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The SDK branch of the dedicated server has the server side of the SDK build.

Important notes

  • Keep anything you're working on backed up somewhere. Preferably, keep it and the whole of the SDK's Development\Src directory in a source control system of some sort (GitHub would work, for instance, if you don't mind the code being visible). Really, don't just work on this stuff right in the folder; you want a backup, you want old versions, you want to be able to easily integrate new versions of our own code... you want source control.
  • See LICENSE.txt in the Development directory for the Terms of Use. This will be fleshed out (and currently says that it can be so fleshed out at any time).

Example maps

Some example maps are included in UDKGame\ContentSDK\ExampleMaps, demonstrating some custom Chivalry actors and kismet nodes.

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  • Config files and localization files for mod packages are not separated out nicely from the game's
  • There is currently no editorless executable, so the SDK build currently requires .NET
  • There may be issues with dedicated server binaries not loading in some actors in maps. Then, there might not be any issues at all. This requires testing. This will not hamper content creation, and testing content can be done with the client binaries if there are issues.
  • There will be some missing effects and particles. These are fixed internally, but didn't make it to this build
  • Customization is in this build. This is also not up-to-date with our latest internal build. There's a bug that causes all pawns to go blurry when you hit Escape, for instance, and there may be other customization-related bugs.

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Chivalry SDK Documentation subpages

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