Mordhau
 marox — Project Lead
Project Lead
  • Likes received 6974
  • Date joined 25 Oct '15
  • Last seen 9 Oct

Private Message

Duke 5558 13284
  • 19 Apr '18
 Jax — Community Manager

Hi everyone!

Most of you already know me, but my name's Jax! I've been following Mordhau since before it was called Mordhau, and throughout the years I've been helping out Triternion by spreading all the info I can possibly find about this wonderful game. I've been doing this for quite a while already, so the devs have decided to bring me into the fold as part of the team - as the community manager.

I'm not here to replace the developers from communicating directly with you all - I know that I myself have greatly appreciated them being able and willing to hop on here to answer our questions or address feedback. Instead of replacing them, my goal is to supplement; they're busy working on the game, so I'll be helping to push out some new details when they're ready, read nearly everything you all say, so on and so forth. If you have any questions, complaints, concerns, etc. feel free to tell me (it's my job)! With that being said, it's going to take me a little bit to adjust to the role, so please bear with me as I figure things out.

Two things to wrap up this post:

I want to thank Triternion - Mordhau is truly a special game and I'm honored to be given the opportunity to help in some small way. Not only are you making a stellar game, but you're awesome people. I have nothing but trust and faith in the direction you all are headed. Most importantly, I want to thank you all, the community. Mordhau isn't even out yet and yet here are some awesome people I've met, quite a few of which I consider good friends now. I don't think I would have stuck around for like 3 years if it wasn't for the countless laughs, discussions, excessively long posts, and good times I've had with you all. I'm happy to be a part of this community and I look forward to many more years to come.

Duke 5558 13284
  • 29 Jan '18
 Jax — Community Manager

620d7636d661b379dfbe48bfac1879ce

@marox I did it again, do I get a prize? lol

Knight 146 159
  • 26 Sep '17
 Zetboi

Visual Glitch

Not sure how or why, but my buddy here has some trouble with his off-hand..

This is on a private server, I'm certain we haven't been fooling around with .ini files or the likes.
Happened only with bastard sword when held 2h.

273 444
  • 1
  • 23 Sep '17
 YOLANDIVISSER

Ping was normal.

Uploaded at 60fps but youtube is still processing.

Baroness 485 1386
  • 17 Sep '17
 arr0wmanc3r

Minor bug, doubled text for crude plate arms. Selecting either option yields the same piece of armor.

20170916184901_1.jpg

108 106
  • 14
  • 16 Sep '17
 Level

Going to be posting every glitch, clipping or unusual thing I find and put it here.

When I was getting clips for this post earlier, this happend.

I just found out the cause of that bug. It happens when you turn off cloth physics while in a game. It will disappear if you hit escape again. And it happens in local play and while in a server. You can see the glitch along with the glitch below for the first frame you click escape on camp.

Was in a local play camp. That is me behind myself. if you start swinging and click escape you can see that version of yourself swinging as well LOL. I just tested this in a camp deathmatch with other players and another local with bots. And it only appears to do this with your player.
sdsds.jpg

I've heard that you can glitch parkour your way up on top of the spawn ledges in ruins.

This
Thoughouh.png

and this
Clipsssss.jpg

This aswell, but strangely enough it only shows up in the main menu. When I am looking at this loadout while in the armory the clipping is not there. I could honestly care less about small clipping like this though.
sadasda.jpg

Sometimes when you launch the game and load into a map (ultra settings) you get a little bit of motion blur even though it's set to 0.00

Weapon shadow bug, look at the left side.

Clipping that occurs at 130 fov, this still happens as of Alpha build 4 but its less intense in some cases.
ZweiHander
xwew.jpg

Blocking
nani.jpg

AmptjerC.jpg

When you launch your game, after the intros you can see the character it is about to display on your main menu standing in a 'null' position sometimes.

Bots are now scared of heights. But now they won't path find their way to you.
20170915223613_1.jpg

Some more fucked up stuff on camp.
Sundi.jpg

Game Crashes when you disable an audio source in playback devices

108 106
  • 9
  • 15 Sep '17
 Level

It should show the equipment you're hovering over in the armory drop down menus on your character. instead of having to click each one individually.

Dedicated duel servers.

Afk auto kick after 'x' minutes.

If someone is Afk for more than 30ish seconds and somebody makes a vote to kick him. It will say near the kick message on other player's screen how long he has been Afk for. This could help honest players determine whether they hit yes or no.

