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Be careful: if you update your map or mod, server operators will have to update the package on their servers (rerun the download tool,) otherwise the version that clients autodownload won't match what's on the server. It's recommended that you include "WIP" ("work in progress") or "Beta" in the Workshop entry if you're regularly updating your map to let server operators know. |
Join the Workshop Beta Steam Group
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While Workshop support is not fully released (which we expect to be fairly brief), you will need to join the Chivalry: Medieval Warfare Workshop testing group in order to test Workshop uploads and autodownloads |
Creating an upload info file
The mod package GUID
After you cook, you'll notice that your mod package has cooked to a directory like UDKGame\CookedSDK\AOCSDKLevels_<GUID GOES HERE>. The bolded component there is the mod package's GUID. You'll want to save this GUID. In the future, when you want to recook this same map/mod package, you should add the guid to your cook command.
So, go ahead and copy SDK - COOK.bat and paste it into a new file. Call the new batch file something you'll remember that's related to your map's name. In this batch file, on the end of the last line, add:
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-Guid=xxx |
(So the line will look like .\Binaries\Win64\UDKEditor.exe CookPackages -log -nohomedir -platform=PC -SDKPackage=AOCSDKLevels MyAwesomeMap MyOtherMap -multilanguagecook=int -Guid=xxx )
Replace the "xxx" with the GUID of your new package directory. Now, when you cook again it'll replace the files in that directory instead of just creating a new one. This is very important if you want to use the Workshop since it lets you just update your existing item.
Creating the upload info file
Open up ChivlaryDirectory\UDKGame\CookedSDK\__CMWSDKFiles
In here, you'll see an example upload info file, wsinfo_SDKTest.txt. Copy this and rename the copy. Open it up.
In this you'll see five variable names followed by values in quotation marks. e.g. $PackageDirectory "SDKTest" means that the variable $PackageDirectory has the value SDKTest. You'll need to edit this file to match your needs. An explanation of every variable follows:
- $PackageDirectory – should correspond to your mod package subdirectory in CookedSDK. For instance, for a subdirectory at ChivlaryDirectory\UDKGame\CookedSDK\AOCSDKLevels_<GUID GOES HERE>, use "AOCSDKLevels_<GUID GOES HERE>"
- Map-only packages: make sure this is "AOCSDKLevels_xxx" (where xxx is your package's GUID); only packages with code will be "MyModName_xxx"
- $Description – the description that shows up in the Workshop. This can be edited after you've uploaded.
- $Title – the title that shows up in the Workshop. This can be edited after you've uploaded.
- $PreviewFile – a 512x512 image file which should be in the same directory (i.e. ChivlaryDirectory\UDKGame\CookedSDK\__CMWSDKFiles). You can use PNG or JPEG, though PNG is usually preferable (no compression artifacts)
Uploading
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Mods with code changes will not upload to the Workshop for Release 1. The upload tool will partially work and will generate a .cmwsdk archive which you can then manually distribute to servers and clients, like you're already doing. Map-only mod packages are not affected by this restriction. |
If you created a new upload text file instead of saving over the existing one: edit the ChivlaryDirectory\SDK - UPLOAD TO WORKSHOP.bat batch file (Right click -> Edit will open it in Notepad). Change the name of the text file to match yours, so
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workshopusertool.exe wsinfo_SDKTest.txt
->
workshopusertool.exe wsinfo_MyAwesomeModName.txt |
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Uploading:
After you have created your map, it is time to upload it to the steam workshop. Thanks to the SDK Frontend tool that Torn Banner provides, this process is relatively painless.
Step 1:
Open the SDK Frontend. To do so, double click Chivalry: Medieval Warfare. On the launcher, click on 'Launch Editor'
This is the SDK Frontend
Step 2:
To create a new upload profile, click on 'New Workshop Item'. (If you want to upload over top of an item you uploaded previously, use 'Existing Workshop Item')
Step 3:
Under 'Maps to Cook' select 'Add...' and it will bring up a list of Maps that are located in you local /ContentSDK folder. If you are only Compiling a mod, you can skip this step and instead disable the cook packages feature in the top bar.
Step 4:
If your mod requires scripts, go Under 'Scripts to Cook/Compile' select 'Add...' and it will bring up a list of Maps that are located in you local /Development/Src folder. If you are only Cooking a map, you can skip this step and instead disable the compile scripts feature in the top bar.
Step 5:
Select the Item type
Step 6:
Give your Item a Workshop title, a description, and a preview image. The title and description can be changed on the Workshop page; you need to reupload to change the preview image, though.
Step 7:
Click the start button in the top left and wait for your map/mod to be cooked/compiled, then uploaded to the workshop.
Open Steam and browse to Chivalry's Workshop. If you click "Your Workshop Files" you should see your nice shiny new map/mod package.
Click on the item to get to your options.
And to adjust the description, title, images, and whether or not it is visible to other users (they are visible by default), use the Owner Controls.