Mordhau
 Vin¢
Knight
  • Likes received 249
  • Date joined 25 Oct '15
  • Last seen 11 Dec

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Knight 119 249
  • 4 Nov
 Vin¢

Peacerer, you're the biggest elitist on these forums. Next time try making an actual argument instead of bitching about the playerbase.

Knight 119 249
  • 21 Oct
 Vin¢

@Sumerian said:
Thank you for the guide. I'm trying this on my Amazon Lightsail Server but the OS is Amazon Linux and I'm having trouble with installing dependencies.

$ sudo apt-get install -y libfontconfig1 libpangocairo-1.0-0 libnss3 libgconf2-4 libxi6 libxcursor1 libxss1 libxcomposite1 libasound2 libxdamage1 libxtst6 libatk1.0-0 libxrandr2

Does anyone knows how to install these dependencies on Amazon Linux? (Amazon Linux uses YUM install method)

I would guess that most of the yum packages have the same name, so you should just be able to do sudo yum install x (where x is the name of the package) for each of those I listed. Some of them might have slightly different names, but you should still be able to hunt them down (you can search for them like this).

Knight 119 249
  • 14 Oct
 Vin¢

Yeah, this would be horrible. Much better to let the devs balance it than divide the community, that should only be done as a last resort tbh.

Knight 119 249
  • 7 Oct
 Vin¢

@Alphonse said:
The reasons you listed mostly apply to the sound playing out of sync.

Let me simplify my proposal so maybe it's easier to understand.

The grunt Im proposing is like 500ms long, roughly the length of a release phase for a 2H. It starts really high (caps) and decreases in intensity (lower case). Something like HHHAAGHHNNNNNNnnnnnnnnnggggg.

When the attack goes into release, you hear the first part of the grunt at full volume (this is what currently exists). If a set of known angle changes occur MID RELEASE, the game plays the rest of the grunt (the nnnnng lower in intensity). This would indicate a decel or weird drag.

I don't understand how this could possibly be confusing while you're fighting an opponent. If no such change in angle is detected, the grunt is kept short. Like what's already in the game.

If this is still too hard to comprehend I might edit a short video to illustrate it better.

And what use would this be? At the point when the grunt becomes useful, you are already in a position whereby you can just look at the animation to see if they are decelerating. You've probably already pressed parry or done whatever you're planning on doing by this point, so I really don't see how this would be at all useful, and probably just obnoxious and annoying to have this sound play all the time.

Knight 119 249
 Vin¢

@Alphonse said:
Also, in regards to false positives and whatnot... The game already tricks you with sound queues. You hear a grunt and the other guy misses. Maybe you panic parried cuz your muscle memory is if sound > rmb. Or you hear a grunt and get hit a long time later (via dragging).

What? That's not the same thing. Grunting indicates that the player hasn't feinted. This is 100% reliable. Grunting is not supposed to indicate that you will get hit, just that they haven't feinted. The grunt you're proposing will not be even close to 100% reliable for the reasons I mentioned. If your muscle memory is such that you hear the sound and then RMB, that's your own fault, because you're misinterpreting what the grunt is telling you.

Knight 119 249
 Vin¢

Agree with most of what's been said here.

  • There definitely needs to be some kind of queue for attacks, would help massively in chambering fast weapons. Sometimes you input the attack a tiny bit too early and get caught out because of this. Another thing with chambering is that if you get hit by a fast weapon and they combo you, you probably won't be able to chamber the second attack because you're still flinched. I wonder if flinch duration could be proportional to the speed of the weapon you got hit by - that would make things a lot less frustrating when playing against a spammy weapon.
  • Leg hits feel way too strong ATM, it just makes you very difficult to chamber and you have to put a lot more effort into parrying than you otherwise would. But more importantly it makes the game look pretty silly, what with everyone groundsniffing around the place in order to aim for the legs. The obvious solution would be to increase the vertical parry and chamber angle so that you don't have to look as far down to deal with them.
  • Whether you get a slow kick or a fast kick feels a bit stochastic (although maybe that's just me not being used to it). There are definitely situations where I feel a bit cheated by getting a slow kick.
  • Absolutely agree with the team flinch / team damage / projectile rape criticism. Nothing worse than getting smacked by a teammate in official servers who can't aim. I know these things will improve over time, but it's still worth mentioning as being annoying in the short term.
Knight 119 249
  • 7 Oct
 Vin¢

@Alphonse said:
Okay, to answer your question I'll have to walltext a bit and there might be a lot inaccuracies since I'm not exactly a programmer (stop reading this if this is too off-putting for some of you). Bear with me and call me out if I'm spouting nonsense though.

