler

Community Announcements - DaGGyzo




Special focus on SDK-related things, Coldfront and new map variants, and a few fixes thrown in for good measure ...

The SDK changes are mostly focused on giving people more control over the game through the map editor, without having to involve a programmer. There's at least one new Torn Banner-made map utilizing the new SDK changes that will be coming to the Workshop for this patch (along with, at some point, an uncooked version so the Kismet can be reused by others). The potential applications for these changes should hopefully be more obvious then. These new additions and changes are a little experimental and most aren't going to be suitable for typical Team Objective maps, though.

Patch 24

Coldfront

  • Fixed collision on old pallisades.
  • Level load camera
  • Fixed a mesh gap
  • Removed redundant areas
  • Blocking volume pass
  • More cover on beach
  • Finished blocking in castle areas


Level Changes

  • Added LTS, FFA, and TD variants of several duel maps (for low player-count servers; we recommend a 4-6 player limit):

    AOCFFA-Bridge_p
    AOCLTS-Bridge_p
    AOCTD-Bridge_p
    AOCFFA-Cistern_p
    AOCLTS-Cistern_p
    AOCTD-Cistern_p
    AOCFFA-Courtyard_p
    AOCLTS-Courtyard_p
    AOCTD-Courtyard_p
    AOCFFA-Dininghall_p
    AOCLTS-Dininghall_p
    AOCTD-Dininghall_p
    AOCFFA-FrostPeak_p
    AOCLTS-FrostPeak_p
    AOCTD-FrostPeak_p
    AOCFFA-Mines_p
    AOCLTS-Mines_p
    AOCTD-Mines_p
    AOCFFA-Shipyard_p
    AOCLTS-Shipyard_p
    AOCTD-Shipyard_p




Gameplay / Animation Changes

  • Fixed blood mask issues with grand mace and messer variant
  • Added bardiche variant
  • Fixed arrows remaining if you cancel bow draw
  • Fixed some animation popping when switching weapons with shield
  • Fixed shield remaining up during release to parry
  • Fixed killed for idling when on catapult
  • don't allow selected king to go into spectator
  • don't pick spectators to be king
  • fixed parry riposte anim sometimes not blending
  • fixed weapon kill icon for 1h longsword, messer, sword of war
  • fix: grand mace skin shows on player's back after they switch to/from the weapon
  • check bDisplayOnScoreboard before counting players for autobalance (don't count the decorative NPCs on Coldfront)


Audio Changes

  • fix for improper vo line for archer "you're welcome"
  • fix for gargling wounded


SDK Changes

  • TO2 - Mutator / map-driven TO-type mode

    • Existing objective staging code from TO will not work in TO2; there are helper nodes planned to make staging a bit easier, as well as other nodes to manually set stage descriptions and such, but these are not done and work on TO2 is currently in slow burn. This makes TO2 less suitable for "classic" TO maps right now, and more suitable to weird experimental Kismet-driven game modes (examples to come)
    • New node to set who will win when time runs out
    • CustomScoring mutator to steer scoring, kills, deaths, assists

      • add nodes to manually set kills, deaths, assists
      • events for CustomScoring; fires events on kills, deaths, assists, etc.

    • If you spawn an NPC (using Spawn Standard Bot or Spawn Custom Family Bot) with Kismet without specifying a spawn point, it will just use AOCGame's normal spawn point selection algorithm, selecting a point from all available on the map
    • add mapinfo option to force manual kills, deaths, assists scoring
    • add node to manually set score outside of CustomScoring mutator
    • custom team setup mutator, plus support in GRI and HUD
    • VIP Mutator and KillTargets mutators

      • KillTargets -- nice automatic tracking of kill targets; could be used in an LTS mode, horde mode, VIP mode, 'peasant killing' objective, etc.
      • VIP -- is not implemented yet, however the idea is:

        • The assassination objective, reimagined as a mutator for TO2 with a nicer interface, modularity
        • child of KillTargets, some defaults set differently
        • The TO2 PC, and TO2 itself know nothing about this mutator specifically, unlike the situation with the previous solution and AOCTeamObjective/AOCTeamObjectivePC/AOCObjective_Assassination

      • "PurchaseBox" actor

        • lets you "purchase" things by subtracting points from a player's score or from a SpecialCustomScoring mutator



  • ChangeHealthPawnAndMax and ChangePawnGroundSpeed nodes
  • Map-definable AOCFamilyInfos

    • In TO2 (only!), can be used to replace existing players’ classes
    • In all modes, can be used to spawn custom family bots
    • Changes significant portions of code, may require existing mods be updated!

