We discovered a bug related to the pause menu scoreboard where it wouldn't hide itself properly and continued to update in the background while the menu was closed, impacting performance in high playercount servers. This will be fixed in the next hotfix.
Will these images be in the loading screens ?
They will be used in the matchmaking screen in the grid of game mode "tiles".
This is a medieval game how could there be a gun?!
Yeah, I'll just roll with this for now and see how far I can take it, thanks for the input though! (P.S. pls fix max name length)
>(P.S. pls fix max name length)
The text in the UI supports max name length so I'm not sure why it gets cut off
Figured as much given that the web plugin wouldnt be supported if it didnt already exist natively. Do you have any methods you could share to extract data from the web widget btw, I want to interface with it to create admin tools. My current methods are to use changes in the url to output the new url and to get the title text, doing this we can encode data into the url/title that i can convert into usable parameters in the widget blueprint
Don't know of any methods to extract data from the page itself, the browser widget is fairly limited in what it can do natively, your URL method sounds like a crafty workaround using the title text.
Works by modifying the Mordhau main menu pawn and telling it to spawn a widget that has a web browser component.
That's pretty much all the news panel on the right side is - web browser widget pointed to a custom page on the Mordhau site which we can update from the site's backend.
Thx for the info!! Though it would be convenient if we got a screen for that.
Agreed, I'll add a display for it next patch.
Hey! Do you think we could get a drag feature to re-organize loadouts instead of the current up/down we have currently?
Also just shows how good the UI is that I had to think for a good minute of a suggestion to give haha
I agree drag and drop sorting of loadouts would be very nice, I've looked into it in the past and unfortunately would be a decent bit of work to implement due to the way the loadout list is structured right now - maybe sometime in the future we can revisit it.
Ah that's unfortunate. What about being able to specify a number position we want to move it to?
Not a bad idea, I'll look into it!
Yea Spook seems to be doing very good work.
I am surprised how clean it looks
Thanks guys :)
Nice mockups, and I agree that this would be a great quality of life improvement especially if you're like me and have way too many loadouts for your own good. The issue with implementing this is a technical one with how the loadout data is stored, we would first need to make changes to that before they could be sorted into folders (which comes with its own complications). We'll for sure be looking into improving this at some future point but for the time being there are higher priority things to complete first.
Awesome, are there any devs playing on EU servers as well? :D
Most devs are in Europe so you're more likely to run into one there
Isnt the team from slovenia? Or were you remote
Almost all of us work remotely
Totally off topic. But how different is Game UI compared to usual webdev with js?
UE4's UMG system & blueprints are a lot nicer to work with on all levels
Wasing the reference with the mistborn and your name?
Nope, name came from chiv when a few buddies and I found an invisibility bug and changed our names to synonyms of "ghost", just stuck with mine.
But the most important question: Is that your dog in the picture?
Almost - it's my brother's dog :)
That's me :) Hope to fight more of you on the battlefield, usually you can find me on US-East servers.
To answer a few questions from this thread: This loadout is one of my pubstomp setups where I spawn with cleaver and scavenge a primary - I'm bound to the same restrictions as everyone else. I played Chivalry competitively in a top team for years and try to keep up a similar form with the comp scene in Mordhau.
Done :)
Currently working on some at the moment!
Yeah we're aware of this and I've had it too, it's definitely annoying - a workaround for now instead of relaunching the game every time is to simply type "reconnect" in console.