I couldn't find any debug command relevant to the swing and the tracers themselves, so I'm not entirely sure how this works in Mordhau. In case there's some geometric analysis done by the client (considering collisions between the tracers of 2 different people attacking already tell you if you chamber, clash or whatever), I'm sure it shouldn't be hard to tell a fast drag from a decel one through code (I also think there might be something in the game because Marox mentioned something about "internal angle changes" on one of the recent changelogs, but I'm not 100% sure what this referred to).

I don't see any way of reliably detecting decelerated drags without false positives or false negatives. What specifically do you mean by the "internal angle changes"? I'm almost certain this was not related to dragging but something like chambering or parrying. Another thing you're requiring is that the drag be detected before the release phase (so that the grunt can play). This will be even more difficult to achieve since you could simply start an attack and manipulate it while it's in the release phase and so it hits them later. Especially if the grunt noise leads you to believe that they aren't dragging, this will be very confusing.

One thing that could be possible would be to add a damage modifier to the swing so that whenever you turn against the direction of the attack it does less damage. There are a couple of issues with this, however: You can still do decelerated drags by starting your swing really wide (using footwork) and then bringing it back in to the body. This may be more obvious to see but the issue still remains. Secondly, this has severe implications for 1vX play - any change that is designed to limit your movement is going to make teamplay more difficult and unintuitive, and that's not good. Another issue is that this analysis would have to be done at the point of impact so changing the grunt sound would not be possible.

I really don't see any way of achieving what you're describing without severe side effects or other bad tradeoffs.

Knight 119 249
  • 5 Oct
 Vin¢

Uh, what's this whole fuss about? 99% of the time if I fail to parry a drag it's my own fault and I could have reasonably adjusted in such as a way to avoid taking the hit. You seem to be arguing that since parrying drags requires inhuman reaction time (which it doesn't, unless I'm misunderstanding you, because you can parry at the start of release and they will have a very small window in which to hit you reliably), that therefore (certain?) drags are overpowered. That's not my experience at all to be quite honest, as I explained before.

If you're telling me that drags cannot consistently be reacted to and yet I can consistently react to them, then what you're saying is false.

I do think that 'wessex' drags should probably be removed if at all possible though. They do look pretty retarded and unrealistic to the point where it breaks immersion. I think normal drags look fine, though, if a bit clunky (although that's a price I'm willing to pay).

On chambers - the big issue with chambers for me is the leg hits. If somebody leg hits you it's way too hard to reliably chamber that, and I think that needs to change. Normal decellerated drags should be the hard counter to chambers but at the moment horizontal or overhead leg hits are probably the most effective and reliable counter IMO. That doesn't mean we need to nerf drags it means we need to buff chambers. That all said, I do think some of the overhead leg drags are a bit difficult to react to and unintuitive too.

I don't think drags need any kind of fundamental reworking, maybe just number tweaks.

Knight 119 249
  • 1 Oct
 Vin¢

@RonPaul said:
Hello,

I've started running into an issue since A6 came out. My server seems to only play FFA_Pit. Here is my current maplist config in the .ini file:

+MapRotation=TDM_Camp
+MapRotation=FFA_Grad
+MapRotation=TDM_ThePit
+MapRotation=SKM_Camp
+MapRotation=TDM_Contraband
+MapRotation=FFA_ThePit
+MapRotation=TDM_Camp
+MapRotation=SKM_Grad
+MapRotation=TDM_Contraband
+apRotation=FFA_Camp
+MapRotation=TDM_ThePit
+MapRotation=SKM_Contraband

One of your lines is missing an 'M' in 'MapRotation'

Knight 119 249
  • 2
  • 30 Sep
 Vin¢

No thanks. Playing against shields is already monotonous as fuck because it instantly removes the option of dragging or feinting or morphing or body feinting to get hits in. Let's not make any other weapons like that please.

All shield players tend to have the same playstyle and making this change would just bring that across to 2H.

Feints already have enough of a counter, we don't need this mechanic to deal with feints. It's just silly to have on every weapon.

Knight 119 249
  • 27 Sep
 Vin¢

MFW Windows Server

Absolutely Proprietary

Knight 119 249
  • 5
  • 23 Sep
 Vin¢

This has been going on for a while now; he's already scammed at least one person out of their money. I've had about 10 people come to me over the past few weeks saying that they've been contacted by this person so please do watch out. If you want be certain that it's me then here's my profile on steam:

http://steamcommunity.com/id/vincdg/

For comparison, here is the scammer's profile:

https://steamcommunity.com/profiles/76561198193373242

He has also been contacting people on Discord (using the same username + avatar that I do). My Discord ID is Vin¢#1293. If you could report his profile for impersonation, that would be much appreciated.

If you have been contacted by this person, please post the chat logs here (or PM them to me) if you have them.

I have no idea why anybody would impersonate me.

EDIT: Looks like he gave up after seeing this post. I saved his SteamID from before (incase he did just this) but he's changed his custom URL and name and avatar, so I can only assume he's not impersonating me anymore.

