mercredi 31 décembre 2014

Further evidence TWI made a huge mistake about engine selection

This is what the studio behind Warmachine Tactics had to say:




Quote:








“Working with UE3 was nice because it was very familiar,” said WhiteMoon CEO Jay Koottarappallil. “But when Epic told us, ‘You guys should really consider developing in UE4, we’re really firing on all cylinders for that,’ we began an evaluation on it.”



So, familiarity argument, exactly what TW used to justify their poor decision.

However...




Quote:








As it turned out, the new engine offered an easier development pipeline for the studio’s artists and designers. UE4 would allow them to build a “really big game” in a little over a year - at “one-fifth” the size of the budget of similar games and with fewer staff than anticipated.



Read the entire article here.





So, in the long run everything will turn out to be much more cheaper and efficient for them. Someone in TWI must be really regretting such poor, short-sighted decision by now.




Issues with Animations with Creating an M2 Carbine

Alright so I have gotten help from Panzer Jager '43 with some coding problems with an M2. However now I need help with some animations, I've been having problems with the firing animations (I'm using the M1's). I believe it's because it is too slow, because of the ROF. Now here's where I need help, How do I adjust an animation's speed and save it, as well as where to save it...

Any help would be appreciated.




Steam Chat Spreading Malware

http://ift.tt/1y9jVQk



http://ift.tt/1y9jTrx




Quote:








Most people know not to click on suspicious links from strangers, but suspicious links from friends are more of a marginal case. Malefactors are currently using Steam, Valve's popular PC gaming platform, to spread malware by hiding a nasty program in a supposedly innocuous screenshot that looks like it is coming from a trusted friend.



Security expert Graham Cluley shared the story, which one of his readers brought to his attention. The malware comes via Steam's built-in chat client and, in all likelihood, will appear to come from someone you know.



If you receive a message on Steam that reads "WTF?????" and links to a JPEG image called "screenshot," steer clear and inform your friend that he or she needs to run a virus scan posthaste. The link leads not to a strange picture, but rather to an executable SCR file.







Its 2015 were is Killing Floa 2

Obviously I am a bit drunk. Enjoy the new year guys




Wouldnt it be nice if...

... everybody in server could access dlc weapons if at least one member of team has it?





Not that I mind paying for them, but I DO MIND that I need to buy weapons to people because they don't want to pay for DLC. Often happens when somebody wants Zed v2, then I just waste addictional time to recieve cash from player and buy and drop that weapon(s) to him/her.




Translate KF2 to more languages

I think would be good to have the game translated to more languages. It can also help the sales in other countries.



I would like to have it translated to Portuguese.



Thanks.




RO2/RS borderless windowed

Hey, soldiers.



I've been Googling the case for a while and not found a single tutorial or explanation to enable borderless windows in RO2. I know that the greater verions of UE3 natively support that option, while this game lacks it.



Does anyone play windowed? How did you manage to make it work? What's the catch with VAC (SMAA injector does not, but who knows what happens when you are attempting to run a game using a third part software)?



Thanks.




mardi 30 décembre 2014

[How Do I?] Host a LAN server

Hey Guys,

I just want to know how to create and host a LAN game, because.. well we want to play LAN :D



Sry 4 my bad english im from Germany.



I tried this:

http://www.reddit.com/r/redorchestra..._2_lan_server/

but it wont work.



thanks for your help



in love Jawa :* <3 :D




custom maps.have you started yet?


I have yes.the map i am working on is a cemetery with custom models and textures if you have ideas please share or post links to screenies i will add pics of my early work soon





Is there a way to limit FPS, to lets say 60?

The title says it all.

In Solo games it is limited to 60, but in MP, or on my own listen servers it is not.




HOE difficulty games/servers are a total joke

So I got into KF hardcore back into 2011-early 2012 but I have no touched it since.



I recently tried it again and checked out the HOE servers and it is always the same thing.



Pick Zerk/Medic and run backwards for 45 minutes..............I fail to see how this is fun. It is not what I think of when I think of killing floor at all.



I've been playing on Hard/Suicidal since all the HOE servers are the same.



Anyone else feel the same way?




KF Is there a way to make the server browser not suck?

