dimanche 31 août 2014

Video about Mkb 42, ZF 41

Video overview of original Mkb 42 with Zf 41 at an auction in the USA.

http://ift.tt/1uj8uzN




Much smaller incident font would be great

It´s just a small suggestion.



I really would like to see some changes here.



The font for news like "Axis are attacking..." "Allies have captured..." or messages like "retreat..." (Rakowice) could be much smaller, and maybe moved to the upper edge of the screen.



I really dislike to have some big letters in my view every time when one teanm is attacking a point, I just want to see the battlefield and some important informations when pressing the tactical view button (like it is right now).



It would also be nice to have no autmatical insert of tactial symbols (next capture points etc.) when a point is captured by one team.




How to import these animations in 3ds max

Currently i know how to import models and animations in 3ds max, however with this package (CHR_FaceFX.upk)



1st: it was not possible to unpackage it with the Umodel batch file method, so i have had to use a different .upk extractor. Here is the link of the one i use:



http://ift.tt/1lDf4BY



2nd:it contains pretty strange files formats: once unpackaged, i get a file called "Anim.Package" and an "Anim" folder containing two other files, "ALL_Heads.FaceFXAsset" and "ALL_Heads_AnimSet.FaceFXAnimSet".



I tried to rename their extension in .psa and importing them with ActorX, but i still got an error. I really hope some expert modder could enlight me on this:confused:




RO2 stalingradoutskirts

c200k asked me to finished his map





some stuff i want to share































RO2 Game Launches, but I cannot see the game.

Whenever I go to launch RO2 or RS, the icon appears on the taskbar saying UnrealEngine3 or Rising Storm. If I click it, a black screen appears in the left corner and I can hear the music/sound and the cursor disappears. I will attach appropriate files below.



If you need any other files/pictures, let me know.



A fix fir this would be greatly appreciated.



It should also be noted that I currently use a second monitor, and though I tried running the game with it disabled, it may be causing a resolution problem that i can not do anything about because I cannot change the options.




Attached Images









File Type: jpg What i see.jpg (26.7 KB)
File Type: jpg My Specs.jpg (49.0 KB)


Attached Files





File Type: log Launch.log (1.6 KB)






samedi 30 août 2014

KF Problems with scrn Balance or other

Hello I have a custom server running the latest scrn balance version and I keep crashing when I play kf every thime. I get critical error so does many people on my server I have the server log and will post also the kfvote.ini. I hope one of you take the time to help me with my troubles. I will also include the scrn balance.ini and the serverperks.ini. Have tried fixing many things myself but don't understand whats nromal and not. Grtz Flapjack




Attached Files

















File Type: txt KFMapVote.txt (1.6 KB)
File Type: txt ScrnBalance.txt (30.4 KB)
File Type: log server.log (212.0 KB)
File Type: txt ServerPerks.txt (15.0 KB)






KF Can't play because of this bug

So, since earlier today I tried to play KF online and this bug occurs

After some minutes since the specimen spawn, the game freezes for a second and ,when it starts working again, everytime I shoot one of the specimen the bullets go through them and the bullets in the ammo clip don't go down

If I switch gun (ex. from pistol to rifle) I can shoot and kill with it, but after some seconds this bug occurs once again

During this period, chat messages don't get sent

I even tried verifying cache integrity but nothing works

What do I do?




Sorry but the following items are not avaliable in this country.

Hi. I bought Killing Floor for my friend ( I'm form Poland, he lives in England), and he can't redeem his code (topic). I bought it on www.muve.pl, it's polish retailer. So, can I count on Tripwire tech support in this case? Maybe you can swap codes?:confused:




vendredi 29 août 2014

Comcast Thinks Steam is Malware

http://ift.tt/1B3hltv




Quote:








The trouble started when a Comcast customer tried to download a game from Steam and found that, after his download started at a speed of 6Mbps, it would quickly zero out. Stopping and restarting the download didn’t help matters as the same thing would occur again and again. When he explained the situation to the Comcast rep, he was given an utterly baffling answer.



“I would recommend you to make sure the Wi-Fi is secure because it could be a virus trying to get into your computer,” the rep said.



“It’s not a virus because over 50 million people use it,” the customer responded. “It’s a service, it’s almost like Netflix or Amazon.”







KF Streaming KF

Recently started streaming on Twitch and I'm going to be playing my favorite game tonight with a friend. Should be pretty entertaining so feel free to come watch.



http://ift.tt/1lmeBnl




KF as I add a weapon to a new perk?

Hello, I am trying to create a new perk but I do not know how to do the damage of a weapon is to level up.

in summary, as I add a weapon to a new perk?



from already thank you very much!.




Type 38 Arisaka for Russians?

I know the Ruskies bought a ton of 38s and 6.5mm during WWI, but how many of

the some 600,000 rifles did the Russians use during WWII? would it be viable to see it available in RO2 in a small degree? say to Soviet TL's who have achieved veteran status of that class?




Midget Bloat

How come the Bloat is so small in KF2? I'd like the tall, fat Bloat of KF1 to make an apperance. This one looks like a garden gnome. A fat, hungry, angry fat garden gnome.

:D




Less generic death messages

Currently, when players die to zeds, most of them show up as "player was eaten by a (zed)"



This is too generic since it includes fp,sc,gorefast,clot,crawlers,stalkers and I assume every melee kill by any zed except for patty's would show this message



Add flavors to the message by introducing different messages for each zed that killed the player just like deaths by siren's screams or husk' fireballs.



For example:

"Player was lobotomized by a Dr. Scrake"

"Player was churned into vapor by a Fleshpound"

"Player was cut in half/decapitated by a Gorefast"

"Player's ankles were chewed off by a Crawler"

"Patriarch filled Player's body with lead"

"Player just got branded by a Husk" (Husk melee kill, search up the act of branding on cattles if you don't get it)

"Player was butchered by a Bloat" (Bloat melee kill with the cleaver)



Note: you don't have to add the animations if you want to.




Punkbuster for RO2 updated?

I have heard that a certain member of the community helped TWI identify and ban some hacks using Punkbuster, very recently. If this is true, it's very good news, but can someone confirm that this happened? No need for any other info, what kind of hacks, where from, just a simple yes/no for the record :)




RO2 Looking for a Wehrmacht Realism Clan/Clan in RO2.

Hey Everyone!



As you can probably conclude from the title of the thread,I'm looking for a Wehrmacht based realism clan/normal clan in RO2.



I'm Chris, 17 years old from Hungary,will be 18 on september 14th.



So I am really anxious about the fact,that I cannot seem to find such a clan in Ro,it makes me nervous,because it would mean,that the Ro2 community as far as the realism part is concerned,is dying out.



Thus far,I only have good reference,such as being a schütze in the 16th Panzer Division (a former ro2 realism clan,now playing with the arma 2 mod),and being a former member of one of the best hungarian Battlefield 3 clans.



After my departure from the 16th Division,I had no clans whatsoever. I had to do so,because they moved on to ARMA II,but I could not afford the game,and I like RO2 better.



I think,I'm pretty good at Ro2,having only played 230 hours,and being a capable rifleman,machine-gunner,and panzer commander(<--don't play this role that much) . It doesn't hurt,that I like to be a team player,and cooperate either.:D

I'm semi-competitive,so I like competitions,and taking things a bit solemn(like following orders,having a chain of command,and so on),but I love having fun,too!:D



So guys,if you could help me out in any way -wether be it taking me directly to a clan,or suggesting one- , I would appriciate it greatly. :)



Thanks in advance,



Chris





PS.: My steam name is Waechter[PzD.Wiking]



OFF topic: I play games,such as WoT,Wargame,BF3,CoH,and the Total War series,if anyone's interested:)




KF RandomMut

Hi everyone,



This mutator gives every player a set of random weapons and a random perk, each wave.



Workshop: here

Direct Download: here



Its aimed at veteran players, and is quite fun and challenging! Also if mountain pass is selected, the first wave starts at wave 7 ;) .



If any bugs are found please report them here.



Hope people enjoy it!



R.O.G!




jeudi 28 août 2014

Door open/close Sample Map

I've made a little sample map for a door opening system. There is two different systems:



- The first one is pretty simple, you have to touch the door 0.25 second and then it will open/close. It is working locally but also online.

- The second one is better because you don't have to push/pull the door, but unfortunately it is only working locally (so yes, not working online on servers). It uses the "USE" key to open/close the door, like the old days on RO: Ostfront.





I just want to share these examples which can be used in your custom maps (The second one can be used for a single player map, why not ;)). I commented the Kismets a little bit to understand how it works. Because of a lack of features in the RO 2 SDK regarding different actors and functionality (and surely my knowledge :D) this is just what I achieved to do. Maybe someone can use this to make a better system working online.