      • however, the code to mod AOCFamilyInfos should be cleaner now...


  • sdk treepack branch collision set properly

    • disabled per poly so arrows/siege weapons don't hit them

  • potentially fix issue where AOCNPC_New's could broadcast the fact they spawned to the chat
  • add CMWSeqAction_TO2_StartResetLevel
  • CMW HUD Marker

    • Will remove itself (optionally) if owner is killed
    • New "add marker" nodes: one will just add a marker without attaching (but with more options), one is a helper that will add a marker / attach it / set it to auto-destroy when owner dies (for easy pawn attachment, for instance)

  • Set up edit conditions for customization overriding kismet functions to make prettier
  • Add CMWSeqAction_ChangePlayerWeapon (in AOC Actions as "Change Player Weapons"); lets you change an individual weapon without completely breaking the rest of the pawn's inventory
  • add GiantSlayers pawn code to AOC
  • add an optional pawn class overrider in AOCFamilyInfo (coupled with map-definable AOCFamilyInfos, lets you, e.g., spawn giant bots)
  • Add PC as output variable for Kismet ClientToServerBridges so you know who fired the event (you could, for instance, use this to grab player button input from the client and route it to server Kismet to do... something...)

Misc. Changes

  • Fixed chat team colours for spectators.
Community Announcements - DaGGyzo


Ceremonial Heroes Update


New


  • Achilles: Hero of the Trojan War joins the battlefield as an unlock-able Spartan skin!

    • Achilles skin also comes with an Achilles helm.
    • Each warrior class can unlock a new Ceremonial helm.
    • All Items in this update are unlocked at level 25

      Ceremonial Helms

      • Spartan
        • Spartan Royal Helm



      • Samurai
        • Edo Helm



      • Pirate
        • Admiral's Bicorne



      • Viking
        • Sutton Hoo Helm



      • Ninja
        • Ornate War Hat



      • Knight
        • Teutonic Great Helm



Community Announcements - DaGGyzo



Elite Knights Patch 23 Notes

New
  • Elite Knights are now available for Purchase for both Mason and Agatha Factions
  • Purchasing the Elite Knights will unlock a bundle based on the Faction

      Agatha Inquisitor Bundle $8
    • Inquisitor Knight Model
    • Inquisitor Helm (Open)
    • Crushing Mace (Grand Mace Variant)

      Mason Dreadnaught Bundle $8
    • Dreadnaught Knight Model
    • Dreadnaught Helm (Open, Winged)
    • Butcher's Messer (Messer Variant)

  • Weapon variants can be changed in the customization menu under the new weapons tab

New translation

Beta Changes
  • Weapon unlock restrictions have been removed in the beta branch
  • DLC content can be purchased at no cost in the Beta Branch
Community Announcements - DaGGyzo


*** Simple patch to test Weapon Skins ***

New

  • New Weapon Skins for Messer and Grand mace
    • Check this out in the customization menu under the new weapons tab
  • Weapon unlock restrictions have been removed in the beta branch
  • Messer 1-handed now appears with the chosen skin
  • Weapon skins can be purchased as DLC content
  • Users are not charged in the Beta

New translation
Community Announcements - DaGGyzo




Patch 22 Notes

*** DLC Knights will NOT yet be released with this Patch ***

New


  • New dynamic crosshair (Swing and combo indication)

    • Users can switch to the original style through the keybindings option

  • Bubble reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
  • Default FOV changed from 95 to 105
  • Added a new level 60 helmet
  • On death, print damage taken/dealt during life to console


Animation Changes


  • All weapon animation have been updated

    • On all classes

  • Updated longsword and 1-handed animation based on feedback
  • slash02 attack for long sword, alt+slash for 1-handed
  • Fixed longsword tracer for DLC knights on both faction

    • 1handed stab 1st-person tracer
    • Fixed alt slash021 tracer not lined up for 2-handed longsword
    • Updated flail over head 1st-person tracer

  • First-person animation polish for pole-weapons, 2-handed swords, Heater Shield
  • Fixed quarterstaff overhead animation showing incorrectly as underhand in first person
  • Improved release to parry blend animation.
  • Updated double axe 1p and 3p animations
  • Updated 1p dagger daze
  • Flail 3rd-person combo animation updated
  • General animation polish across the board
  • All First-Person animations have been updated to fit the new camera position


General Fixes


  • Knight DLC can be purchased for free in the BETA branch in preparation for live launch.
  • Knight DLC can now equip default and previously purchased knight helms
  • Fixed gore mesh for DLC Knights (untextured gore)
  • Default knights (Mason and Vanguard) can now properly wear DLC knight helmets
  • Fixed autobalance bugs.