So I love Killing Floor but the server browser is so horrible. I was under the impression there was only ~10 servers running HOE difficulty, I found if I let it sit for 10 minutes it will eventually show a ton of servers. It is very unresponsive and laggy tho and I cannot refresh a servers info once I have it listed.



It showed a server as 2/6 people and when I joined it was 0/6. I left the server and refreshed in the server browser and still listed 2/6.........wtf.



Also if I just go to Steam and list servers I can list every single KF server in existence in less then 30 seconds vs the 10 minutes it takes to filter in game.



Any solution to this? Thanks.




Don't know what to do or buy!?

I want to play Rising Storm, is RS only Pacific war? I need to buy RO:2 to play RS? If you go to Steam to order/buy there are so many versions witch 1 do I need to play the Pacific part of RO:2? Help!





Thank you for your time.




RS BAR smoking and blocking?

Hi,



I am playing RO2/RS for some hours now. Some days ago, I started playing the BAR. In one round, I got many kills with the bar (around 30 in a row). At some point I realised that there was a column of smoke in front of me, so i changed the position, but the smoke was still there. It took me some seconds to figure out, that the BAR was smoking. So, with huge effort due the smoke, I got some kills more, but after that, the gun blocked. I could not shoot anymore. So, it seems to me, that the BAR is overheating to death after many kills in a row? Am I right or was it just a bug? I never heard of such a feature




a plea for uncut

hello there,



i want to plea for an uncut kf2 release in germany.



why?



1) actualy there is no reason to cut it, even a cut version would be 18+, because "humanlikes" die.

2) promotion of 18+ stuff isn't allowed in the public anyways.

3) steam already does an age check that goes with the law

4) customers go "my ***!"



releasing a cut version here would benefit only the censors, none else.



i don't get why you bother with the cut releases anyways, because the above points are a known in the business.



greetings




I have green artifacts all over my screen

I have green artifacts all over my screen when i play this game. They flash and it makes the game highly unplayable. I've tried fixing it but i have had no success.

http://steamcommunity.com/sharedfile.../?id=365220955 This is a picture of the problem




Need help understanding something

I have played red orchestra 2 and rising storm for a bit now and massively enjoyed them, but one thing that has bugged me is knowing how one team wins on the "territory" game mode.



I know that capturing does this, along with the enemy losing all their reinforcements. How does one know if your team has enough capture points to win? I only see the reinforcements in the "t" menu, nothing about who has the most points to win at the end of allotted time for the game.




lundi 29 décembre 2014

RO2 Invite to play against FH

Forgotten Honor (FH) is an "old" CD clan, but we can play TE matches too.



We play matches with TWIL rules. In short:

6-8 players on each side (equal number of players)

No recon

No spawn on SL

SL has bolt rifle

Weapon level capped to 25 by server

Role level capped to 1 by server



When the match is scheduled, we expect opponent team to bring min 6 players on time and play the whole match (2 maps). We will choose 1 map, opponent team will choose the other map. List of possible maps is here: http://www.twiladder.com/ladder/ro2-territory/maps



Match can be played on TWIL server if both teams are registered there, or on our server (EU).



To arrange a match, please send friend invite to [F|H]Rivimies on steam.




Killing Floor crashes upon starting

Each time I try to open Killing Floor I get the following error message...



---



Build UT2004_Build_[2004-11-11_10.48]



OS: Windows NT 6.1 (Build: 7601)

CPU: GenuineIntel PentiumPro-class processor @ 3293 MHz with 4095MB RAM

Video: NVIDIA GeForce GTX 480 (3158)



unrecoverable error - bombing out



History: UWindowsViewport::OpenWindow <- UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free



---



or one that says that the application asked the runtime to terminate it in an unusual way. Sadly my Killingfloor.log is an empty file right now (probably as a result of trying to uninstall and reinstall it, with no change in outcome), so that won't be of any help. Any ideas on what I should look into?




Game Update?

Hi guys,



I haven't touched RO2 in almost over a year I think and what with dearth of any playworthy games out there, I was wondering if RO2 has vastly improved from the merge with RS...

Any improvement with teamwork or incentives to work as a team?




We can take Iwo Jima!

Ubuntu 14.04 windowed mode

Hello,



I'm running Ubuntu 14.04.1 LTS with a dual monitor setup. When I start KF and run it in windowed-mode I am unable to move my mouse outside of the window to move the window itself. I would like it to be on my primary monitor and it starts up on the secondary one.