DOWNLOAD: http://ift.tt/1qImbc3 (the ZIP file contains the unpublished for SDK which is not brewed, and a client/server file to test locally or online)





KISMET SCREENSHOTS:





The system working online:











The system only working locally (thanks to [HS]=>Zortor for finding and explaining to me how to trigger with the "USE" key, so sad it is not working online :():









VIDEO OF THE SYSTEM IN ACTION (local footage):



DoorSample - YouTube




KF KF-Freddys

Okay guys I'm making a map based off of the recently released and increasingly popular indie horror game called Five Nights and Freddy's. All the rooms are basically done and the cameras are in correct spots. I just have to polish up a bunch of stuff get the doors working and find a way to make the cameras change with user input. Here's a screenshot of my progress so far. Basically if you haven't heard of or played the game, you are a security guard hired by this pizza store to watch over the animatronic characters at night through a network of security cameras. These characters essentially are stalking you and you have to stay alive until morning. You have a limited amount of power every night so you must use it wisely. Using your door lights, closing the security doors, using the cameras all use power, so you can only use these when absolutely necessary. Pretty simple, right? Well maybe on the first night, as the week progresses these characters get more active and sneaky and will pull all kinds of tricks on you when your not looking so watch out! I except maybe a beta release to out sometime tomorrow or Saturday.




Killing Floor 2.51 reupload?

Hi everyone!



I'm a Killing Floor fan, a fan of the Retail Game, and a fan of the Mod. :)

My question is this:

Can anyone reupload the 2.51 version of the mod? I don't want the 2.51 'community patch' but the 2.51 made by Marco.

If anybody have this, I will very, very glad if he/she upload it to Mediafire, Dropbox, 4shared or any other file-sharing website.



Thanks! =)




Optimizing for performance-your tips and tricks

Hey guys,

Just want to pick your brains a little for some help with optimization. Aside from hiding things behind hills I'm pretty much in the dark when it comes to getting better performance. I'm especially looking for tips on how to get trees and other high-poly stuff to look good both close and far away. The RS guys seem to have found a way to get pretty great performance while still having a TON of vegetation in the scene.



-One stumbling block of note is how to solve the "zoom" problem as it relates to draw distance. This becomes extra-apparent when using magnified optics (scopes and tank sights).



Thanks in advance,

Catalavos




KF [Mutator] Hardcore

Hardcore.......... Mutator:Hard****.u Name:Hardcore Mode!




Attached Files





File Type: zip Hard****.zip (8.1 KB)






mercredi 27 août 2014

=[BLITZ]= Gaming Community is recruiting!

Hello, the =[BLITZ]= Gaming Community is recruiting!



We're a fun and easy going community looking for new members!

We currently have a few members and we're looking to expand, if your interested here are our requirements to join.



1. Must have Teamspeak 3

2. Must have steam or able to get it.

3. Must be over 16 years of Age.

4. Must be Respectful.



My contact info is,

Steam: bracer5011



We hope you check out our website at http://ift.tt/1pk2RTg



Have a great day.




KF KF-CraftingFloor

Hi there,



I've made a little Minecraft themed map for KF;

http://ift.tt/1pk2RT6



I'm not really here to advertise it though, I have a question.



I've used some "Scripted Triggers" in my map and I'm pretty sure that they are the reason that perks are not leveling in the map. (perks appear to level up but get removed when you quit the map)

Is there a way to get the perks working without removing those Scripted Triggers?



Is there perhaps a partial whitelist I could utilize or something?

I've only used the Scripted Triggers for triggering, they don't spawn anything or change anything.



Thank you!




Realistification of KF mod -- Thoughts?

Last night I started playing with UDK, with the ultimate goal of fixing the recoil system - getting rid of the obnoxious bopping up and down, and making the crosshair point where the next round will hit, as well as removing the 'wtf' rounds that hit WAY away from the average group. Also, getting rid of the, in my opinion, bad feature where as your weapon shakes side to side as you walk you still always shoot straight.



I thought of adding some of my work I do in the process of learning into a mod/mutator pack. Such as, for the time being, I accomplished a bleed out system and (partially) a sprint system.



Would anybody like to see a complete mod like that? If so, maybe someone can help me overcome 2 problems Im currently having a hard time with :)



If you are interested, please feel free to check out my prototype.

Compiled mutator to play with in solo mode. I think thats all you need? Just drop those 2 files in your steam/steamApps/common/killingFloor/system? (Please correct me if Im wrong):

1) The .u file -- http://ift.tt/1AW4TLZ

2) The .ucl file -- http://ift.tt/1votZmo

I think thats all you need to add it as a mutator in solo game?



Archived source files:

http://ift.tt/1AW4TM1



At this time I added the following features (with a little description):

1)Bleed out system

If taken 10+ damage in one hit, you bleed at a fraction of that amount every .5 seconds.

If takes 16+ damage from multiple hits, you start bleeding at a slow rate.

If already bleeding, rate you bleed at increases with every subsequent hit.

If you use quick heal, you stop bleeding.

Idea is to try to made players be "safe", and, honestly - the bleed out rates I used may be way too quick. On the other hand, since Im trying to "realistify" the game, you may survive being attacked with a chainsaw but you will die seconds after.

2) Sprint system:

Basically you gain 60% speed boost for limited time.

Need to use User.ini to set a key to "Sprint" to use it.

Known issue is you can still fire, which is one of the things I need help with -- overriding the fire() function with a custom controller.



Thoughts?




Killing Floor Games 2 [Sign-up has started]







Introduction


Ladies and Gentlemen!



My name is Mart, Founder of the event "Killing Floor Games". With this post I would like to welcome everybody to the second tournament and event called Killing Floor Games, and open the sign-ups for the games.

Since the first tournament, we have grown a lot and have made many changes since then. We will go into more details about these changes further in this post.

Keep in mind this post is only to promote the sign-ups!


What are the Killing Floor Games exactly?
The Killing Floor Games is a returning event for the game Killing Floor, it consists of two different tournaments for now, beginner’s and veteran’s. We did this so everybody can enter the tournament and also keep the veterans and more advanced players challenged. The event is also sponsored by Tripwire Interactive and Pingperfect, making it a more reliable event and tournament. Also, all matches will be streamed live on http://ift.tt/1mTRpYP If you have a Twitch account you can follow us there.



You can read everything about the event on (please do so before you sign up): http://ift.tt/1oiOT3W



What has changed since the last tournament?
See video of the major changes we have made in the next tournament.






Something important we have to keep in mind for the tournament?
- Make sure you and your team members read all the rules carefully

- When you sign up, make sure you have 6 team members (and we advise also 2 subs when things don’t go as planned, but this is up to you)

- Once you sign up, the team leader of your team will receive an email with further instructions (To all leaders, keep 2 eyes open on your email inbox!)

- All times are in CET (Central European Time)

- As of now we will keep the whole event at a limit of 20 teams (10 for beginner’s, 10 for the veteran’s)



Searching for a team?

We have a topic in the Killing Floor Games group on the Steam page where people come together, join the group and post here: http://ift.tt/1nF2ddn


Questions?
If you have any questions just post on here or on the steam group.

If you would like to be added to our Steam group, just join the group! Even if you are just a fan, watch the streams, like to be informed etc...

http://ift.tt/1mTRnAc






KF Steam client denied : Steamerror 12 (help)

After the first round finishes I keep getting "CONNECTION FAILED" on my own server I've tried doing fresh reinstalls of both client and server but it still persists, I have been unsuccessful finding a fix for this problem, any help would be appreciated.



My server is 64.180.189.176:7707 (Mr.P's House of Pain)




The 2014 Autumn TE and CD Ladders are launched! Sign-up!

We pleased to announce the starting of both the Territory and Countdown 2014 Autumn Ladders. Both ladders will start on Sunday, September 14th and the duration will again be 10 weeks. If you want to participate in these 10 weeks of battling for the 1st place, then sign-up now by following one of below links.



Sign-up for the 2014 Autumn Territory Ladder

Sign-up for the 2014 Autumn Countdown Ladder



Of course like in other seasons, there will be prizes to win. We will announce those before the 2014 Autumn ladders start.



See you on TWI Ladders!




TWI pls bring detachable bayonets back!!

Pls Twi one of the coolest features of Ro Ost was that we were able do attach detach our bayonets. I hate it how its handled in Ro2 Vanilla, that we can only start with it or without it. The Community would love this feature again.

The IOM team managed to get it working in their Mod, so TWI pls add it as a future feature to the game. It takes the of the whole gaming experience to a new higher level.

G41 wip animations - YouTube




Lvl.50 MKb ejecting full rifle cases

After painful grinding and bot farming :D, I have unlocked the scope and beautiful select grade finish for the Maschinenkarabiner. But as I eagerly tested the weapon, I noticed that it ejected FULL 8mm Mauser rifle cases. It happens only on the three-chevron weapon. The lower upgrade-class weapons correctly eject 8mm Kurz shells. Strange.



I suppose that can be quickly fixed.




KF RandomMut

Hi everyone,



This mutator gives every player a set of random weapons and a random perk, each wave.



Workshop: here

Direct Download: here



Its aimed at veteran players, and is quite fun and challenging! Also if mountain pass is selected, the first wave starts at wave 7 ;) .



If any bugs are found please report them here.



Hope people enjoy it!



R.O.G!




Double Tap!

Apparently bigger zeds can play dead, and will spring up if you get close or turn around.



So remember the double tap rule! Although if a fleshpound is playing dead (if that's a thing) it would probably take a few more taps.




mardi 26 août 2014

4K Resolutions?

Hey there,



Does the game support 3840x2160 resolution? (Just pondering an equipment upgrade) Thanks.