Potato mode checkbox.
As ticking this checkbox would probably grey out most other options, Anti aliasing (along with other obvious things like refresh rate and vsync) shouldn't be greyed out. Currently trying to make your own potato mode has some serious rendering side effects that I imagine wouldn't be there if it was a checkbox in the settings. Like lots of the map 15+ feet from you being very dark (Imagine minecraft blindness.), weird polygon shapes on the surface changing as you move right by the edge of the blindness. Smoke from fire and fog/dust on maps are gigantic transparent squares. Four leaf clovers still appear on grad even with foliage and grass turned to 0. When you set r.MipMapLODBias to something super high like 1000, on grad the main courtyard becomes green grass instead of tan sand. If you set it to somewhere around 15, it's only tan sand for a circle around you. A ton of things that could be fixed that doesn't seem like it would affect performance but really just makes 'potato mode' look worse than it could.

Option to disable showing an emblem.

E̶m̶b̶l̶e̶m̶ ̶c̶r̶e̶a̶t̶o̶r̶.̶

N̶o̶t̶ ̶s̶u̶r̶e̶ ̶i̶f̶ ̶t̶h̶i̶s̶ ̶h̶a̶s̶ ̶b̶e̶e̶n̶ ̶p̶a̶t̶c̶h̶e̶d̶ ̶y̶e̶t̶ ̶o̶r̶ ̶n̶o̶t̶,̶ ̶b̶u̶t̶ ̶s̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶w̶h̶e̶n̶ ̶y̶o̶u̶ ̶l̶a̶u̶n̶c̶h̶ ̶t̶h̶e̶ ̶g̶a̶m̶e̶.̶ ̶T̶h̶e̶ ̶c̶h̶a̶r̶a̶c̶t̶e̶r̶ ̶i̶s̶ ̶s̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶n̶o̶t̶ ̶w̶h̶e̶r̶e̶ ̶h̶e̶ ̶i̶s̶ ̶s̶u̶p̶p̶o̶s̶e̶ ̶t̶o̶ ̶b̶e̶.̶ ̶C̶o̶u̶l̶d̶ ̶b̶e̶ ̶o̶f̶f̶ ̶t̶h̶e̶ ̶s̶c̶r̶e̶e̶n̶ ̶o̶r̶ ̶w̶a̶y̶ ̶t̶o̶ ̶r̶i̶g̶h̶t̶ ̶e̶t̶c̶.̶ I am pretty certain this has been patched but as a result another bug happens which I have in my Glitches post.

Option to have tracers automatically enable in spectator cam, then disable when you spawn again.

When rebinding controls, if you set a bind and it is overlapping with another one of your binds. It will appear red and hovering over it will have a tooltip telling you what it's overlapping with. Obviously excluding default overlapping keybinds.

I have some of my own thoughts about the animations and weapon balancing but there is no point discussing most of them because in terms of melee games I don't know what I am talking about when it comes to combat generally. But so far in my novice mind, the longsword vs the spear seems unbalanced.

Your weapon slots in the armory should be labeled 1, 2 and 3 instead of primary, secondary and tertiary. Then you should be able to select which slot you want to be your primary. This is better because say you have a longsword on primary, a mace on secondary and a dagger on tertiary. And you want your mace to be secondary. But you also don't want any of the same weapons. Right now you have to click into primary, change it to a mace. Then click into secondary, change it to a longsword. With this way, all you'd have to do is select your 2'nd slot as primary.

Being able to select a primary loadout in the armory so that it is already highlighted when I load into a match. This would be paired well with being able to hit enter instead of clicking confirm on the Loadout select screen.

Your primary loadout should be the loadout shown on the main menu. Always. And when you switch your primary loadout it should change on the main menu right away as well.

No doubt this one is already planned, but I should be able to see the highlighted loadout above the confirm button in the select a loadout screen. Also, if my ideas for selecting your primary loadouts and primary weapons for each loadout are adopted. I would also like to be able to quickly change my primary loadout and primary weapon from the select a loadout screen.

should have the option to show ping and fps in any of the corners of the screen. On top of it just being a nice quality of life feature. It would be better for you all (the developers) for players recording some high quality footage of possible mishaps in the combat like a sword going through somebody.
It would also be nice if the fps and ping shown on screen dynamically changed colors. This would be helpful in a situation where you're in combat and something laggy happened but you don't have time to look up at your ping to see if it spiked. Instead you could just look at the color change in the corner of your eye.