I'm coming back to Linux after a semi-brief hiatus. Any help is appreciated!




Character's facial expressions

After looking at some screenshots, I could see how much nicer the characters' faces look (obviously due to the new engine). But it made me think, do the characters' faces change due to different situations?





For instance, if they are shooting a big gun or they kill a lot of zeds at once would they get a kind of evil grin? >:]





Or maybe, if they needed help (because a fleshpound was on their arse) they would have a look of terror or dread?





Also, one of the first things I noticed about the new zeds was that their facial expression have improved two fold. In kf1 you had enemies that felt very static in many ways, and now when looking at kf2 I see the enemies' eyes move and they seem to really look at you. I think this is really cool because a lot of "life" or maybe a sense of "humanity" comes from the eyes.





But back to my original idea, I was wondering what the community thinks about having the playable characters having different facial expressions.




Support Specialist Overweld

Support in KF1 can weld doors faster, but what if he could overweld (to 150% for example). It`s nothing game-changing, it`s just a small bonus to support class, if there is a big enemy behind the door they will destroy it anyway, so it`s nothing big and it`s also logical, because support was trained to weld, so he can not only weld faster but also better then other perks and that can be that little overweld bonus. It`s just a little idea i got :3




dimanche 28 décembre 2014

KF Steam Achievement Manager

Hello there,



I just heard about SAM (Steam Achievement Manager)

My friend using it and i wan't to know it is LEGAL/NOT ?



My friend used SAM to edit his perks level.

Can i use it or not? If yes will i get VAC Banned for using this?



Thank you. :IS2:




I'm all for new stuff...

I fully support Tripwire adding new content to Killing Floor 2 after it comes out, but if you are going to add new characters, will you give them their own voice actor as well? Not only that, but I don't really think that you should add a new Zed after the game is released. What I mean is we already have a cast of Zeds we know and love, but if you were to add a new Zed, it would be shunned and hated. Just like the Husk was when he was added after the first Killing Floor was released. He has a likable design now, and I'm glad he's returning, but if you do add a Zed after the game is released, give it a likable design and a balanced ability. I might catch some flame for this...




KFO Map building guide / tutorial / quick reference

http://steamcommunity.com/sharedfile.../?id=357491760



I made this for my own use as a quick reference and in order to eliminate a couple of notebooks and notepads full of conflicting information.



It is a beginners guide, an introduction to the KFO map elements and how they work together in their most basic form.



I know this is like closing the barn door after the horses ... have evolved into space explorers.. but I hope the Objective design elements are still used in KF2 and most of this information will still be useful.




Bind key

Is there a way to bind a key to output something in the chat?




Game crash after multiplayer game

Every time after a multiplayergame the game crashes with a critical error:



Build UT2004_Build_[2004-11-11_10.48]



OS: Windows NT 6.1 (Build: 7601)

CPU: GenuineIntel PentiumPro-class processor @ 3193 MHz with 4095MB RAM

Video: NVIDIA GeForce GTX 770 (4448)



General protection fault!



History: UTexture::Update <- FD3D9RenderInterface::HandleCombinedMaterial <- FD3D9RenderInterface::SetSimpleMaterial <- FD3D9RenderInterface::SetMaterial <- FCanvasUtil::Flush <- UCanvas::DrawTile <- UCanvas::DrawTileStretched <- UCanvas::execDrawTileStretched <- (LobbyMenu Package.LobbyMenu @ Function KFGUI.LobbyMenu.DrawPerk : 040F) <- UObject::ProcessEvent <- (LobbyMenu Package.LobbyMenu, Function KFGUI.LobbyMenu.DrawPerk) <- UObject::ProcessDelegate <- GUIPage::Draw <- (LobbyMenu Package.LobbyMenu) <- GUIController::NativePostRender <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level KF-Manor <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 726F6F6C 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free