Mutator Idea - blind map voting

Hi mutators !



Is it possible through a mutator to remove the display that shows the progress of a map vote?



So not changing the process at all, just making it a blind vote.



It would be interesting to see what impact that has on map voting.




Pawn and Controller relationship

So, from some tutorials I figured out a way to change the PlayerControllerClass with your mod. I am trying to add an exec function that does something, and the way I think this is how people do it:



function postBeginPlay(){

level.Game.PlayerControllerClass = class'MyMutator.MyController';

}



and then in the MyController you can have some sort of exec function that can be called



class MyController extends PlayerController;



exec function MyFunction()

{

local KFHumanPawn p;

foreach DynamicActors(class 'KFHumanPawn', p){

p.Health = 50;

}

}



So, the way I have it written when MyFunction() is called it sets all players health to 50. Logically, there absolutely has to be a unique instance of PlayerController for each KFHumanPawn since

level.Game.PlayerControllerClass = class'MyMutator.MyController';

I would assume executes client side (so separate thread for each player), it makes perfect sense how each KFHumanPawn gets their own instance. Now, my question is how would I reference between the controller and the pawn that belong to me, and pass instance variables between those? Ultimately at this time I am trying to make it so that MyFunction() only sets MY health to 50.




Server Files

I recently re-activated a rented game server and am having issues. I am working with gametracker but they are painfully slow. The kf.ini file is missing [KFMod.KFGameType], and I mean the entire section of code, as well as several others. I do not know how it is functioning without them. The webadmin will also not function, even though it is enabled and the ut2004 texture is there. I have run this server for over four years and am not new to this, but I have never seen this happen before. I have tried a reinstall and an update, neither of which have worked.




Trying out HoE

Greetings gentlemen.



I am a noob, let's get this straight first.



I'm all level 6 perks but I've been lololing and CoDing around Normal difficulties all the time because I'm a wuss that is too scared to try any harder difficulties because of bad traumatic experience that I had on Hard when I just started.

I got 2 scrakes shoving their chainsaws up where the sun don't bloody shine on wave 8 in Offices on Hard and watched in horror as a mangled abomination of man and red neon lights with drilldos on its arms wrecked through my team.



I like to wave my e-peen around as I get 550+ kills as Demo in BioticsLab on Normal even though I dealt more self damage than damage dealt by the zeds on all of my team combined. The Field Medic in that game was so happy that I provided him a faster way to level up his perk than all those Perk Levelling maps.



Now enough about my memoirs. I would love to redeem myself, and I plan to do so by going straight from Normal to HoE.



But even so, I must prepare myself. I shall not get raped by Clots in wave 1 in HoE even though they have no visible genitalia organs.

Therefore, I have come to you, Killing Floor Gurus for guidance and help.



Here is a little bit of info so that you can yell at my ears on what to do if tomorrow morning, I selected Hell on Earth difficulty setting on Internet Games tab and joined in a server, I will emerge victorious as I teabagged the dead remains of Sir Kevin Clamley and his bastard cloned sons, wives and 8 foot tall surgeons carrying chainsaws.



I:

-suck at sharpshooter (cannot headshot a stunned scrake and once spent all 25 rounds on m99 on a raging fp and didn't even land a shot)

-suck at managing ammo (m79 nade on a single crawler and deals 20 damage to myself)

-have little regard on life (enraging 2 FPs at once even though I'm a lone Commando)

-spent most time playing crowd control classes like Commando, Demo and Support (spam those nade launchers ahoy and spray dem shottie pellets at nude bald horny dickless Clamleys)

-dodge medic darts better than dodging patty's rocket

-know most zed mechanics, statistics and modifiers for HoE ( stuffs like raging mechanics, patty healing and mechanics, zeds abilities and stats)

-like KFO more than KF since it has some sort of "story" and "progress".

-have macro'd messages and binds to tell my team whether a sc or fp is comin, patty is going to use his rockets or MG (some of these people are clueless on patty's voicelines), Thanks, Medic!, Help! and Insult Specimens

-cannot backpedal because I tend to get a noseless Clamley pelvic thrusting at my butt and it won't let me go

-love to buy LAW on patty ftl



Thank you for your time in reading this and I would love to hear constructive advices from all the lovely experts and gurus in the art of molesting zeds




RO Need Help from the ISU 152 Coders for the SU 152

Hi Forum,



I have made a rebuild from the ISU 122 from DarkestHour for RO1.



The rebuild based on the ISU 152 (Textures, StaticMeshes and Animations), IS2 Code files and a new 3D Model from the ISU 122 and 122S.



So we have 2 new Tanks in RO1:

The ISU 122 and 122S.



Screenshots you can see here: http://ift.tt/1lc4NvQ



Now my next step was the SU 152 for RO1 and for this Tank i need the help from the Coders from the CO ISU 152 for the 152mm Cannon Classes.





Best Regards



Peter




Real Dosh!!

We have real KF2 Dosh!!! Loads of Money!!!!



http://ift.tt/1t9o1VO

http://ift.tt/1t9nZgE



if you make it to Pax Prime we're handing it out at the panel!!




Lighting build failed-Apparent Lightmass Crash

I started doing some more work on my TE-LittleSaturn map today and I'm unable to build lighting because it seems that the Swarm Agent or lightmass is crashing. I get the "Destructable Not Lightmapped" error on every StaticMeshDestructable and the same goes for pretty much every other object in the map. All I have aadded to the map since it worked last are about a dozen BSP shapes and maybe 20 static meshes so it's not like very much has changed.



I've done some troubleshooting by verifying the tool cache, deleting the shader cache and replacing the Dominant Directional Light but that didn't help.



Another thing that has me thinking is that the un-brewed file size for this map seems un-realistically high (370,000 KB) and I'm wondering if that might have something to do with my problems. The brewed file size is right around 200,000 KB and file size after deleting the shader cache is 103,000 KB.



I will add that since all the changes to the cooking/brewing system the map's file size has been a moving target for what seems like no reason whatsoever. I could build-all 4 or 5 times in a row and get a different file size every time.



I would attach the log file but it's too big. Please PM me if you would be willing to take a look at it, I'd appreciate another set of eyes on this.



Thanks,

Catalavos




KF SDK concerns

Hi guys, I have just had an urge to use my software engineering experience to produce something more fun then stuff I do at work. Now, I did a little research into modding for KF and it appears to be much more simple then I anticipated, but a KF SDK is pretty much necessary. I have read here http://ift.tt/1vJZxQZ that it messes with your firewall, and adds tasks to your scheduler, to initiate connections.



Can somebody shed some more light on this? What is the purpose of such connections? What else does it do without telling the user?



Thanks,




Allowing a round to be chambered

Example of my idea

For reference I shall refer to a 30 round a clip, clip fed gun for the rest of this post.

You reload. this would include taking out the existing clip, replacing it, and chambering the first round.



Now this gun has 29 in the clip and 1 in the chamber for still 30 rounds total before you would have to reload.

If you reload now, it would remove however many rounds are in the gun minus 1 and add 30 more for a total of 31 rounds, if the gun is empty then it just adds 30 rounds.



**{Examples} If ammo counter for gun reads 13, it removes 12 bullets(what is left in the clip, which is the ammo counter minus 1), leaves 1 in (the chambered round), and adds 30 to the ammo counter. 31 rounds would be the reading from the ammo counter after a reload from when the ammo counter read 13(or any number greater than or equal to 1). However if the ammo counter reads 0 then it would remove no bullets(since there are none in the clip), leave the chamber empty(since it already was), and add 30 to the ammo counter which would show 30 on the ammo counter after the reload. The last scenario would be if you had a fully reloaded gun, and you shouldn't be able to reload then anyways. :P**



With this functionality you would have one in the chamber and a full 30 round clip. This means that if you reloaded when the ammo counter read greater than or equal to 1 you would not have to include the chambering of the first round in the reload time and animation(which could be annoying to program in? idunno?) because it would already be there so careful management of ammo could lead to slightly faster reload times for clip fed guns.





Now if you cancel the reload(assuming this functionality is possible) you can now fire one shot with this gun because of the chambered round.



I personally think this would be a very cool mechanic to include in the game and in every game I have seen this in I have greatly enjoyed it as a small but clever addition to the gameplay.



Apologies for wall of text and I would like to hear thoughts on this.




RO2/RS Wallpapers (1920x1080)

RO2 Allies (Barashka)





RO2 Axis (Barashka)





RS Allies (Peleliu)





RS Axis (Iwo Jima)





lundi 25 août 2014

I found this to be interesting

Crash Report

About every third game, in campaign mode, I am kicked out with a crash which I report. Never had this until the last two to three weeks. It's becoming a real pain:mad: Anyone else having this problem. I did change my video card to a GTX 670 and all seems good except for an occasional crash....which is way too often.

Suggestions?

Thanks in advance.

`swamp




Games doesn't "start"

Ever since I restored my computer, (Winows 7 Laptop) I have not been able to play Rising Storm/Red Orchestra 2 Multiplayer. When I start the game through steam, it first says "Performing first time setup, cleanINIs.bat" something, then my avatar gets green and it says I am playing the game, the process ROGame.exe is running in the taskmanager & the computer lags fervently. (In fact I can't close the process through the task manager or even by logging out, I have to forcefully shut off my computer)



I have tried revalidating files, relavidating the binaries & movies folder, run Steam and ROGame.exe as an administrator, run cleanINIs.bat separately (it can't find the directory it says) & I've reinstalled steam in another location.



