Chivalry: Medieval Warfare - 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/
Chivalry: Medieval Warfare - 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/
Chivalry: Medieval Warfare - DaGGyzo



<font color="#ff8c00">Changes</font>
  • Bubble (enemy-only collision cylinder) reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
Chivalry: Medieval Warfare - DaGGyzo



<font color="#ff8c00">Changes</font>
  • Bubble (enemy-only collision cylinder) reduced by 60%
  • First-person camera alignment adjusted for more visual clarity during combat
  • More flail animation polish
Chivalry: Medieval Warfare - DaGGyzo



<span style="color: #ff8c00;">Gameplay</span>
  • 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)
<span style="color: #ff8c00;">Animation</span>
  • Improved physics asset for flail
  • Revamped flail's animations
  • Switched flail's shield to the Heater
<span style="color: #ff8c00;">Map fixes</span>
  • 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.
<span style="color: #ff8c00;">Misc.</span>
  • 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)
<span style="color: #ff8c00;">SDK content additions</span>
  • 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
<span style="color: #ff8c00;">SDK changes</span>
  • 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.
Chivalry: Medieval Warfare - DaGGyzo



<span style="color: #ff8c00;">Gameplay</span>
  • 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)
<span style="color: #ff8c00;">Animation</span>
  • Improved physics asset for flail
  • Revamped flail's animations
  • Switched flail's shield to the Heater
<span style="color: #ff8c00;">Map fixes</span>
  • 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.
<span style="color: #ff8c00;">Misc.</span>
  • 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)
<span style="color: #ff8c00;">SDK content additions</span>
  • 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
<span style="color: #ff8c00;">SDK changes</span>
  • 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.
Chivalry: Medieval Warfare - DaGGyzo

Any help testing will be appreciated.



<font color="#ff8c00">RC Changes</font>
  • Fixed new flail crouch animations
  • Polished new flail run animations
  • Reduced MAA dodge stamina from 25 (Beta 1) to 20 (vs. the pre-patch cost of 15)
  • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
  • 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.
<font color="#ff8c00">Beta 4 changes</font>
  • Revamped flail's animations
  • Switched flail's shield to the Heater
  • Updated SDK assets and AOCTO-SDK_Asset_Showcase map
  • 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 without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)
<font color="#ff8c00">Beta 3 changes</font>
  • Fixed various collision bugs reported on the official forums.
  • Fixed an exploit allowing players to access the area by the cow.
  • 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)
  • 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 (GetServerSdkMaps, GetServerRotation, GetServerMod)
<font color="#ff8c00">Beta 2 changes</font>
  • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
  • Improved physics asset for flail
  • Fixed flail animations (issue introduced in Beta 1)
  • Fixed everyone using MAA's voice (issue introduced in Beta 1)
  • Fixed bell audio in Tavern
  • Fixed outhouse sounds not activating
  • Fixed SDK Castle Builder's arch's trim
<font color="#ff8c00">Gameplay</font>
  • Reduced radius of the "bubble" (enemy-collision-only collision cylinder) by 60%
  • Slowed down bearded axe overhead
  • Reduce 2H flinch time to 0.8
  • Maa Dodge stamina cost increased from 15 to 25
<font color="#ff8c00">SDK content additions</font>
  • 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
<font color="#ff8c00">SDK changes</font>
  • Let mods override gamemode in the server browser
  • 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
  • NB: 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
Chivalry: Medieval Warfare - DaGGyzo

Any help testing will be appreciated.



<font color="#ff8c00">RC Changes</font>
  • Fixed new flail crouch animations
  • Polished new flail run animations
  • Reduced MAA dodge stamina from 25 (Beta 1) to 20 (vs. the pre-patch cost of 15)
  • Fix map vote hijacking ( http://www.reddit.com/r/ChivalryGame/comments/1yynw2/vote_map_hijacking/ )
  • 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.
<font color="#ff8c00">Beta 4 changes</font>
  • Revamped flail's animations
  • Switched flail's shield to the Heater
  • Updated SDK assets and AOCTO-SDK_Asset_Showcase map
  • 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 without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)
<font color="#ff8c00">Beta 3 changes</font>
  • Fixed various collision bugs reported on the official forums.
  • Fixed an exploit allowing players to access the area by the cow.
  • 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)
  • 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 (GetServerSdkMaps, GetServerRotation, GetServerMod)
<font color="#ff8c00">Beta 2 changes</font>
  • Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
  • Improved physics asset for flail
  • Fixed flail animations (issue introduced in Beta 1)
  • Fixed everyone using MAA's voice (issue introduced in Beta 1)
  • Fixed bell audio in Tavern
  • Fixed outhouse sounds not activating
  • Fixed SDK Castle Builder's arch's trim
<font color="#ff8c00">Gameplay</font>
  • Reduced radius of the "bubble" (enemy-collision-only collision cylinder) by 60%
  • Slowed down bearded axe overhead
  • Reduce 2H flinch time to 0.8
  • Maa Dodge stamina cost increased from 15 to 25
<font color="#ff8c00">SDK content additions</font>
  • 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
<font color="#ff8c00">SDK changes</font>
  • Let mods override gamemode in the server browser
  • 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
  • NB: 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
Chivalry: Medieval Warfare - Darbeenbo