Also the button "Submit Bug Report" points to:

http://bug.report.url/report.php?ver...0UT2004_Build_[2004-11-11_10.48]%0D%0A%0D%0AOS%3a%20Windows%20NT%206.1%20%28Build% 3a%207601%29%0D%0ACPU%3a%20GenuineIntel%20PentiumP ro-class%20processor%20%40%203193%20MHz%20with%204095 MB%20RAM%0D%0AVideo%3a%20NVIDIA%20GeForce%20GTX%20 770%20%284448%29%0D%0A%0D%0AGeneral%20protection%2 0fault!%0D%0A%0D%0AHistory%3a%20UTexture%3a%3aUpda te%20%3C-%20FD3D9RenderInterface%3a%3aHandleCombinedMateria l%20%3C-%20FD3D9RenderInterface%3a%3aSetSimpleMaterial%20% 3C-%20FD3D9RenderInterface%3a%3aSetMaterial%20%3C-%20FCanvasUtil%3a%3aFlush%20%3C-%20UCanvas%3a%3aDrawTile%20%3C-%20UCanvas%3a%3aDrawTileStretched%20%3C-%20UCanvas%3a%3aexecDrawTileStretched%20%3C-%20%28LobbyMenu%20Package.LobbyMenu%20%40%20Functi on%20KFGUI.LobbyMenu.DrawPerk%20%3a%20040F%29%20%3 C-%20UObject%3a%3aProcessEvent%20%3C-%20%28LobbyMenu%20Package.LobbyMenu%2c%20Function% 20KFGUI.LobbyMenu.DrawPerk%29%20%3C-%20UObject%3a%3aProcessDelegate%20%3C-%20GUIPage%3a%3aDraw%20%3C-%20%28LobbyMenu%20Package.LobbyMenu%29%20%3C-%20GUIController%3a%3aNativePostRender%20%3C-%20UInteractionMaster%3a%3aMasterProcessPostRender %20%3C-%20FPlayerSceneNode%3a%3aRender%20%3C-%20UGameEngine%3a%3aDraw%20%3C-%20UWindowsViewport%3a%3aRepaint%20%3C-%20UWindowsClient%3a%3aTick%20%3C-%20ClientTick%20%3C-%20UGameEngine%3a%3aTick%20%3C-%20Level%20KF-Manor%20%3C-%20UpdateWorld%20%3C-%20MainLoop%20%3C-%20FMallocWindows%3a%3aFree%20%3C-%20FMallocWindows%3a%3aRealloc%20%3C-%20726F6F6C%200%20FArray%20%3C-%20FArray%3a%3aRealloc%20%3C-%200*2%20%3C-%20FMallocWindows%3a%3aFree%0D%0A%0D%0A



... bug.report.url is not a valid fqdn ;)



Kind regards,

colly




How to be the best Field Medic there is.

Well, best in MY opinion, anyway.



This includes being able to take down ZEDs in a 6-man Hell on Earth game by yourself, incase the rest of your team was bad enough to die on their own, no matter HOW MUCH you healed them.



What you need to do is have the characteristics of a divergent. Don't stick with only the Medic guns. Have at least 1, so that you can maintain distant healing, but also use off-perk weaponry.



I messed around in a solo game of testmap and so far discovered three different loadouts that the Field Medic can use for self-defense. One of which, however, doesn't have a medic gun, so I wouldn't recommend using that in an online game.



****THESE SETUPS DON'T ACCOUNT FOR THE PATRIARCH WAVE. I will make a seperate video on that later.



Yes, video. I make videos on these things. Check it out: https://www.youtube.com/channel/UCr1...1Adf_Dg/videos

(I'm almost finished editing my video on setup #2)



Setup 1 (My best one yet, and highly recommended in wide-open maps):

Machete

9mm

Schneidzekk (strongest Medic SMG)

Compound Crossbow

Pipebombs (2)

Medic grenades



Pros:

+It is POSSIBLE to beat a 6-man HoE game with this setup!

+The 9mm has a substantial amount of ammunition; great backup weapon for dealing with trash mobs, as long as you can headshot easily with it!

+Can maintain distant healing while defending self with powerful weaponry

+Satisfactory crowd control on trash mobs (weaker ZEDs) using the first 3 weapons

+Noticeable quick take-downs on bigger ZEDs

+Can use crossbow to instantly take out those annoying Husks (I HATE THEM!)

+Can use Medic grenades to successfully escape being trapped and/or dealing with large groups of weaker ZEDs



Cons:

-Crowd control can be overwhelming when you’re in the middle of reloading the SMG and pistol

-Melee weapon has short range and requires you to be super up-close to the ZEDs, risking having your Medic armor’s percentage decrease slightly

-Med grenades can be destroyed by Sirens (so BE ON THE LOOKOUT FOR THEM!)