Now I don't have a directory in my "My Games" folder for RedOrchestra2, which is wierd. I though maybe my computer denies Steam Acces to create folders there for Red Orchestra 2, and maybe that is it, but even though I have been able to check off "read only" on my documents things still don't work.




KF KF-School_8

KF-School_8 [by HekuT] - YouTube

Screenshots:


Spoiler!







Информация о карте // Information about:



Описание // Description (Russian Language):

Заброшенная школа 2009 года. Здесь вы можете увидеть любителей сталкинга. Так же существуют сведения о появлении в школе сектантов, сатанистов, бомжей и других криминальных элементов. По сей день это место живет. Но не так, как хотелось нам. Живым людям.



Описание // Description (English Language):

Abandoned School, 2009. There you can see stalkers. There are also information about the appearance in the school cultists, satanists, the homeless and other criminal elements. To this day, this place lives. But not the way we want. Alive people.



Количество магазинов: 4

На сколько рассчитана игроков: 6 и больше

Русификатор: имеется в архиве, в папке #Russian Language

Примерный вес карты: ~100 mb



Текстуры // Textures (стандарт или новые): И те и другие.

Модели // Models (стандарт или новые): И те и другие.

Тактика // Tactic: Самые хорошие точки - это третий этаж первого здания по бокам, актовый зал и кухня во втором здании.



История создания:


Spoiler!









Благодарности пользователям:

Поиск багов: BatYsaU

Перевод описания: Ksu

Помощь с некоторыми граффити: mihopol, soner

Проверка карты: AppleRin, Cpt.Slater, Saint, Fantom, Bizarro, <Legendary_Pups>





Ссылки // Links:

WorkShop: Link

WebFile: Link

Yandex: Link

Dropbox: Link

GameFront: Link



Killing Floor Russian Community: Link



P.S. Good game.




Tripwire Interactive's Killing Floor 2 Panel at PAX Prime

Tripwire Interactive's Killing Floor 2 Panel!

Tripwire Interactive talks about the Killing Floor franchise, the upcoming release of Killing Floor 2, and other exciting things happening at the studio. Who knows what will happen - Special guests? Goodies? Other surprises? Killing Floor cosplay encouraged!



PANELISTS:

Jared Creasy [Community Manager, Tripwire Interactive], Alan Wilson [Vice President, Tripwire Interactive], Mike Schmitt [Sr. Marketing, Tripwire Interactive], Mark Hayler, Robin Flodin



WOMBAT THEATREFRIDAY 8/29 10:30AM - 11:30AM

http://ift.tt/1sCFYvE



Do want gameplay and info on KF2 steam early access!




Tripwire has a panel at PAX Prime

Where we will be talking about Killing Floor 2 and answering questions from the community. We also have some awesome prizes for cosplay! So if you will be at PAX be sure to drop in!



http://ift.tt/1sCFYvE




ServerPerks HELP!

Hi people, I wanna to ask us, how can i make to save all people stats, like ServerPerksStat.ini? But i wanna make to save it to ftp, any ideas?



FTPDataConnection.uc


Quote:








Class FTPDataConnection extends TcpLink;



var bool bUpload,bWasOpened;

var string Data;



delegate OnCompleted();



function PostBeginPlay()

{

LinkMode = MODE_Text;

}

event Opened()

{

BeginUpload();

}

event Closed()

{

OnCompleted();

Destroy();

}

event ReceivedText( string Text )

{

if( bUpload )

Log(Text,'FTPD');

else Data $= Text;

}

function BeginUpload()

{

if( bWasOpened )

GoToState('Uploading');

else bWasOpened = true;

}



state Uploading

{

function BeginState()

{

Tick(0.f);

}

function Tick( float Delta )

{

if( Data!="" )

{

SendText(Left(Data,250));

Data = Mid(Data,250);

}

else Close();

}

}



And

FTPTcpLink.uc


Quote:








Class FTPTcpLink extends TcpLink;



var string TempFileName;

var array<ServerStStats> PendingLoaders;

var array<StatsObject> ToSave;

var ServerPerksMut Mut;

var IpAddr SiteAddress;

var FTPDataConnection DataConnection;

var transient float WelcomeTimer;

var array<string> TotalList;

var MessagingSpectator WebAdminController;

var byte RetryCounter;

var bool bConnectionBroken,bFullVerbose,bUploadAllStats,bTo talUpload,bFileInProgress,bLogAllCommands,bChecked Web,bPostUploadCheck,bIsAsciiMode;



function BeginEvent()

{

Mut.SaveAllStats = SaveAllStats;

Mut.RequestStats = RequestStats;

if( Mut.bDebugDatabase )

{

bLogAllCommands = true;

bFullVerbose = true;

}



LinkMode = MODE_Line;

ReceiveMode = RMODE_Event;

Resolve(Mut.RemoteDatabaseURL);

}

final function ReportError( int Code, string InEr )

{

if( !bConnectionBroken )

{

Level.Game.Broadcast(Self,Code$" FTP Error: "$InEr);

Log(Code$" FTP Error: "$InEr,Class.Name);

}

bConnectionBroken = true;

GoToState('ErrorState');

}

event Resolved( IpAddr Addr )

{

SiteAddress = Addr;

SiteAddress.Port = Mut.RemotePort;

GoToState('Idle');

}

event ResolveFailed()

{

ReportError(0,"Couldn't resolve address, aborting...");

}

event Closed()

{

ReportError(1,"Connection was closed by FTP server!");

}

final function DebugLog( string Str )

{

if( !bCheckedWeb )

{

bCheckedWeb = true;

foreach AllActors(class'MessagingSpectator',WebAdminContro ller)

break;

}

if( WebAdminController!=None )

WebAdminController.ClientMessage(Str,'FTP');

Log(Str,'FTP');

}

event ReceivedLine( string Text )

{

if( bLogAllCommands )

DebugLog("ReceiveFTP "$GetStateName()$":"@Text);

ProcessResponse(int(Left(Text,3)),Mid(Text,4));

}

final function SendFTPLine( string Text )

{

if( bLogAllCommands )

DebugLog("SendFTP "$GetStateName()$":"@Text);

SendText(Text);

}



function SaveAllStats()

{

local int i;



if( bTotalUpload )

return;

ToSave = Mut.ActiveStats;

for( i=0; i<ToSave.Length; ++i )

{

if( !ToSave[i].bStatsChanged )

ToSave.Remove(i--,1);

}

if( ToSave.Length>0 )

bUploadAllStats = true;

}

function RequestStats( ServerStStats Other )

{

local int i;



if( bTotalUpload )

return;

for( i=0; i<PendingLoaders.Length; ++i )

{

if( PendingLoaders[i]==None )

PendingLoaders.Remove(i--,1);

else if( PendingLoaders[i]==Other )

return;

}

PendingLoaders[PendingLoaders.Length] = Other;

}

final function FullUpload()

{

TotalList = GetPerObjectNames("ServerPerksStat","StatsObject", 9999999);

bTotalUpload = true;

bUploadAllStats = true;

bFullVerbose = true;

HasMoreStats();

SaveAllStats();

}

final function bool HasMoreStats()

{

local byte i;

local int j;



if( TotalList.Length==0 )

return false;

j = ToSave.Length;

for( i=0; i<Min(20,TotalList.Length); ++i )

{

ToSave.Length = j+1;

ToSave[j] = new(None,TotalList[i]) Class'StatsObject';

++j;

}

TotalList.Remove(0,20);

return true;

}

final function CheckNextCommand()

{

while( PendingLoaders.Length>0 && PendingLoaders[0]==None )

PendingLoaders.Remove(0,1);



if( bUploadAllStats || (bTotalUpload && HasMoreStats()) )

GoToState('UploadStats','Begin');

else if( PendingLoaders.Length>0 )

GoToState('DownloadStats','Begin');

else

{

if( bFullVerbose )

Level.Game.Broadcast(Self,"FTP: All done!");

if( Mut.FTPKeepAliveSec>0 && !Level.Game.bGameEnded )

GoToState('KeepAlive');

else GoToState('EndConnection');

}

}

function ProcessResponse( int Code, string Line )

{

switch( Code )

{

case 220: // Welcome

if( WelcomeTimer<Level.TimeSeconds )

{

SendFTPLine("USER "$Mut.RemoteFTPUser);

WelcomeTimer = Level.TimeSeconds+0.2;

}

break;

case 331: // Password required

SendFTPLine("PASS "$Mut.RemotePassword);

break;

case 230: // User logged in.

if( Mut.RemoteFTPDir!="" )

SendFTPLine("CWD "$Mut.RemoteFTPDir);

else

{

SendFTPLine("TYPE A");

bIsAsciiMode = true;

}

break;

case 250: // CWD command successful.

