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 62 Next »

WIP

This documentation is work in progress. Please bear with us, we expect this to be in a good state pretty quickly here.


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.

Getting started

If you've used UE3's editor in the past (from UDK or otherwise), see Chivalry-specific instructions for experienced UE3 Editor / UDK users

If you've never used UE3's editor, or you want this information explained in other ways, see Getting started with map editing and Getting started with mod creation

Example maps

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

Further documentation

See Additional Resources, as well as the rest of this wiki (see the links above, or on the bar on the left side of the page)

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.

 



Recent updates


  • No labels