N̶o̶t̶ ̶s̶u̶r̶e̶ ̶i̶f̶ ̶t̶h̶i̶s̶ ̶h̶a̶s̶ ̶b̶e̶e̶n̶ ̶f̶i̶x̶e̶d̶ ̶y̶e̶t̶ ̶o̶r̶ ̶n̶o̶t̶,̶ ̶b̶u̶t̶ ̶s̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶w̶h̶e̶n̶ ̶y̶o̶u̶ ̶c̶l̶i̶c̶k̶ ̶a̶s̶ ̶s̶o̶o̶n̶ ̶a̶s̶ ̶y̶o̶u̶ ̶l̶a̶u̶n̶c̶h̶ ̶t̶h̶e̶ ̶g̶a̶m̶e̶.̶ ̶Y̶o̶u̶ ̶s̶t̶a̶y̶ ̶b̶l̶a̶c̶k̶ ̶s̶c̶r̶e̶e̶n̶e̶d̶ ̶f̶o̶r̶ ̶a̶ ̶l̶o̶t̶ ̶l̶o̶n̶g̶e̶r̶ ̶t̶h̶a̶n̶ ̶u̶s̶u̶a̶l̶ ̶b̶e̶f̶o̶r̶e̶ ̶s̶e̶e̶i̶n̶g̶ ̶t̶h̶e̶ ̶u̶e̶4̶ ̶i̶n̶t̶r̶o̶.̶ This hasn't happened to me since Alpha build #3 was released so I am unsure if it is still a problem or not.

Option to remove the watermark at the bottom left. Not even hide hud gets rid of that damn thing.
Hide hud does not remove the hud for the emote menu. I can understand why you would want to keep the watermark and the Emote menu even with hide hud on. But consider players trying to be immersed that already know each emote button at heart.
I propose making hide hud a dropdown menu instead that allows you to select what parts of the hud you would like to be hidden.

Regenerating health should be really fucking fast when out of combat and crouched in casual play.

Add custom crosshair settings

Ability to add your emblem as a branding on your skin.

U̶n̶s̶u̶r̶e̶ ̶i̶f̶ ̶p̶o̶s̶s̶i̶b̶l̶e̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶b̶u̶t̶ ̶I̶ ̶c̶o̶u̶l̶d̶n̶'̶t̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶d̶o̶ ̶i̶t̶ ̶w̶i̶t̶h̶ ̶a̶ ̶f̶r̶i̶e̶n̶d̶ ̶e̶a̶r̶l̶i̶e̶r̶.̶ ̶P̶r̶o̶j̶e̶c̶t̶i̶l̶e̶s̶ ̶s̶h̶o̶u̶l̶d̶ ̶c̶l̶a̶s̶h̶ ̶m̶i̶d̶ ̶a̶i̶r̶ I have been told this is possible.

Killcams
I will never stop asking for this. This would be extremely helpful for training purposes, and would be a nice feature overall.

Some sort of visual feedback for the 240 wheel.
There are a lot of times where I do things like look down to the left and juuust barely bring my cursor up before clicking and then my attack comes in from the wrong angle and I get hit instead of chambering. At first it really upset me and I wanted to say something about adding some sort of timing to the 240 wheel on here, but as I thought about it more that would probably lower the skill cap because with the way it is now, you don't only have to match the angle but you also have to be careful with your crosshair. Although it would be nice enable some sort of visual feedback that shows a trail of my crosshair movement in a small circle around the crosshair because sometimes I am not sure if I fucked up my crosshair movement or not. Thus I believe this would be good for training.
This visual feedback circle should also show some transparent sections for each angle of attack that trails in a way showing me what angles I have been at.
Visual.png
^ I know that's the ugliest most inaccurate mock up you've ever seen lol.

The quit button should instead be a quit dropdown menu giving you the option of exiting to the main menu. Or the whole game.

Developers should make a interactive pinned post about how much damage every single weapon does to the different armor types and how fast each attack is for each weapon.

When you are spawned in and you press escape (open up the menu etc). It stops playing the audio from everything around you and instead has its own audio. It also doesn't show any blood effect for when you get hit, and only does a blood effect for when you die.
Instead it should keep just playing the same audio for everything that's going on around you and show a different and subtle blood effect for when you get hit while in the menu. I don't think I have to explain why this would be better.

The movement of the character and the background in the loading screens is jittery.

If you take my suggestion about being able to select a primary loadout and put it in game. It would also be awesome to see my primary loadout in the loading screens. Not just sitting there though, obviously in some sort of pose.