SendFTPLine("TYPE A");

bIsAsciiMode = true;

break;

case 200: // Type set to A

CheckNextCommand();

break;

case 226: // File successfully transferred

case 150: // Opening ASCII mode data connection

break;

case 421: // No transfer timeout: closing control connection

if( bFullVerbose )

Level.Game.Broadcast(Self,"FTP: Connection timed out, reconnecting!");

GoToState('EndConnection');

break;

case 221: // Good-bye

Close();

break;

default:

if( bFullVerbose )

Level.Game.Broadcast(Self,"FTP: Unknown FTP code '"$Code$"': "$Line);

Log("Unknown FTP code '"$Code$"': "$Line,Class.Name);

}

}

function DataReceived();



final function bool OpenDataConnection( string S, bool bUpload )

{

local int i,j;

local IpAddr A;



A = SiteAddress;



// Get destination port

S = Mid(S,InStr(S,"(")+1);

for( i=0; i<4; ++i ) // Skip IP address

S = Mid(S,InStr(S,",")+1);

i = InStr(S,",");

A.Port = int(Left(S,i))*256 + int(Mid(S,i+1));



// Now attempt to bind port and open connection.

for( j=0; j<20; ++j )

{

if( DataConnection!=None )

DataConnection.Destroy();

DataConnection = Spawn(Class'FTPDataConnection',Self);

DataConnection.bUpload = bUpload;

DataConnection.BindPort(500+Rand(5000),true);

if( DataConnection.OpenNoSteam(A) )

return true;

}

DataConnection.Destroy();

DataConnection = None;

ReportError(2,"Couldn't bind port for upload data connection!");

return false;

}



function Timer()

{

ReportError(3,"FTP connection timed out!");

}



state Idle

{

Ignores Timer;



final function StartConnection()

{

local int i;



for( i=0; i<40; ++i )

{

BindPort(500+Rand(5000),true);

if( OpenNoSteam(SiteAddress) )

{

GoToState('InitConnection');

return;

}

}

ReportError(4,"Port couldn't be bound or connection failed to open!");

}

function SaveAllStats()

{

Global.SaveAllStats();

if( bUploadAllStats )

StartConnection();

}

function RequestStats( ServerStStats Other )

{

Global.RequestStats(Other);

StartConnection();

}

Begin:

Sleep(0.1f);

if( bUploadAllStats || PendingLoaders.Length>0 )

StartConnection();

}

state InitConnection

{

function BeginState()

{

SetTimer(10,false);

}

event Closed()

{

ReportError(5,"Connection was closed by FTP server!");

}

Begin:

Sleep(5.f);

SendFTPLine("USER "$Mut.RemoteFTPUser);

}

state ConnectionBase

{

event Closed()

{

GoToState('Idle');

}

Begin:

while( true )

{

if( bUploadAllStats && Level.bLevelChange ) // Delay mapchange until all stats are uploaded.

Level.NextSwitchCountdown = FMax(Level.NextSwitchCountdown,1.f);

Sleep(0.5);

}

}

state EndConnection extends ConnectionBase

{

function BeginState()

{

SendFTPLine("QUIT");

SetTimer(4,false);

}

}

state KeepAlive extends ConnectionBase

{

Ignores Timer;



function SaveAllStats()

{

Global.SaveAllStats();

if( bUploadAllStats )

StartConnection();

}

function RequestStats( ServerStStats Other )

{

Global.RequestStats(Other);

StartConnection();

}

final function StartConnection()

{

CheckNextCommand();

}

Begin:

while( true )

{

if( bUploadAllStats || PendingLoaders.Length>0 )

StartConnection();

Sleep(Mut.FTPKeepAliveSec);

SendFTPLine("NOOP");

}

}

state UploadStats extends ConnectionBase

{

function BeginState()

{

bUploadAllStats = false;

SetTimer(10,false);

}

function SaveAllStats();



final function InitDataConnection( string S )

{

if( bFullVerbose )

Level.Game.Broadcast(Self,"FTP: Upload stats for "$ToSave[0].PlayerName$" ("$(ToSave.Length-1+TotalList.Length)$" remains)");

if( OpenDataConnection(S,true) )

{

DataConnection.Data = ToSave[0].GetSaveData();

TempFileName = ToSave[0].Name$"ServerPerksStat.ini";

SendFTPLine("STOR "$TempFileName);

bFileInProgress = true;

}

}

final function NextPackage()

{

RetryCounter = 0;

ToSave[0].bStatsChanged = false;

ToSave.Remove(0,1);

if( ToSave.Length==0 )

CheckNextCommand();

else if( !bIsAsciiMode )

{

bIsAsciiMode = true;

SendFTPLine("TYPE A");

}

else SendFTPLine("PASV");

}

function ProcessResponse( int Code, string Line )

{

switch( Code )

{

case 200: // Type set to A/I

if( bPostUploadCheck )

{

SetTimer(5,false);

SendFTPLine("SIZE "$TempFileName);

}

else SendFTPLine("PASV");

break;

case 227: // Entering passive mode

if( !bFileInProgress )

InitDataConnection(Line);

break;

case 150: // Opening ASCII mode data connection for file

SetTimer(60,false);

if( DataConnection!=None )

DataConnection.BeginUpload();

break;

case 226: // File transfer completed.

if( bFileInProgress )

{

SetTimer(5,false);

bFileInProgress = false;

bPostUploadCheck = true;

SendFTPLine("TYPE I");

bIsAsciiMode = false;

}

break;

case 213: // File size response.

if( bPostUploadCheck )

{

SetTimer(5,false);

if( int(Line)<=5 )

{

bPostUploadCheck = false;

if( ++RetryCounter>=5 )

NextPackage();

else

{

if( bFullVerbose )

Level.Game.Broadcast(Self,"213 FTP Error: Stats upload failed for "$ToSave[0].PlayerName$" retrying...");

SendFTPLine("PASV");

}

}

else SendFTPLine("RNFR "$TempFileName);

}

break;

case 550: // Sorry, but that file doesn't exist

if( bPostUploadCheck )

{

SetTimer(5,false);

bPostUploadCheck = false;

if( ++RetryCounter>=5 )

NextPackage();

else

{

if( bFullVerbose )

Level.Game.Broadcast(Self,"550 FTP Error: Stats upload failed for "$ToSave[0].PlayerName$" retrying...");

SendFTPLine("PASV");

}

}

break;

default:

Global.ProcessResponse(Code,Line);

}

}

Begin:

if( !bIsAsciiMode )

{

SendFTPLine("TYPE A");

bIsAsciiMode = true;

}

else SendFTPLine("PASV");

while( true )

{

if( Level.bLevelChange ) // Delay mapchange until all stats are uploaded.

{

bFullVerbose = true;

Level.NextSwitchCountdown = FMax(Level.NextSwitchCountdown,1.f);

}

Sleep(0.5);

}

}

state DownloadStats extends ConnectionBase

{

function BeginState()

{

SetTimer(10,false);

}

final function InitDataConnection( string S )

{

while( PendingLoaders.Length>0 && PendingLoaders[0]==None )

PendingLoaders.Remove(0,1);

if( PendingLoaders.Length==0 )

{

CheckNextCommand();

return;

}



if( bFullVerbose )

Level.Game.Broadcast(Self,"FTP: Download stats for "$PendingLoaders[0].MyStatsObject.PlayerName$" ("$(PendingLoaders.Length-1)$" remains)");



if( OpenDataConnection(S,false) )

{

DataConnection.OnCompleted = DataReceived;

SendFTPLine("RETR "$PendingLoaders[0].MyStatsObject.Name$"ServerPerksStat.ini");

bFileInProgress = true;

}

}

function DataReceived()

{

bFileInProgress = false;

if( PendingLoaders[0]!=None )

{

if( DataConnection!=None )

PendingLoaders[0].GetData(DataConnection.Data);

else PendingLoaders[0].GetData("");

}

PendingLoaders.Remove(0,1);

while( PendingLoaders.Length>0 && PendingLoaders[0]==None )

PendingLoaders.Remove(0,1);



if( bUploadAllStats ) // Saving has higher priority.

GoToState('UploadStats');

else if( PendingLoaders.Length>0 )

SendFTPLine("PASV");

else CheckNextCommand();

}

function ProcessResponse( int Code, string Line )

{

switch( Code )

{

case 200: // Type set to A

SendFTPLine("PASV");

break;

case 227: // Entering passive mode

if( !bFileInProgress )

InitDataConnection(Line);

break;

case 150: // Opening ASCII mode data connection for file

SetTimer(60,false);

break;

case 550: // No such file or directory

SetTimer(10,false);

if( bFileInProgress )

{

if( DataConnection!=None )

DataConnection.Destroy();

DataReceived();

}

break;

default:

Global.ProcessResponse(Code,Line);

}

}

Begin:

if( !bIsAsciiMode )

{

bIsAsciiMode = true;

SendFTPLine("TYPE A");

}

else SendFTPLine("PASV");

while( true )

{

if( bUploadAllStats && Level.bLevelChange ) // Delay mapchange until all stats are uploaded.

{

bFullVerbose = true;

Level.NextSwitchCountdown = FMax(Level.NextSwitchCountdown,1.f);

}

Sleep(0.5);

}

}

state ErrorState

{

Ignores SaveAllStats,RequestStats;

Begin:

Sleep(1.f);

Mut.RespawnNetworkLink();

}



defaultproperties

{

}



I Know on these files are functions that uploads to ftp every player id in new txt file, i wanna to make that save to one file.