    • Don't allow a player to switch teams when balanced.
    • Fixed bug where player shows up in the wrong scoreboard.
    • Don't show enemy markers of spectators.
    • Fixed LTS scoreboard showing the correct number of players alive.
    • Fixed a bug where you can't spawn if you were a spectator before a map change.
    • Fixed ranged crosshair being stuck red after death.

  • Fixed new knight first-person armour to match third-person
  • Fixed Agathian archers saying “I’m in your debt” in place of the you’re welcome command
  • Fixed floating sticky projectiles after head explosion.
  • Fixed team damage message.
  • Crosshairs appear white for allies and red for enemies
  • Updated first person longsword, two-handed axe, dagger, buckler animations to better fit the new camera position
  • Dark Forest: Ammo box cooldown time in LTS game mode changed from 5 to 20
  • Flail is no longer missing sound
  • Launcher: auto-close prompt dialogue when downloading done
  • Reduced maximum recovery time to 0.9
  • Take hit indicator points toward attacking player, rather than toward point of impact
  • Default server tick rate set to 60Hz
  • darkened armour and fixed upper arm guards
  • Chivalry splash screen has been updated with new logo and 'editor' text
  • Fixed ragdoll fire screaming getting stuck on death
  • Disabling barbs for the time being
  • Doubleaxe lod geometry hole fixed
  • Fix server browser
  • Console damage is toggleable, has a new mode that is less verbose (old mode still available)
  • Fixed dying sound mode getting stuck; removed unnecessary client/server communication for heartbeat and dying sound mode
  • Lighting on pawns in the customization screen tweaked
  • Emblem/trim "dark grey" made blacker
  • Added helms to default knights and made the mason helm fit better on the default mason knight
  • Fixed various map bugs from this thread: http://forums.tornbanner.com/showthread.php/17424-Map-collisions-and-stuck-spots
  • Stair Collision Fix for Tavern
  • Localization change to put numbers in front of emblems for easier browsing
  • Workaround for material crash in legacy maps


Beginner Mode Map Changes

Citadel

  • Agatha

    • Expanded press E to use on the Ballista.
    • Added indication as to what to shoot. (Health Bar)
    • Fresnel shader on locks added
    • Sparks appear on every hit
    • 3 Clusters of peasants (all slaves must be set free)
    • Markers are removed once slaves are freed
    • Health bar appear for door

  • Mason

    • 3 clusters of slaves make for easier defence strategies
    • Progress bar for slaves
    • Health bar for door


Battlegrounds

  • Both Factions

    • Hud markers are located closer to burn targets


Dark Forest

  • Agatha

    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States


Stoneshill

  • Agatha

    • Indication to burn buildings on torches (volumes)


SDK Changes/Additions

  • Added Giant stomp crushing sound
  • Editor splash updated
  • Perfect enemy knowledge property + node for AI
  • Added missing sockets to gore mesh.
  • Added customization overriding into AISpawnNPC / AISpawnStandardBot
  • When transitioning to a custom map, server will check if map is out-of-date; if so, it updates it.

    • This is new functionality that may not be fool-proof yet

  • Going with that change, servers automatically transition when sitting on an SDK map with no players for several minutes to stop them from getting left on an out-of-date map
  • semi-fix the overrides in AISpawnNPC
  • Example maps for SDK people

    • ExampleMaps/HelmetScene.udk
    • ExampleMaps/WeaponScene.udk

Community Announcements - DaGGyzo



RC2 Changes

  • Minor update on 1hsharp1p slash02
  • Polish 1p longsword, double axe and flail animations


RC Changes

  • Improved release to parry blend animation.
  • Updated double axe 1p and 3p animations
  • Updated 1p dagger daze
  • Editor splash updated



Beta 6 Changes

****The Majority of these changes are polishes to animation and visuals to prepare for the DLC Knight Release!! We still appreciate constructive feedback.