Reporting his account would still be a useful thing to do, however.

Knight 119 249
  • 17 Sep
 Vin¢

@ANALGRINDER said:
Is all about realism and fun, these are the most important factors in this game... and with the feature that i requested here you reach this 100% realistic and fun medieval game.

100% realistic after this change? Really?

Knight 119 249
  • 1
  • 17 Sep
 Vin¢

@nohbdy said:
Also, a defensive "fighting" style is already much more viable due to chambers, but it should really never be equally as viable as offense. You win fights by attacking, so using a style that sacrifices the initiative by default is objectively counterproductive.

Strongly disagree. Chambers are inherently aggressive because of the risk factor associated in executing them.

Knight 119 249
  • 2
  • 17 Sep
 Vin¢

Chiv feints aren't 25 stamina, IIRC they're about half that.

As for morphs: It's a little hard to tell whether they're balanced ATM. I think we'll have to wait and see if chamber gets changed, because the interplay between chambers and morphs is quite important. Buffing chambers would also nerf feinting, which seems to be what you want.

Knight 119 249
  • 14 Sep
 Vin¢

@viktae said:
Ty! Didn't find the APP ID of the server, how did you do?

Dominator told me it.

Knight 119 249
  • 13 Sep
 Vin¢

If you wish to set up a server manually, I have written a short guide for how to do so on Linux here.

Knight 119 249
  • 5
  • 13 Sep
 Vin¢

If you wish to host a dedicated server but don't want to do everything manually, I would highly recommend renting a SimRai server. However, by renting servers yourself you can achieve arguably better performance for a significantly reduced cost, plus greater flexibility for configuration options as and when they become available in the future. This guide acts as a quick tutorial and reference for anybody trying to manually set up a dedicated server for Mordhau. Specifically, I will be focusing on creating an Ubuntu Linux server, but any other distro should work too, perhaps with minor adjustments to the commands shown here.

If you're intent on using Windows for whatever reason then you can find a step-by-step guide here which explains how to do everything. Credit goes to Atropis Orbis for that.

This guide also assumes a basic understanding of how to use the command line. As a prerequisite you should have a capable server to which you have root access (e.g via SSH). If you're unsure about what hardware to choose I would suggest at least 1GB of RAM and at least 6GB of disk space (though memory usage may vary depending on how you configure your game server).

As a general overview, we need to do three things:

  • Install the game server application from steam using SteamCMD
  • Install any dependencies (i.e libraries) that the server needs
  • Configure and run the server

Installing the Game via SteamCMD

Let's start by installing SteamCMD. First, install the dependencies for SteamCMD:

$ sudo apt-get install lib32gcc1

As the root user, create a separate user as follows under which we will run the server. We do this as a security precaution: you should never run the server as root.

$ useradd -m steam

Now, we'll swap to the newly created account:

$ su - steam
# Or if you aren't currently logged in as root, use:
$ sudo -iu steam

Now, we can install SteamCMD. This installs it in the current directory:

$ curl -sqL "https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz" | tar zxvf -

SteamCMD allows us to download and install the server and any updates that we may need at a later date. We'll create a simple SteamCMD script that we can run whenever we want to update our server. Create a file in the current directory with the following contents; I named mine update_mordhau.txt:

@ShutdownOnFailedCommand 1
@NoPromptForPassword 1
force_install_dir ./mordhau
app_update 629800 validate
quit

As you can see, the command app_update 629800 is the one that installs the server executable, with 629800 being the Steam app ID we want to install (Mordhau Dedicated Server). We also ask SteamCMD to install Mordhau to the mordhau folder in the current directory.

Running the script for the first time will cause SteamCMD to download the contents of the server application to your computer entirely. Any subsequent runs of this script will simply check for an update and install it if available. We can run it with:

$ ./steamcmd.sh +login <your_username> <your_password> +runscript update_mordhau.txt

Make sure to replace <your_username> and <your_password> with your steam login information (you should omit the angle brackets). Here you may be asked to enter a code from the Steam Mobile Authenticator. Note that if you used a package manager to install SteamCMD, you may need to use simply steamcmd instead of ./steamcmd.sh.

This should initiate a fairly large download, so this may take a few minutes or hours depending on the network bandwidth of the server. Just remember to run the above command when you want to update your server to a new Mordhau patch.

See the SteamCMD documentation for more information on how to use SteamCMD.

Install Game Server Dependencies

At this point you should have all the required files to run the server in the mordhau folder. Unfortunately, we still need to install a few more things before we can start the server. If you try and run the server at this point, you'll get some errors relating to libraries not being found. We need to install these dependencies manually, so let's go ahead and do that. Note that the following is very distro-specific: you'll have to use your own intuition for which package is correct if you aren't using a distro that uses apt (or maybe search the comments for a list of library names for your specific package manager).