Release date discovered!

Congratulations you found the message

Good job puzzle hunter

Here is your clue

Sixteen and four is the way

Message transmission complete




Source



16.04.20XX (sixteenth april)


Not very sneaky TW ;)



Inb4 - This is intended to be some sort of fun and joke, which you may take wrong and seriously.




Just another thread about no one playing custom maps - NOT

Hi commrades!

We have so many threads about going like "no one wants to play custom maps", "players dont want to stay and download" etc etc.

Is it really as bad? Me thinks that it is not.

Check this picture just taken a few mins before. 40-1 server 1 & 2 full of chaps happily playing custom maps :D (browser can show only up to 64 players, looking at my webadmin I see over 70 players on each server)

Server 1 usually fills up in a few mins even when I put a new map version that must be downloaded by all. In campaign map voting custom maps usually knock down stock ones. If you think Im just showing off my fancy pic you`re wrong!

I`d like to encourage server admins, specially of the most popular servers, to give it a go. Custom maps lifted 40-1 Where Eagles Dare to position number 2 in gametracker ro2 servers ranking 2 weeks ago. If you think that you would lose some players you can not be more wrong. Just put them bloody custom maps on your server and you regulars will love you instead of just liking ;) Any more new peeps will come. Trust my words!

Some good news for IOM fanatics - we will be getting custom maps on our brand new No Man`s Land IOM server.

Many many thanks to our mappers for your great work!

:IS2::IS2::IS2: for you!




Attached Images





File Type: jpg 2014-08-25_00002.jpg (63.5 KB)






[Crash] Odd crash patterns

Okay, so I couldn't find any other existing forum or thread describing what exactly I am going through. To state off: I have played this game for over 348 hours, I ran it fine with minor issues caused by a D3D Error. I recently had to reformat my PC, after that I redownloaded Risingstorm. I began to encounter in-game crashes. I have tried my best to isolate what might be causing the issues.



System specs:

GTS 450

AMD Phenom Quad Core 9500

3.25 GB RAM



The crashes are very random, before I'd get them during a round, but now it seems to be only happening after I join a server, play the round or end of the game and then once I pick a team, pick a role and wait to respawn in another map. The screen freezes and then it stops working and I am forced to close the program. This hasn't happened before till after I re-installed it. I've done all the fixes, deleted config files, made sure my resolution worked, verified game cache. My system specs handled the game fine at mostly high, (I only took down foliage to medium for Rising storm since the highly dense jungle maps caused my FPS to drop when sprinting.) And as I've said, I got through 348 hours of completely uninterrupted gameplay for each and every one of my sessions, except when my launcher would freeze due to a D3D error a few times. From what I can describe the reason for these now crashes are, its like something didn't go well with a recent update. Whatever is called upon to render works first off, but when I am in a new map, and I pick my team, class, and watch the game's start till I spawn in, the renderer or file just stops working and crashes. If anyone could either respond to this thread saying they're encountering the same issues and could get this more recognized, give me any news on a possible fix. Or any non-risky possible fixes that would be great. By non-risky, I mean no possible fix that can have risks of killing my PC. RO2/RS are my favorite steam games of all time, played it 2-3 hours each and everyday but I don't love it that much to risk my PC's condition. Thank you for reading!




Introducing, Immersion Overhaul Monday!

40-1 have just started hosting a server purely for the Immersion Overhaul Mod and we wanted to celebrate its launch with an Immersion Overhaul Monday! You can find the server in the Unranked tab of your server browser or at IP: 86.122.87.4:7777



Things should be kicking off at 7pm GMT and it would be great to see some new folks there!



Never heard of IOM?! You're missing out...

http://ift.tt/1i3BFzK




RO2 Redirecting download for custom maps

Can someone tell me what is going on with http://ift.tt/1veuboe ?

I have put some new maps on server (which are listed on http://ift.tt/1veuboe) but none of players on server are able to download map from there. Also, it was possible to approach directly to this page and to download maps directly from browser, but now this is not possible?




Resigning from staff

Decided to step down from the staff, so won't be handling TWIL issues anymore. Thanks yous.



e. To clarify, it was my decision based on a few things, especially that University continues in one week and I don't have enough energy to spend my time focusing on TWIL as an Admin.




[GUI] Please add a real FPS perspective / Demorecording (at decent tickrate)

Since Killing Floor didn't had a working first person spectator feature in place I would love to see it happen in KF2. I cant wait for awesome game footage and gameplay montages on differnet video portals. It would add a lot for community driven content creation and several playthrough tactics if you have the chance to spectate another person correctly in first person. And if you get a chance to see a real good player you also might want to take a look on how the other person sees the game and handles reload cycles and stuff.



This leads me to my next point. Add a demorecorder to to the game that at least record gameplay localy in 30 ticks. These demofiles should be replayable afterwards for analsyses and of course rerecording for editing. I don't like to play with a screengrabber since it slows down performance significantly or the recorded file looks like YT even tho its not uploaded yet.



Instead of having a none editable BAZILLION GIGABYTE video file I would prefere a slightly bigger .dem file wich I could edit off.




RS Sniper as SL3 on Hanto (Allies)

This bug was reported long ago, but strangely wasn't fixed during the last update. In the "Squad" screen, instead of SL3, the slot belongs to a sniper. The entire SL3 can't spawn on their squad leader. Could the developers fix this bug in the next update?




dimanche 24 août 2014

Please post suggestions/ideas/requests in the [Ideas and Suggestions] forum

Over here: http://forums.tripwireinteractive.co...play.php?f=187



It's getting too cluttered here..



EDIT:



And dear Tripwire devs, it would help if you guys posted in the [Ideas and Suggestions] forum too.



I think the reason everyone posts here, is because they see that 90% of your replies are here--8 threads with official replies on the 1st page alone, while there are 5 in the ENTIRETY of the [Ideas and Suggestions] forum--and people think that they have to post here for you to see it.




Playstation/Blizzard Suffered DDoS

http://ift.tt/1vd6xIS




Quote:








A massive cyberattack is currently crippling some of the most prominent gaming services in existence.

A group known as Lizard Squad has claimed responsibility for attacks on the PlayStation Network (PSN), Blizzard’s Battle.net, Riot’s League of Legends , and Grinding Gear Games’ Path of Exile, according to a report by Shack News. President of Sony Online Entertainment John Smedley confirmed the news on Twitter.








RO2 Graphics error

Sometimes, when i die , after respawning, i get this











I think it has something to do with the latest amd drivers, the 14.7 beta




[Game] Call of Duty Campaign from Axis perspective?

Hello folks!





I have always wished for a FPS to allow me to fight from another perspective than the Allies. I was very disappointed that the first Call of Duty and the first Medal of Honor to hit the PC did not feature an Axis campaign.

Checking on the web there is so many forums discussions on this topic and a huge interest in it. Some stated however that killing Allied soldiers would leave a bad taste. DA HELL!? First it does not matter if you are shooting soldiers in Axis or Allied uniforms, you kill humans to begin with. Secondly what's the difference, the majority of soldiers were thrown into a devastating war without their agreement. This black and white, good and evil has always left a bad taste with me.

I was actually looking forward to Enemy Front but finding out that it is again a single (!) American defeating the entire German Army. (Yes, there is AI with him, but you get my point.)



I checked online if there is any mods available that somewhat "switch sides", yes there is.



Check this out:

[1] Let's Play: CoD2: Axis Mod - German Army Training [1080p] Full HD - YouTube



And tell me your opinion on this matter: Fighting a Singleplayer for the Axis?



Regards

Raven :)




Zed animations and appearance

Basically, all the zeds have different idle and walking animations. As in, there could be more than one way a clot would walk, some being more twitchier or lax, the way a gorefast may hold up his arm, etc. These don't have to be much, but at least something to break the monotony.



Also, minor cosmetic changes on zeds that are generated randomly. I know they're clones, but they could have different appearances. When I first saw the slasher and cyst, I originally thought they'd be different variations of the appearance of the clot. As in, the slasher would be the crawler-but-not, and cyst would be and older and deprecated clot compared the the 'healthier' looking ones that are still being pumped out.

They would be simple variations, like a scrake wearing a surgical mask or not, stalkers with or without hair, and how sirens may have their arms restrained (with the device or just straps).



On another note, zeds give their position away through sound. The sounds zeds made in KF tended to be a lost in the rest, so sounds like a gorefast idly dragging his blade on metal (producing sparks?) or a fleshpound slamming his restraints in frustration would be an interesting away. In essence, the way the scrake's chainsaw would sound off as a warning. Stalkers could be quieter for their ability.




[Video] Do you still remember Delta Force: Black Hawk Down?

Hello folks!



I've been grabbing this goodie from my treasure chest, Delta Force: Black Hawk Down from Novalogic. It was released in 2003, the same year as the first Call of Duty hit the gaming market. I believe that with the means they had they created a believable Mogadishu. If there was a mod for RO2/RS that would depict the events on multiplayer maps, I'd definitely be playing that one as it would be very refreshing, 'cause it ain't another Modern Warfare game.