Animation Changes


  • First Person animation polish for pole-weapons, 2-handed swords, Heater Shield
  • Fixed Bo Staff overhead animation showing incorrectly as underhand in first person
  • Flail 3rd-person combo animation updated
  • General animation polish across the board

General Fixes


  • Knight DLC can be purchased for free in the BETA branch in preparation for live launch.
  • Knight DLC can now equip default and previously purchased knight helms
  • Fixed gore mesh for DLC Knights (untextured gore)
  • Default knights (Mason and Vanguard) can now properly wear DLC knight helmets



Beta 5 Changes

****Constructive Feedback is Requested!!

Animation Changes


  • All First-Person animations have been updated to fit the new camera position
  • All weapon animation have been updated

    • On all classes




General Fixes


  • Fixed autobalance bugs.

    • Don't allow a player to switch teams when balanced.
    • Fixed bug where player shows up in the wrong scoreboard.
    • Don't show enemy markers of spectators.
    • Fixed LTS scoreboard showing the correct number of players alive.
    • Fixed a bug where you can't spawn if you were a spectator before a map change.
    • Fixed ranged crosshair being stuck red after death.
    • Fixed new knight first-person armor to match third-person

  • Fixed Agathian archers saying “I’m in your debt” in place of the you’re welcome command
  • Fixed floating sticky projectiles after head explosion.
  • Fixed team damage message.
  • Default server tick rate set to 60Hz
  • darkened armor and fixed upper arm guards
  • Added helms to default knights and made the mason helm fit better on the default mason knight
  • Fixed various map bugs from this thread: http://forums.tornbanner.com/showthread.php/17424-Map-collisions-and-stuck-spots
  • Stair Collision Fix for Tavern
  • Localization change to put numbers in front of emblems for easier browsing
  • Workaround for material crash in legacy maps


Beginner Mode Map Changes

Citadel

  • Agatha

    • Expanded press E to use on the Ballista.
    • Added indication as to what to shoot. (Health Bar)
    • Fresnel shader on locks added
    • Sparks appear on every hit
    • 3 Clusters of peasants (all slaves must be set free)
    • Markers are removed once slaves are freed
    • Health bar appear for door

  • Mason

    • 3 clusters of slaves make for easier defence strategies
    • Progress bar for slaves
    • Health bar for door

Battlegrounds

  • Both Factions

    • Hud markers are located closer to burn targets

Dark Forest

  • Agatha

    • Progress Bar and Destroy Marker for Doors
    • Switches to Kill Markers after doors have been destroyed
    • More Consistent Damage States

Stoneshill

  • Agatha

    • Indication to burn buildings on torches (volumes)



Beta 4 Changes

Combat Changes


  • Updated longsword and 1-handed animation based on feedback

    • slash02 attack for long sword, alt+slash for 1-handed

  • Fixed longsword tracer for DLC knights on both faction

    • 1handed stab 1st-person tracer
    • fixed alt slash021 tracer not lined up for 2-handed longsword

  • Updated flail over head 1st-person tracer


General Changes


  • Chivalry splash screen has been updated with new logo and 'editor' text
  • Fixed ragdoll fire screaming getting stuck on death
  • Disabling barbs for the time being
  • Doubleaxe lod geometry hole fixed
  • Console damage is toggleable, has a new mode that is less verbose (old mode still available)
  • Fixed dying sound mode getting stuck; removed unnecessary client/server communication for heartbeat and dying sound mode
  • Lighting on pawns in the customization screen tweaked
  • Emblem/trim "dark grey" made blacker



Beta 3 Changes

New


  • New dynamic crosshair default (Swing and combo indication)
  • Users can switch to the original style through the keybindings option
  • Default FOV changed from 95 to 105
  • Added New purchasable Agatha / Mason Knight class models
  • New purchasable Barbarian character models for both Agatha and Mason Factions
  • Added a new level 60 helmet
  • On death, print damage taken/dealt during life to console


Changes


  • Crosshairs appear white for allies and red for enemies
  • Updated first person longsword, two-handed axe, dagger, buckler animations to better fit the new camera position
  • Dark Forest: Ammo box cooldown time in LTS game mode changed from 5 to 20
  • Flail is no longer missing sound
  • Launcher: auto-close prompt dialog when downloading done
  • Reduced maximum recovery time to 0.9
  • Take hit indicator points toward attacking player, rather than toward point of impact


SDK Changes/Additions

  • Added Giant stomp crushing sound
  • Perfect enemy knowledge property + node for AI
  • Added missing sockets to gore mesh.
  • Added customization overriding into AISpawnNPC / AISpawnStandardBot
  • semi-fix the overrides in AISpawnNPC
  • Example maps for SDK people

    • ExampleMaps/HelmetScene.udk
    • ExampleMaps/WeaponScene.udk

Community Announcements - DaGGyzo


Greetings, noble lords and ladies!