Setup 2 (Not recommended in a public game, but still works great for self-defense):

Katana

9mm

Hunting Shotgun

Pipebombs (2)

Medic grenades



Pros:

+It is POSSIBLE to beat a 6-man HoE game with this setup!

+The 9mm has a substantial amount of ammunition; great backup weapon for dealing with trash mobs!

+Melee combat vastly improved; damage and range are increased, compared to the Machete/Knife

+Can use Medic grenades to successfully escape being trapped and/or dealing with large groups of weaker ZEDs



Cons:

-Loses ability of distant healing; will rely on med-syringe and healing grenades for team support

-Although the Hunting Shotgun’s alt-fire can wipe out groups of ZEDs at a time, a shot like that is dependent on a variety of factors; the ZEDs must be lined up in a way, and the crosshair should be pointed in the dead center so that the pellets will actually go through their hitboxes.

-Although it’s definitely possible killing the bigger ZEDs, it can be a hassle. More distance is required, and more precise timing is needed.

-This setup will make you weaker to ambushes, like Crawlers jumping down from the bridge on WestLondon where the broken down bus is.

-Med grenades can be destroyed by Sirens (so BE ON THE LOOKOUT FOR THEM!)



Setup 3 (Works really well, although it's a slight downgrade of setup #1):

Katana

9mm

Schneidzekk

Pipebombs(2)

HSG-1 Shotgun



Pros:

+It is POSSIBLE to beat a 6-man HoE game with this setup!

+The 9mm has a substantial amount of ammunition; great backup weapon for dealing with trash mobs!

+Can maintain distant healing while defending self with powerful weaponry

+Melee combat vastly improved; damage and range are increased, compared to the Machete/Knife

+Can use Medic grenades to successfully escape being trapped and/or dealing with large groups of weaker ZEDs

+Superb crowd control; SMG can be used to take out the front lines, HSG-1 can be used to penetrate through a couple of ZEDs in either a tight or wide space, Katana can assist with dealing with the front lines, and the 9mm serves as a backup pistol



Cons:

-Increased difficulty on killing the bigger ZEDs

-HSG-1 Shotgun has low ammunition

-Entire usage of med grenades might be needed for dealing with Fleshpounds (if you can salvage at least 1 after killing a FP, great! But preserve as much of your armor as possible!)

-Med grenades can be destroyed by Sirens (so BE ON THE LOOKOUT FOR THEM!)




Adding Weapons without Mutators

I've been looking into this for a while but something that I find frustrating is how even though certain weapons (hunting rifle & Moss 12), I can't use them in multiplayer. I read somewhere that this is because the server isn't running the mutator. What I'd like to do is add the weapons in such a way, that from the client side, I can use these weapons in any server I go to. (Why? Because why not?) I've yet to successfully do this and am beginning to wonder if it is even possible.



TL;DR: Add weapons directly into the source code without the need for a mutator and have it treat the addition like a vanilla weapon.




AK-12 in Killing Floor 2

As most of you noticed there is going to be an AK-12 in Killing Floor 2 so I would like to say few things about it.



I like the idea of AK-12 generally but there are some problems. It won't bother 99% of community probably but still :D. AK-12 is still far from being finished and it's still a prototype. One of the very first prototypes is this one:

http://img3.wikia.nocookie.net/__cb2...c/c1/AK-12.jpg

it's the one that is included in the game.

Truth is though that this prototype is from 2012. Prototype from 2013 already has bolt catch and release button and different way to get a magazine out of the rifle. Current prototype looks like this:

http://www.thefirearmblog.com/blog/w...33416594-o.jpg



If you ignore camo many things (both visual and technical) were changed since first prototype that is in the game. Realoading of this rifle is very different from first prototype and so on.



What I am trying to say is that AK-12 that is in the game was made in very few pieces if there was more than one and it's location is going to be Russian museum.



That said I would rather see AK-74 in the game instead of AK-12 (or correct AK-12 but final version is obviously still far). I saw no gun in Killing Floor 1 workshop that replaces guns included in the game. There are many reskins but no model. For example there is no AK-47 model that replaces AK Draco Carbine in the game.



Does anyone know if there is going to be possibility to replace model of a gun in the game with workshop model without having blacklisted mutator?




