Mordhau
 TheArtOfReason
Knight
  • Likes received 192
  • Date joined 30 Apr '17
  • Last seen 18 May '18

Private Message

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  • 15 Sep '17
 marox — Project Lead

@jest said:
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.

Thanks, all details in this regard would be welcome. We do have a timed buffer (your estimate was surprisingly on point, it's 150ms), but it's by design, but maybe that design choice was a bad idea. We'll try it out.

Knight 5410 7408
  • 13 Sep '17
 Humble Staff

@Monsteri said:

@Havoc said:
Yeah, the parry skill ceiling is a bit low atm and results in a stall that can usually only be broken by feinting or gambling.

At this point I have to ask: are you using any of the following techniques? Dragging, acceleration, side strafing, z-stabs, riposte kicks, chambers, offensive morphs, chamber morphs, chamber drags/accels, fakeouts... riposte feints, chamber feints, chamber morph feints, feint to parry? All of those can be combined and mixed up. Slow duels are usually just lack of player skill.

You know what, you are right, i currently suck ass at the game so i should wait for longer to give proper feedback. <-that is not sarcasm.

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  • 12 Sep '17
 TheSirenSong

2017-09-12_17-58-43.jpg

I've gotten this same crash 3 times now. Haven't noticed a trend in what's causing it, seems random on my end. Will edit this post if I figure out how to reproduce it. The only other game I play that I'm aware of being built off Unreal Engine is PUBG which also crashes intermittently similar to this but without any error message popup. Not sure if they're related

windows 10 pro / version 1703 / build 15063.540
r7 1700, 32gb ram
1080ti reference / driver 384.94


Edit: Adding different error messages (with similar behavior) to this post

aec4dd3518

Knight 1388 3163
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  • 28 Aug '17
 Tim_Fragmagnet

Mark September 14th on your calendars boys.
It's the date of the next delay.

988 6974
  • 30 May '17
 marox — Project Lead

We've been busy! Work is progressing towards our Alpha milestone, which means getting critical bugs sorted out, putting UI in place, and deciding which content will make the initial cut. Along with this, we're also taking care of some optimization to make sure we get rid of any nasty framerate spikes during gameplay and that we're able to hit stable framerates in battles of various sizes. Being a melee game with a reliance on timing, the input has to be really tight, and there's not much room for framerate dips. Being a graphically intensive game on top of this can make things quite challenging.

We leverage level of detail (LOD) functionality heavily to this end. The simplest of its kind is a reduction in polygons as characters move further away from the screen, like in the example below.

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This reduces some load on the GPU, but doesn't do much when the CPU is struggling, so we have to resort to many other tricks. For example, a big culprit are our characters because they are comprised of many different parts, each part requiring their own texture. If you add up all the gloves, arms, shoulders, chests, helmets, coifs, skirts, legs and boots that a character can wear at any time, you end up with a staggering number of parts. These make each character truly unique, but are also quite expensive for the CPU when it has to tell the GPU to draw them. To alleviate this, when characters are far away and when this sleight of hand is not noticeable, we switch to a different construction that is very efficient for the CPU to pass around, and it looks a bit like this:

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We're also adding other optimizations on the CPU side of things, and letting players really lower the CPU load. One drastic measure we're taking is that we allow CPU code to run at a lower FPS for content that is further away from the player. This is typically done in games for animation, which ranks among the most expensive, but we generalize this approach and use it across the board. When this setting is cranked to extreme levels, it can have the effect of watching something in the distance in stop motion, but it can help lower-end rigs run the game at a reasonable framerate, and it does wonders for when you have lots of characters on the screen fighting.

However, work continues on other aspects of the game, too. More and more wearable items are being added to the game, check out the character below and see if you can spot some never-before seen gear!

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And last, but not least, more map environments. We're trying to make some new, pleasant environments for you to murder each other in. Here's a shot of some more recent work, it's one of the larger maps containing among other things, a fort and a mine. Take a look!

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