Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 11 Next »

If a map or mod is uploaded to the Workshop, people will be able to find, rate, and comment on it. Perhaps more importantly, server operators will be able to download the map from Steam, and any users who connect to servers with the map will automatically download it from the Workshop. This is pretty big for getting people to actually play your content.

Workshop updates

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

Beta information

While Workshop support is enabled only in the Beta app (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

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\SDKTest, use "SDKTest"
    • Map-only mod packages: set this to "AOCSDKLevels"
  • $PackageIdentifier – you'll usually leave that as "01". However, if you upload multiple files for the same mod (for instance, you want to split a mod up, maybe uploading some maps separately from main mod), increment this number for each upload or else you'll end up overwriting your previous upload in the Workshop!
  • $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

Important SDK Release 1 mod information

Mods with code changes will not upload to the Workshop for Release 1. We expect the time between Release 1 and the next major SDK update (enabling code mods) to be very brief. 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.

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

@start Binaries\Win32\workshopusertool.exe wsinfo_SDKTest.txt
->
@start Binaries\Win32\workshopusertool.exe wsinfo_MyAwesomeModName.txt

Make sure Steam is running and you're logged into your account. Start the batch file. It should successfully create a .cmwsdk archive inside__CMWSDKFiles which contains your mod package, compressed. It'll also have uploaded your mod to the Workshop.

Open Steam and browse to Chivalry's Workshop. If you click "Your Workshop Files" you should see your nice shiny new mod package.

Running your Workshop-uploaded map on a server

See Hosting a server with custom content

  • No labels