Does controller support mean that we can navigate using keyboard?

That's one thing I really dislike about Killing Floor, Red Orchestra 2 and other TWI games. They don't have keyboard support and I hate things like having to click spawn everytime I want to respawn (dat RO2 and dat RS).





Do you think they will finally do it right and add full keyboard support for all menus (including dat trader)?




So if a lot of the Devs use AMD cards WHY was the decision to use gameworks made?

I just find it odd that you announce making the game for the ps4 and also announce nvidia gameworks but a dev also said that many of you have amd cards, this just seems so damn awkward reading about. Team a bunch of masochists?:D



Did Nvidia throw money at you to use it or something? I can only hope I and other amd users don't get shafted on effects or graphics because of gameworks.




samedi 27 décembre 2014

Looking for some advice on computer monitors

Not necessarily game related but I am going to be buying 2 identical monitors and I'm looking for some advice from you guys who know more about this than I do. Screen size would be between 21.5" and 23" and my budget is $300 for the pair. Not looking for simple links to Amazon or Newegg but actual experiences, good or bad. I thank you in advance!




[Question] Steam Overlay causes game to slow to a crawl?

This does not always happen, but there have been a few times where my fps in game basically hovers from 5-0 fps (complete freeze for a few seconds) and the only way I have been able to remedy it is to turn off the Steam overlay. Once I do, the game no longer stutters and I go to 45-60+ fps.



A few times when this has occurred, I have noticed it took several minutes easy for the game to start up instead of the normal slow startup



Anyone else have this issue or something similar?




KF APS Underwater Rifle




Spoiler!







Wikipedia:


Spoiler!







Code in ServerPerks.ini:


Code:



APS.APSPickup


Author: HekuT

Helper: Zedek the Plague Doctor




Spoiler!









WorkShop: Link

Yandex: Link

Dropbox: Link



Killing Floor Russian Community: Link




Weapon suggestion to armament

http://en.wikipedia.org/wiki/S%26T_Daewoo_K11



I fell in love with this weapon right after I saw it.




500$ to get it early !?

Awww! Come on ! i really would like this ! but give me the kf2 all dlc to come !

and a veto on guns to b released ! or i can test this big black game for free too !




vendredi 26 décembre 2014

RO2 How can I bypass Steam, when I bought the disc version

I live in a rural area and I have satellite internet. I only get 15GBs a month. Then $10/1GB after, so you can see why I cannot use STEAM. I bought the game fromm Amazon and I have the disc but the install wants Steam and wants to download 10GBs!



How can I bypass STEAM and just install from the disks. STEAM is of no help, the told me to get lost and ask Tripwire.




Perks you see least often?

Hey guys, i was wondering in pub games (or friend games alike) which perks you see very rarely, just out of curiosity.



For me I rarely see Demos and Sharps.




RO2 Re-design the scoreboard

Hello friends!



The current RO2/RS scoreboard is just vile in its usage of space. The left side with the reinforcements takes much too much space that could be used to bring back the role info for your own team. Yes, just the own team, not the enemy.

I made an example here:





Despite me playing as Allies, I took the Axis team as it was easier to do the graphic changes, I am no master with GIMP.

It is especially neat as team mates know who is who and also Admins can locate easier who is who on the server and be more efficient at kicking.



The reinforcements can easily be put atop the teams and it would also be nice if the mapper was actually capable of giving a unit name to the respective teams like "192 Infantrie Division" etc.




Golden Potato

Hello, Merry Christmas to all



I've spent some time trying to get in to GLaDOS' core and yet every time I do I don't seem to get the achievement?



Is this a know issue?



Thanks




jeudi 25 décembre 2014

New Medic weapon looks awesome, but...

We're given info that the new medic weapon will upgradeable through tiers.



That sounds awesome! But, then we're told that the shotgun and assault rifle versions are on separate tiers.



That's not so awesome. I love the idea but the end goal should have a little variety.



Why do you not balance the shotgun and assault rifle variant to be equal in tier. This way I can choose which utility is needed. Close quarters maps with a shotgun or hallway/corridor shooting with an assault.




Will KF2 have holiday events?

Y'know, like KF1 did, with a change in zeds, maybe a few new maps, weapons, etc.