Using apt, you can run the following (you'll need root access for this, temporarily):

$ sudo apt-get install -y libfontconfig1 libpangocairo-1.0-0 libnss3 libgconf2-4 libxi6 libxcursor1 libxss1 libxcomposite1 libasound2 libxdamage1 libxtst6 libatk1.0-0 libxrandr2

Configuring and Running the Server

Finally, we can now start thinking about how we want to configure the server. First, navigate to the folder where Mordhau is installed. If you've been following along, this will mean simply running cd mordhau.

If you type ls, you will see a few folders. The server configuration files are stored in Mordhau/Config. If you navigate there and see what files are there (cd Mordhau/Config && ls) you will see a few Default*.ini files. The one we will want to edit the most is DefaultGame.ini. So let's open up that file in your favourite command line text editor (you could also download the file, edit it on your host machine and upload it back - but editing it in place is much simpler). nano is one such simple text editor, so simply run: nano DefaultGame.ini.

If you scroll down about 20 lines or you should see something like this:

[/Script/Mordhau.MordhauGameSession]
bIsLANServer=False
MaxSlots=16
ServerName=
ServerPassword=
AdminPassword=
Admins=
BannedPlayers=

[/Script/Mordhau.MordhauGameMode]
MapRotation=SKM_Contraband
...
MapRotation=FFA_ThePit

Most fields here are self explanatory, but I'll explain them anyway. MaxSlots is the maximum number of players the server can facilitate. ServerName is the name of the server as it appears to players in the server browser. ServerPassword is the password you need to enter to join the server - if left blank then no password restrictions are imposed. AdminPassword is a password that can be used by players to log in as admin and do certain things such as change the map. Although it is currently left blank I would highly suggest adding one (even if you don't use it) since if somebody wants to use your server temporarily you can just give them the admin password and not have to do everything yourself. Admins is a list of SteamIDs of players that are to be permanent administrators. You can find a user's SteamID using a website such as steamid.io - you're looking for the 'steamID64' field. For example, to add me and GIRU as admins on your server, just write:

Admins=76561198120639625
Admins=76561198005392690

And no, that's not a mistake: you need to repeat the line if you want multiple users as permanent admininstrators. Using this, the players don't have to login with the admin password, as they are logged in automatically upon joining the server.

BannedPlayers is a list of blacklisted players that cannot join your server. You can add entries manually (with a similar syntax to the way you add admins).

Next, we see the MapRotation fields. When one map ends, the server loads the next entry in the MapRotation field. For example, if I just wanted Contraband Skirmish and Camp FFA (in that order), I'd write:

MapRotation=SKM_ContraBand
MapRotation=FFA_Camp

The map prefixes should be self-explanatory: SKM is Skirmish, FFA is FFA/Deathmatch, TDM is Team Deathmatch, etc.

Note that some people have reported issues with the Admins and MapRotation fields on the Windows dedicated server, saying that they simply don't work. If this is the case for you, try putting a '+' before each line that starts with Admins= or MapRotation= - this has fixed the issue for many. If you have any more information regarding this bug and how to fix it, please contact me so I can update the information here.

If you want to change the tickrate of your server (default is 30, 60 or 120 may improve gameplay), you need to edit the DefaultEngine.ini file in the same folder. Find and update the following line (around line 181 at the time of writing this guide):

NetServerMaxTickRate=30

Having configured everything we want to configure, we can finally run the server. In the root of the mordhau folder, there should be a file called MordhauServer.sh - this is the script that actually runs the server. We can execute it with:

./MordhauServer.sh

After 15s or so, your server should be up and running. The problem with this method is that it's tied to the current command line session - as soon as you close your SSH connection, the server will close too. We need to run it in the background, using this command:

nohup ./MordhauServer.sh &

Instead of displaying the output directly to your screen, this will write the server log to a file in the current directory named nohup.out. Type man nohup for more details on this behaviour. Alternatively you can use systemd to run your server in the background. See this link for more information.

When you want to shut down the server, you'll need to type ps -a (or ps -ax if you don't see it) and look for the process ID of the game server. Then, close it with kill <pid> where you replace <pid> with the process ID you just found.


Thanks for reading this guide. If you have any questions pertaining to information in this guide, you can ask in the comments here.

Knight 119 249
  • 13 Sep
 Vin¢

I don't think spear feels OP right now, it's basically a one-trick-pony weapon (only the stabs are good) which actually makes it very easy to play against since you can basically expect a bunch of stabs which are very easy to chamber.

Knight 119 249
  • 12 Sep
 Vin¢

I will also be making an (unofficial) Alpha FAQ thread and a dedicated server hosting guide in the coming days, so stay tuned for those. Everything will be posted here.