I made a Let's Play on the classic game, check it out if you like:



[1] Let's Play: DF Black Hawk Down - Intro Video [1080p] Full HD - YouTube





What are you thoughts on the game from 10 years after initial release and would you enjoy a Full HD remake?





Regards

Raven :)




samedi 23 août 2014

RO2 780 TI Driver Question

I'm sorry for my idiocy, but can anyone with a Nvidia 780 TI tell me which driver will work with Red Orchestra 2? or even let me boot up the computer for that matter, I have tried several different ones on my new computer and not a single one of them is working on my new PC.




once and for all: Are you interested in PvP?

I'm getting pretty sick and tired of people coming up with elaborate PvP systems and game modes that "could totally be put in KF2" and would be "awesome".



Time and time again somebody comes up with an answer like " that would take a lot of work" or "I don't think it fits the style of the KF series". So we always reach an impasse.



So I'm asking so that we can finally put this thing to bed, or take the idea seriously as a community once we know where we stand on the issue:



Do you want a PvP mode in KF2?




Minor boss suggestion...

On Hell on Earth, would it be possible to have the ground shake, throwing off aim a little bit, from the boss?




[How Do I?] How do I install custom maps?

After 190 hours played I downloaded a bunch of maps from http://ift.tt/1BNyEQD, but:



1) I didn't get *.upk nor Props_* files, only *.roe,



2) putting them in ROGame\CookedPC\ doesn't seem to work -- when I tried joining a 40-1 server playing one of these maps, it still tried to download it in-game, which is very slow for some reason.



Also, shouldn't RSTE- map files be in ROGame\CookedPC\RSGame\ maybe?



Sorry for a noob question, everyone seem to know how to use custom maps around here, but I couldn't find a guide.




Low FPS on R9 290

Hey guys, so I recently upgraded to the Sapphire R9 290 Tri-x, and I am getting low numbers for a card like this. In BF4 I get 80fps constant, sometimes dipping to 78fps, but in this game my fps stays constantly at 63/62 (bouncing back and forth really quickly), it never goes less or higher. I know something is up, this card should easily be going 120+ fps on this game. Anybody know what's going on?




vendredi 22 août 2014

cant open workshop in-game

I get the usual message box saying I need to verify the cache integity, and Ive done that succesfully, but when I start the game and go to workship on the main menu, I still get the same message, and it does the not-responding thing, Ive done the integrity thing, and restarted Steam, nothing works....any ideas?




KF [Help] Costum Texture download.

Hi guys, I create a custom texture for my DedicateServer, but I do not know how to make this new texture is downloaded to the players.



I have been reading to do that for DOWNLOAD URL:



[IpDrv.HTTPDownload]

RedirectToURL = <your link>

ProxyServerHost =

ProxyServerPort = 3128

UseCompression = True



but as the game or the server knows I file download ?.



I have already compressed ** my texture, and left with the extention * .utx.uz2




Join KF TSC Tournament to win KF2 6-pack!





Tournament Summary:

  • Grand Prize: Six copies of Killing Floor 2 (one for each team member).

  • No entrance fee.

  • Up to 16 teams.

  • Two rounds: Preliminary and Playoffs.

  • Signups: 22-aug-2014 -- 14-sep-2014.

  • Preliminary Round: 8-sep-2014 -- 5-oct-2014.

  • Playoffs: 10-oct-2014 -- 19-oct-2014.


Click here for full list of rules



SIGN UP

Join Official Steam Group for more details.



New to Team Survival Competition?

Don't worry! If you are a good Killing Floor player, then learning TSC basics is easy. Just collect a team and play a few games. Signing up is free, but the grand prize is awesome! Why not to try?..



Here are few useful links for you:





KF Join KF TSC Tournament to win KF2 6-pack!





Tournament Summary:

  • Grand Prize: Six copies of Killing Floor 2 (one for each team member).

  • No entrance fee.

  • Up to 16 teams.

  • Two rounds: Preliminary and Playoffs.

  • Signups: 22-aug-2014 -- 14-sep-2014.

  • Preliminary Round: 8-sep-2014 -- 5-oct-2014.

  • Playoffs: 10-oct-2014 -- 19-oct-2014.


Click here for full list of rules



SIGN UP

Join Official Steam Group for more details.



New to Team Survival Competition?

Don't worry! If you are a good Killing Floor player, then learning TSC basics is easy. Just collect a team and play a few games. Signing up is free, but the grand prize is awesome! Why not to try?..



Here are few useful links for you:





Playing as the Zeds for once

This would be awesome



it's still going to be PvP (humans are played by humans [hello redundancy], but zeds are now a mix of AI and human players), think L4D2 versus game where normal zombies are controlled by AI.



gameplay for the human team is still as usual, survive all waves or complete objectives in KFO maps.



however, players who join the zed team get to pick what specimen they want to spawn as.

ofc, like normal gameplay, scs are only unlocked at wave 5/10 and fps are unlocked at wave 7/10, sirens at wave 3/10 and husks at wave 2/10



but the zeds also use a dosh system, where they get dosh for damaging the humans and even more dosh for killing them.



spawning as clots and crawlers is always free, but spawning as a sc and fp will be expensive.

gorefasts and stalkers would cost just a little.

bloats, husks and sirens would cost a moderate amount.



idk about the new zeds, but ofc their cost would be adjusted to mirror their threat levels.



Friendly Fire is off for zeds, so raging FPs, husks and bloats cannot kill other zeds.

FPs and SCs can still rage, but they would have to meet the same requirements as in a normal game (SCs can only rage after losing 50% hp)




jeudi 21 août 2014

We Have To Loadsamoney

Can't forget the most important part of the game!

http://ift.tt/1v3mdy4




Service Communication Error

Service Communication Error....how do I fix this? its a PB thing :confused:




Red Orchestra 3 Festung Europa

Red Orchestra 3 Festung Europa (What would I like to see)



http://ift.tt/1piOfCL




TB getting an early build of kf2

http://ift.tt/1piOfm5



Looks like EA in motion to be happening soon or at least some gameplay footage.




KF KF-KuBaalcah

Hi!



So... This is another map I made, and it's called "Ku Baalcah". This because of the Mayan look and feel! The map is a Arena like map, and the size of the total map is medium small. The map itself is in Pre-Alpha stage and needs a lot of Playtesting and Fixing here and there. The best way to play the map is on Hard or above and with 4/6+ players.



Here are some screenshots:























The map can be downloaded from here:

http://ift.tt/1tpoZeh



Or from here:

http://ift.tt/1tpp29H



Edit: Attached the Images to this post, they are compressed and downscaled. Higher Res images are on Steam. Also notice that the images only work when logged in.



Any Feedback, Bugs or Suggestions are welcome!




Attached Images













File Type: jpg KFKuBaalcah_Img01.jpg (56.4 KB)
File Type: jpg KFKuBaalcah_Img02.jpg (36.0 KB)
File Type: jpg KFKuBaalcah_Img03.jpg (35.1 KB)






I think I would like to play me some RO:HOS/RS

Yes, indeed. I would like to play the game, as I haven't played it in a long while. I look forward to many joyous moments. :IS2:



That is all.



(here, have a gif:



)




KF Cant seem to register map vote on some servers

Hi,



I have a friend who sometimes cannot register a map vote on some vanilla servers for KF.



Basically they call up the menu, click on the map vote and nothing happens (when it doesnt work). Where as on the same server I can vote as per normal.



Has anyone come across anything like this?




Last man standing mode?

PRobably more a mod than anything..



Kind of got the idea from Endless wave mode thread in general.



But instead it is not how long you can last with your team, it is how long you can last.



Basically last man standing, you want to try and lead others zeds into other players, block them, weld them in, not heal and be the last man left to win.



Would be Zerk only id say.



It would not work great with current KF AI (because you would just run in a circle around the map, but with the new game maybe it might? especially if kiting zeds is alot more difficult.




mercredi 20 août 2014

Since this game takes place in france now...

Does this mean all zed killin' cash will be Euros (€) now? or will we still get the classic Pounds (£)?
Or maybe the KF universe's France never adopted the Euro and use their own money like Francs (₣)?




[Video] A little project of mine: MoH Airborne Expert Diff, No Deaths, All Weapons leveled

Hello folks!





I checked back on some of the older games and grabbed MoH Airborne out of the treasure chest of mine. I was thinking if it were actually possible to level all weapons to Expert Commendation, no deaths, no replaying and of course on Expert Difficulty to make it a fair challenge.



Here is how it went:



http://ift.tt/1BEmxVW





Enjoy! :)



Regards

Raven




KF Animatronic Characters Halloween Event

Hello. I'm sure many of you are aware of the sensation surrounding Five Nights at Freddy's by now. If not then it is probably because you are living under a rock or are not a loser that spends way too much time on the internet.



It's a game where you are a night-time security guard at a Chuck E. Cheese type place where the animatronic characters come alive and try to murder you. It's a pleasant mixture of endearing and horrifying.



That being said, it would be AMAZING to have a Chuck E. Cheese type place map released for Halloween with all the specimens turned into animatronic characters. Amazing.