Torn Banner is partnering with Epic Games, Steam, Nvidia, and Logitech to bring you: FORTIFICATION: a mapping contest for the Team Objective mode in Chivalry: Medieval Warfare.

With prizes totaling more than $25,000 and a chance to have your custom Team Objective map integrated as official Chivalry content, its a great chance for you to flex your creative muscle, and be rewarded for it. For those interested in more than glory, $10,000 will be awarded to the best map of the lot, with other prizes for the runner ups.

In fitting with the world of Chivalry, the theme will be focused around Medieval Times. So, if you think you've got what it takes to be the greatest architect in all the land, Read on! and prepare yourself…



First Round Prizes!


1st Prize
$1000

  • Logitech G510s Gaming Keyboard
  • Logitech G602 Wireless Gaming Mouse
  • Epic Games Gear Bundle


2nd Prize
$800

  • Logitech G13 Gaming Keyboard
  • Logitech G240 Gaming Surface
  • Epic Games Gear Bundle


3rd Prize
$700

  • Logitech G13 Gaming Keyboard
  • Epic Games Gear Bundle


4th
$600

  • Epic Games Gear Bundle


5th
$500

  • Epic Games Gear Bundle


The first round of the contest will run for two months. In addition to the above cash prizes, we will be rewarding those who place in the top 5 with Epic Game Prize Bundles!

Final Round

Bigger rewards and more exposure

Gold Prize
$10,000

  • NVIDIA GEFORCE GTX 780 TI + NVIDIA SHIELD
  • Logitech G710+ Mechanical gaming Keyboard
  • Logitech G700 Gaming mouse
  • Logitech G440 hard gaming mouse pad


Silver Prize
$5,000

  • NVIDIA GEFORCE GTX 780 TI
  • Logitech G710+ Mechanical gaming Keyboard
  • Logitech G700 Gaming mouse
  • Logitech G440 hard gaming mouse pad


Bronze Prize
$2,500

  • NVIDIA SHIELD
  • Logitech G510s Gaming Keyboard
  • Logitech G602 Wireless Gaming Mouse
  • Logitech G240 Gaming Surface



DEADLINE - JUNE 31ST

The second and final round of the contest will run for another full 2 months. It will include entries previously submitted for the first round of the contest as well as newly submitted entries. The Gold Prize winner will take home $10,000, an NVIDIA GEFORCE GTX 780 TI, an NVIDIA SHIELD, and an armload of Logitech accessories!



http://tornbanner.com/contest/
Community Announcements - DaGGyzo



Changes

  • Bubble (enemy-only collision cylinder) reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
Community Announcements - DaGGyzo



Gameplay

  • Slowed down bearded axe overhead
  • Reduce 2H flinch time to 0.8
  • MAA dodge stamina cost increased from 15 to 20
  • Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)

Animation

  • Improved physics asset for flail
  • Revamped flail's animations
  • Switched flail's shield to the Heater

Map fixes

  • Fixed bell audio in Tavern
  • Fixed outhouse sounds not activating
  • Fixed various collision bugs reported on the official forums.
  • Fixed an exploit allowing players to access the area by the cow.

Misc.

  • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
  • NVIDIA Surround: fix issue where GUI breaks when in "surround" but in a non-surround resolution; add additional logging for debugging
  • Eyefinity: including missing DLLs
  • Add console commands to get the server's map rotation, available SDK maps, and mod name (GetServerRotation, GetServerSdkMaps, GetServerMod)

SDK content additions

  • New example maps:

    • Strip the player of weapons and place pickupable weapons in LTS-Gladiator
    • add Ticket-based spawning system to any map with AOCTO-Ticket-based


  • New materials and example material setups for SDK users

    • stone and masonry master material:

      • master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
      • example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk



  • New assets for SDK users

    • Rocks and foliage from DW
    • Several other assets
    • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets


SDK changes

  • Important: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
  • Let mods override gamemode in the server browser (ModeDisplayString in AOCGame.uc. Note that you're limited to 62 characters with ModDisplayString and ModeDisplayString combined; that's probably more than can fit in the server browser anyways, though)
  • Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
  • Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
  • Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
  • Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
  • Allow on-the-fly AOCPawn model switching (e.g. by changing AOCPawn.PawnInfo.myCustomization.Character) without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)


We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.
...

Search
Archive
2014
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002