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SDK Overview

The Chivalry SDK lets you create custom maps and modifications for Chivalry: Medieval Warfare. Currently, the SDK is in an "alpha" state. You can start creating mods and maps now, but it will be a month or a few before we've integrated custom maps/mods into the live version of the game.

The editor will not run on a 32-bit operating system. You might have luck if you try the /3GB switch, but you do so at your own risk.

The SDK build in general will not work on Windows XP. Even after this comes out of beta, XP will not be supported for the editor.

Download the SDK

You must own Chivalry to use the SDK. The SDK is now part of the Chivalry: Medieval Warfare Beta app. If you own Chivalry: Medieval Warfare, go into your Steam library and you'll see the beta there as well.

You need .NET 4.5 to start the game or the editor, otherwise it will crash. Download .NET 4.5.

Example maps

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

Further documentation

Epic's public UE3 documentation on the Unreal Developer Network is by-and-large applicable to Chivalry. Chivalry is based on the July 2012 QA approved build of UE3, which is roughly equivalent to the July 2012 UDK, with some additional custom engine modifications. The editor is just about the same as UDK's.

The UDK Forums are a great resource chock full of guides, tutorials, etc. for UDK (see below for the most important ways UDK differs from the Chivalry SDK). If you need more information, don't be afraird to ask on our SDK support forum.

And feel free to join us on IRC in #tornbanner on QuakeNet! (If you're going to use the IRC channel often, you might want to use a client instead of webchat; I like HexChat)

Known Limitations and Issues

  • 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.
  • The `log and `warning macros don't work. Whoops. We'll likely be correcting this by including a mod-specific log macro...
  • Don't count on client-side-only modding being available in future releases.
  • There's currently no Steam Workshop integration nor autodownloading or any of that good stuff. Dodododo.

 



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