I know you dudes are busy with the sequel but there could still be time to pump this event out. Have achievements for winning tickets at skee-ball or something, throw in a ballpit with a tumblr joke, not too late for that either. Maybe even get in contact with the creator, you guys have collaborated with indie developers before.



:IS2:




Please improve the map balance for the next release to help player retention

With the large influx of new players that will be coming to RO with the next update (and probably the associated free weekend) we need some changes to the existing maps to improve balance to improve player retention. It is obvious that poorly designed maps which are too difficult to attack on ruin player retention. Nothing puts a new player off more than running out of spawn on the attacking team and getting mown down and their team making no progress on the map towards winning. One team being pinned in spawn or at a single objective for 30-40 minutes is bad for player retention.



Furthermore, strongly imbalanced maps actually create and even greater team skill imbalance with all the experienced players stacking easier side, especially during free weekends. Therefore, something should be done to improve the flaws in existing RO2 maps for the good of the game and enhance player retention and I propose these changes below. Constructive comments regarding improvements to RO2 maps is welcomed; arguing that these maps do not have problems or that it is just related to the teams is simply naïve.



Bridges of Druzhinaseriously flawed



Bridges is a fantastic map. However, D and E are fundamentally flawed objectives. Fixing D and E would go a long way to improving the map as most games are over before the city is even played, which is a shame because it’s the best part of the map.



The first fundamental flaw is that the defenders can cover the D and E from the top of the ridge which is in a spawn protected zone. This is terrible map design. The defender spawn protection should be moved back so the attackers can flank beyond the objectives to cut off the reinforcements.



The second fundamental flaw is that D and E can be recaptured by the defenders (and to a lesser extent G and F). This doesn’t work for these objectives because they are too far apart to be attacked simultaneously very well; except when the teams are stacked attackers, which is rarely.



I also think that C takes too long to capture so the defending team leader can easily call down artillery on the bridge and completely destroy the attacker’s chances.



Additionally, the tank respawn location should move forward for the final few objectives since the tank is much more likely to die in the city in close quarters fighting.



Gumrak Stationseriously flawed



It is obvious that the attackers need a radio close to their spawn for TL to help them take A, the hardest objective. Generally, A should not be the hardest objective to capture on any map because then the whole map will not be played – which doesn’t show off the best RO2 has to offer.



Additionally, attackers should also spawn on the flanks to help new players learn what to do. Currently too many new players just run over the top, getting killed immediately, and putting them off the game. This would be somewhat avoided by switching to two spawns on the left and right flanks.



Rakowiceseriously flawed



This map is still terribly defence biased and was not fixed with APCs. Why did the defenders get so many APCs? It is obviously attackers who should have more. Therefore, I suggest removing one from the defenders and/or adding it to the attackers.



An obvious change that is required is that both B and C need to lock when captured. Additionally, once both B and C are capped, the defenders need to be prevented by spawn protection from pushing into these areas and killing attackers from the sides.



D on Rakowice is the worst designed objective in RO2. To improve it without redesigning the map it is clear that the attackers need to spawn on the flanks for D, defenders in the middle; not the other way around. The attackers should be able to spawn in B or C. Defender spawn protection should also be moved back further from the rear of B because the only way to attack it is to flank and cut off defender reinforcements and this is prevented by excessive spawn protection.



Another obvious fix is that defenders should get mortars only, not artillery. Dropping artillery on the attackers’ entrance to D is just a far too effective way to defend. The shorter time spread of mortars will make it much more tactical to use.



Additionally, lockdown needs to be faster on A so that it’s not such a boring waste of time to play with the usual defender stack and no progress on one objective.



Stalingrad Kesselseriously flawed



The design of Stalingrad Kessel is fundamentally flawed. The most common outcome on Stalingrad is that the attacking team get pinned at A and lose without capturing it. Two things happen on A: 1) either a fast quick cap if the attackers do the right thing on spawn; 2) get pinned in spawn for the whole round if they don't do the right thing at the start and take A immediately. It is very rare for the attackers to take A after 10 minutes or so. If it doesn't fall in 5 minutes, it won't fall. This is indicative of flawed map design.



Objective A is flawed because there are easier routes into the high ground for the defending team behind cover than for the attacking team. Objective A would be significantly improved with the addition of giving the stairs a steel back so that the attackers can get up to the top floor behind cover.



If map modification isn’t possible, the attackers need to spawn closer to A so they get there sooner to improve balance. I also suggest that the doors to the right of the attackers are already destroyed at the start so that the attackers have two quick routes into the high ground on A. Defender reinforcement waves also need to spawn further away.



A second major flaw of Stalingrad is that defenders actually gain advantage from the attackers blowing the doors at B when they don’t take it immediately (because it’s a hard map to attack). This is because the defenders can push through from B into the ruins area and spawn exit camp the attackers from the right flank, mowing them down. It is indicative of bad map design if the attackers suffer from completing the objectives. The only obvious way to fix this is to spawn protect that area, which is heavy handed, I know, but the only way I see to do it.



Another obvious fix that is required is that B and C should lock when captured by attackers. The current system of only allowing them to lock when both are captured favours the defenders too much on an already poorly designed map.



These flaws of Stalingrad Kessel have nothing to do with team skill level. The map is flawed even with equal teams.



Commissar’s Houseseriously flawed



Commissars was improved significantly with objective locking in the last update (which I argued for); however, it is still too defender biased.



It is clear that the defenders should be limited to only mortars here like on Station – artillery is too much of an advantage that the defending team does not need as it is too effective at delaying an attack on a time-limited map.



Additionally, G needs improved by removing the ruins from the cap zone. This is already a very strong defensive position and does not need the further advantage of being in the cap zone. Currently, the only way for attackers to effectively clear it is with artillery, and that is too infrequent.



I also think tanks are imbalanced on Commissars. To have a chance of winning, the attackers need a hero-level tank player who is good enough to kill the enemy tank and support the infantry. This is very hard to do since the defending tank respawns too quickly. Tanking essentially ends in stalemate if both tanks are equally skilled and the attackers do not get the benefit of tank support – something that is sorely needed.



Therefore, I suggest that either the attackers should get two tanks (rather a strong change, I agree); or defending tank respawns should be limited or less frequent to give the attacking tank time to support the infantry in between fighting the tank. Additionally, I believe the defenders have too many AT classes and access to too many satchel charges which are too effective at neutralising the tank.



Note that these are only quick fixes to the fundamental map flaw that Commissars is an easy crossfire for the defenders as attackers have to run up the middle, which is not simple to fix.



Cold Steelslightly imbalanced



Generally Cold Steel is a hard map to attack on but attackers seem to win quite frequently. However, I think that the defenders have marginally too many tickets such that they can play stupidly and get away with it. A clear flaw is that lockdown on A is not triggered fast enough so that people are forced to play out the map in a boring massacre on the first objective too frequently.



Barracksslightly imbalanced


Barracks is one of the best maps in the game. However, there is one feature which weights it to the Axis as opposed to being balanced: The fixed MG34 on the right flank of C. This is too strong a position compared to the equivalent Maxim which has much worse field of fire, tactical impact and can be more easily flanked. Removing both of these MGs will improve balance.



Pavlov’s Houseslightly imbalanced



Pavlov’s is a good map however it requires some modification to spawn locations and protection to improve the balance as outlined below.

First, when D is captured by the Allies the spawn numbers need to be swapped so that spawn 1 is closer to D. Currently, too many new players (who are usually on Allies) spawn at the wrong position on the map closer to E and F than to the critical objective D and the south of D.



Second, when C is captured by the Allies they should spawn further to the rear of D such that they can use the trench to get to the trench route to the south of D rather than run out in the open in front of a fixed MG.



Third, the Axis spawn when D is captured is far too close to D because it is too easy to attack via the trench and get inside D. This spawn needs to be moved further away; I suggest further to the south. This brings me to my next point.



Fourth, removing half of the area south of D at the last update was a terrible mistake – this should be reinstated and the Axis spawn should move to here when D is captured.



Finally, the ridge overlooking the Axis approach to D is a spawn protected zone to the far left flank of the Allies next to the wall. This is terrible map design as this is a required position for Allies to be able to defend the approach to D. Spawn protection in this area (combat zone limitation – it is nowhere near a spawn!) should be removed.



Barashkaslightly imbalanced



I have noticed that the Axis get to B and C faster than the Allies which slightly imbalances the map. There is just no excuse for bad timing – it’s a basic aspect of map design. Please fix this because the advantage of capturing both A and B simultaneously on Barashka is so significant with both spawns moving very far forward.



Apartments – slightly imbalanced



The balance of Apartments was improved significantly at the last update considering it previously was seriously flawed and almost always resulted in a defender win. However, it has gone too far in the opposite direction and is marginally too hard to defend. I suggest maybe increasing the ticket count by 30-50 for the defenders because sometimes they run out too soon after doing a very good defending job.



Conclusion



I seriously wonder if TWI understands the importance of good and balanced maps for player retention. From my experience thus far, it seems not. Please understand. Quickly, before it’s too late.



If you disagree with any of my suggestions above, I challenge you go away and play these map as both sides 10 times each side (Axis or Allies – not the side you always play – I do NOT mean campaign mode!), while using your head, think about repeating situations, and then come back and say that the these maps are perfect and don’t require improvement.