The ability too add comparison slider images into are forum posts. Like this

Going to be posting any glitches I find on this post

I know that cloth physics for non player.. things.. (like the orange band tied around the wood support beam on pit) disable at a distance. But I am unsure if player cloth physics disable at a distance. Which they should. Also this.

Add instruments that can be played. Keybinds for each note and a visual hud element showing you what notes are which keybinds are and what note you are currently playing. Some extra features to add to instruments that would be cool would be:
They can block a single hit before breaking.
You can throw them but they only do damage against light armor.

Currently I am using a program called Net Limiter to add priorities to different programs using my internet. I set all games to have the highest priority, my voip program right behind that, my web browser even lower so that if im listening to music it doesn't affect my ping as much, and then everything else has the lowest priority.
But instead of having to do this manually with Net limiter, it would be a nice feature to have a checkbox in the game section of the settings menu that did this. And on top of this checkbox being able to give Mordhau priority in the same way you could with Netlimiter. You could make it also enable Quality of Service High Packet Priority.

Unsure if this is already a feature but I think it would be neat if you could catch projectiles mid air, but the timing would have to be flawless.

Hair should have simple physics. With this feature they're would be no more beards clipping into your armor etc etc.

Overdue corpses and equipment should quickly dissolve instead of blinking out of existence.
If you are hovering over a weapon and it starts to quickly dissolve. The highlight around the weapon should fade out instead of instantaneously disappearing.

The Mordhau icon on your Desktop and on your steam shouldn't have a background. I've already discussed this in another post.

Shield-gameplay should be changed. A discussion on this topic is already open.

Add clan tags and make it so you have to select a steam group as your clan tag.

Not sure if this is already the case but,
Typical launch options that are in other games should be implemented into this game. For example, a launch option to skip the intros.

When trying to pick something up but you already have all 3 equipment slots full. Add a tooltip that says so, and make the equipment hud element appear for a second. But make this togglable in the settings. Because personally I would not like this feature, but I could see it being helpful for new players, especially noobs that haven't played too many games before.

More commands would be nice.
A command to have bots freeze (Stand still and not attack)
A god mode command (The 'God' command says its unrecognized.
A command to enable god mode for bots as well.
Assign a number to every bot in game, (visually showing each bots number next to their name),
so that you can make a command to teleport specific bots.
A Noclip command

Server filters obviously need and will one day get an update.
I think that Gamemode and Map Name should be able to be clicked opening a dropdown menu, letting you select what gamemodes and maps you would like to be shown.
You should be able to toggle whether you want servers to be filtered with ping or players.
More filters on the right side, like an 'official' or 'modded' checkbox.

You should be able to put a ping lock on your servers. But to keep it fair this ping lock should have a minimum you can't go below.

This one is a no brainer. But bots should obviously be more fleshed out and have difficulty levels. When selecting bot difficulty levels in the future, you should also be able to select mixed. Instead of just easy, medium or hard.

You should be able to tick a checkbox at the top of video settings to go into advanced mode.
Where you change individual things like texture Anisotropy, ambient occlusion and such.

Game should have option to change audio output in the settings

I myself feel bad posting this because it makes it seem like I have a lot of problems with the game. But I absolutely adore this game even in its current state and would be just fine if not a single one of these things changed. I have heard a lot about how obsessive some of the developers are || cough* mostly Marox memes ;) || and thought at least 1 of these ideas would be appreciated. I can't be the only one who has thought about most of this stuff.

Btw, HUGE FUCKING PROPS for making it so we don't have to restart are games to apply new graphic settings. Not sure if that's default how UE4 is but it's amazing.

67 158
  • 1
  • 15 Sep '17
 Flippy

https://www.twitch.tv/videos/174885149

Skillz and I were just messing around when this happened. We have absolutely no idea what caused it or how it happened, but it seems to have only affected me, since Skillz could see the other player's attacks just fine. We don't know if anyone else could see my attacks because some fuckwad threw a dagger at me.

EDIT: Okay go to 3:25, that's the very first time it happened. https://www.twitch.tv/videos/174884788

This was seconds before the VOD at the top.

96 128
  • 14 Sep '17
 Reapy

I've had some issues because it is not ultra sensitive like m&b and too short of a movement won't get picked up, but the main thing is you want to learn to move your mouse almost the minimum required amount of time for it to pick up your direction.

You can test this out by moving your view right, then left click to see your right swing. Then move your mouse back a few pixels to the left and swing, hopefully having the left swing come out. If you do it short enough your view shouldn't move at all.