<blockquote class="postcontent restore ">
<b><font color="#ff8c00">Changes</font></b>
<ul><li style="">Potential protection against spawning "ghosts" when players are undergoing seamless transition between Workshop maps</li><li style="">Fix loading screen jamming up on the screen when timing out between Workshop map transitions</li><li style="">Fix customization not working from frontend</li><li style="">Add changelist number to main menu</li><li style="">Fix issues where users would all be found to be "beginners" and all get the beginner servers at the top of their browser</li><li style="">Fixed sublevel issues causing duplicate meshes in FFA-Moor</li><li style="">Because we still don't have maxsoundnodechildren exposed in GUI: ease GPU memory requirements even more, CPU slightly (3GB users get thrown into bucket 2 instead of bucket 1)</li><li style="">Fix crash when trying to extract an empty .cmwsdk file</li><li style="">New error message in the WorkshopUploadTool if missing a GUID</li></ul><br>
<b><font color="#ff8c00">Servers</font></b>
<ul><li style="">Start the server with, e.g.
<ul><li style="">-sdkfileid=<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=202422398" target="_blank">202422398</a></li></ul>
(add as many as you need); when the server starts, it will auto-download the files specified</li><li style="">All .cmwsdk files, whether specified with that command line switch or not, are checked for updates (and updated if necessary) when starting the server</li><li style="">Server valid file verification improved, should automatically delete and bypass invalid .cmwsdk files</li></ul>
<b><font color="#ff8c00">Maps</font></b><br>
<ul><li style="">Battlegrounds<br>
<ul><li style="">Smoothed the Hill by Mason Spawn.</li><li style="">Improved Market Collision</li><li style="">Fixed Collision by Catapult Bridge.</li><li style="">Fixed collision near mason spawn ballista.</li></ul><br></li><li style="">Citadel<br>
<ul><li style="">Fixed collision errors by ramp in front of upper level cages</li></ul><br></li><li style="">Moor<br>
<ul><li style="">Fixed duplicate meshes in the persistant level on FFA variant</li></ul><br></li><li style="">Stoneshill<br>
<ul><li style="">Fixed an exploit in the barracks allowing players to leave the play space</li></ul><br></li><li style="">Tavern<br>
<ul><li style="">Fixed trigger volumes colliding with fists</li></ul></li></ul>
</blockquote>
Chivalry: Medieval Warfare - Darbeenbo

<blockquote class="postcontent restore ">
<font color="#ff8c00">Changes</font>
  • Potential protection against spawning "ghosts" when players are undergoing seamless transition between Workshop maps
  • Fix loading screen jamming up on the screen when timing out between Workshop map transitions
  • Fix customization not working from frontend
  • Add changelist number to main menu
  • Fix issues where users would all be found to be "beginners" and all get the beginner servers at the top of their browser
  • Fixed sublevel issues causing duplicate meshes in FFA-Moor
  • Because we still don't have maxsoundnodechildren exposed in GUI: ease GPU memory requirements even more, CPU slightly (3GB users get thrown into bucket 2 instead of bucket 1)
  • Fix crash when trying to extract an empty .cmwsdk file
  • New error message in the WorkshopUploadTool if missing a GUID

<font color="#ff8c00">Servers</font>
  • Start the server with, e.g.
    (add as many as you need); when the server starts, it will auto-download the files specified
  • All .cmwsdk files, whether specified with that command line switch or not, are checked for updates (and updated if necessary) when starting the server
  • Server valid file verification improved, should automatically delete and bypass invalid .cmwsdk files
<font color="#ff8c00">Maps</font>

  • Battlegrounds

    • Smoothed the Hill by Mason Spawn.
    • Improved Market Collision
    • Fixed Collision by Catapult Bridge.
    • Fixed collision near mason spawn ballista.
  • Citadel

    • Fixed collision errors by ramp in front of upper level cages
  • Moor

    • Fixed duplicate meshes in the persistant level on FFA variant
  • Stoneshill

    • Fixed an exploit in the barracks allowing players to leave the play space
  • Tavern

    • Fixed trigger volumes colliding with fists
</blockquote>
...