Try to think of your mouse movement in two modes. One is standard looking around, the other is a quick drop into swing selection and a click, then you go back to movement.

So think of turning camera left to track someone, then you want to attack right, so you flick your mouse just a hair to the right in a very small movement and click the button, then continue right on with your left motion.

Biggest thing people had learning to swing select with mouse was making too big of movements. For you I'd try to find that minimum amount with the lower DPI settings (left mine at 1600 dpi still).

I do hope it gets a bit more sensitive picking up swing directions in future patches, I found that moving the cursor maybe 3 or 4 pixels to another direction won't pick up on it and that might be exacerbated by the lower DPI settings too.

But once you get the hang of swinging ideally you keep your cursor in like a 10 px by 10px area while selecting your swing, and only do so for half a second, and that'll keep your camera very stable.

18 59
  • 14 Sep '17
 jest

Mount & Blade's gesture recognition is pixel sensitive, and has an infinite input buffer - if move your mouse left, you'll get a left a swing when you next press attack, no matter how long you wait.

In Mordhau, the gesture buffer seems to clear in a very short window (feels like 100ms), which results in a lot of erroneous swings. Press attack a moment too late (or early), and the buffer will clear, leaving you with the default right->left swing.

As Reapy said, the best band-aid for "consistent" gestures in Mordhau is to press attack while slowly moving your mouse in the desired direction. Lowering the sensitivity can help.

Hopefully the input buffer window/gesture recognition here gets looked at soon, as the input system is the DNA of a melee game - Mount & Blade's inputs are robust and hassle-free because of its pixel sensitivity/lack of filtering or deadzones, and infinite buffer.

Count 3 5
  • 13 Sep '17
 LividRed

Was trying my best to improve at the game, when I decided to try out reverse overheads. Expected it to not work, but holy shit, I surprised myself. IT WORKED. I mean, it worked, but its much harder to replicate. You must position your camera at an angle to your target.

Here's proof: https://streamable.com/5f7e9

I hope streamable links are allowed. If not, tell me alternative ways to post a video.

Knight 123 262
  • 9
  • 13 Sep '17
 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/Saved/Config/LinuxServer. If you navigate there and see what files are there (cd Mordhau/Saved/Config/LinuxServer && ls) you will see a few .ini files. The one we will want to edit the most is Game.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 Game.ini.

You should see something like this:

[/Script/Mordhau.MordhauGameSession]
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 Engine.ini file in the same folder. Add the following:

[/Script/OnlineSubsystemUtils.IpNetDriver]
NetServerMaxTickRate=60

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. Make sure that port 15000 is reachable (as of patch #4) otherwise you won't be able to connect.

We've just run the shell script directly, but the problem with this 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.

Duke 5558 13284
  • 11 Sep '17
 Jax — Community Manager

fuck they're gonna find out it's vaporware cgi mirage knockoff fugg

Knight 936 952
  • 30 Jun '17
 afiNity

An actual good june update #only2013kidswillunderstand

Duke 5558 13284
  • 8 Mar '17
 Jax — Community Manager

This game has blown me away at every turn, and I'm excited for you to make both yours and our dreams come true. Triternion not only knows how to make a good game, but they have the transparency, willingness to listen to feedback, and overall a level of attention to detail that you simply don't see in most indie or even AAA development studios. Because of this, and the fact that I fully trust where you are headed with development, I pledged $420 to you. $420 specifically for the memes, of course.

kickstarter.png

Good luck, Triternion!!!

1578 4310
  • 8 Mar '17
 TombstoneJack

forgive me for my sins marox ill only be able to support you once your on steam....well unless I steal some ones credit card

Knight 872 1350

It fills my heart with joy when I see that the Kickstarter's doing so goddamn well. I want to hug Marox and the other devs for all they've done. I also want to pat you all amazing people on the back for supporting this game, doesn't matter whether you pledged a few hundred dollars or just spread the word about the game.

And now let's just go to Marox's place and buy him a big tankard of Laško beer.

Knight 2608 6921
  • 1
  • 8 Mar '17
 Rattsknecht

I don't have money for kekstarter yet so I just drew a Marox with pommels
pommel lord.png

2 40
  • 1
  • 7 Mar '17
 Mrs_Marox

@Jax said:
marox will you father my children

Here Jax, let me just help you BACK THE FUCK OFF.
jaxapult.jpeg

180 1153
  • 31
  • 29 Jan '17
 Grator — Art

Greetings,

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