Honestly, I'd love to see Xmas zeds, Summer Sideshow zeds, and maybe even the Hillbilly Horror zeds make a return in KF2. In my opinion, I like it because it keeps things fresh. I also really liked killing things to (distorted/f-ed up) Christmas music.




Friends cannot connect to my server.

I have opened all required ports, and my server randomly will let people join. Sometimes it works, sometimes it doesnt, people just get stuck at the "black screen - connecting".



I noticed the ingame warning for kf server says that port 20560 needs both udp and tcp, but the Sticky thread for ports says only UDP. I have only done UDP. Which is the right answer?



I have done the serverbehindnat fix, and I have deleted my system file to let steam redownload it. Nothing has worked consistently.



Thanks.




player death treated just as important as zed deaths

the more i think about this the more important i think it actually is



we will kill thousands of zeds, a hundred or even hundreds per wave so having alot of semi randomised death animations per type is going to be important.



we will watch dismembered ragdolls of former zeds fall all over the place



but what of the players? we wont see them die as often (hopefully)



i'd like to suggest that players get treated to the same dismemberment and ragdoll effects if not accentuated ragdoll effects. the horror element of killing hundreds of clones is questionable but the horror element of watching a teammate be violently killed by clones is much greater. wading through a sea of clone blood isn't going to unsettle many players but watching the zerker get cut from groin to throat by a scrake in zed time as the screen fades to black and white, his katana clattering to the floor as his hitpoints hit zero and the triumphant look on the scrakes face as the former teammate parts like a curtain for him to proceed. that right there is going to remind a player that they're not immortal.



likewise when a fleshpound uppercuts a teammate, as soon as their hitpoints hit zero they need to take accentuated hollywood style impact damage. their rifle needs to get jettisoned wherever the ragdolls would suggest it would, meanwhile they need to get knocked back like they were just launched from a cannon, sent smashing into a wall and then crumple up like a sack of potatoes.



player deaths need to have serious impact to drive home the idea that we are a team, letting each other die is not a realistic option and these clones are a serious threat. making each player death a reminder is important.



so i'm suggesting making players dismemberable to the same extents as the zeds if they aren't already



i'm suggesting a zed time, (ded time?) for players deaths under certain circumstances, such as a teammate occupying x% of the screen being killed by certain flagged attacks triggering zed time.



and i'm suggesting exagerated ragdoll effects upon player deaths with enough impact force such as fleshpound strikes. things you'd expect from hollywood deaths in action titles



i'd also suggest an option to disable player gore for people that can dish it out but not take it should that need arise




Total lockup on Windows 8.1, have to reboot.

I have been experiencing random total lock ups playing RO2/RS using Windows 8.1. The screen will not end. I can try to ALT+TAB to Task Manager, but the RO2 screen remains, thus I cannot get to any other application running. I can do a restart.

Last 'crash' did try to post result to an email, and ended the game for me, for a change. But the email bounced back, Undeliverable.

I have the docs it was trying to send as well as the dmp files.

Let me know if anything else is needed.

Thanks.





System info:

MSI Z87-G43 system board with fourth gen i7 4770, NVidia GTX 560, 16 GB RAM, Windows 8.1.







What the heck is the logic of going past the objective?

I see this **** all the time so maybe someone can explain it to me. Squad leaders that sneak past the objective on the way outskirts of the map. To do what? Get a bunch of kills or a good arty mark? It'd be one thing if they were just a rifleman but why do they have to be squad leader and drag me into their stupid tactic?




RO2 Make the LMG able to fire when moving the bypod

It is very annoying that you can't do that especially when you have a lot of targets to kill. I think this is a must and also easy to implement.




[Game] Disciples of the storm releases concepts for new rain units

Hello all just this is Nate from the SIP team I just wanted to drop a little note from the Storm Isle Productions team and let everyone know that the team has been continuing development of our reboot of the old Netstorm influenced gameplay style, while we did not reach our kickstarter goal this summer we have been focusing on getting more content done before doing a retry on KS and have been busy working on the redesigns of rain faction units which will be showcased soon in coming builds of the project.



I just wanted to post some previews of some of the most recent concepts we have posted publicly..











We also are releasing a look of the new Ice Cannon attack unit we are working on the design...







Earlier we had uploaded a picture of the new rain creature air unit spawn pool which will spawn rain based air unit that will attack any enemy units in a radius from the spawn pool..





















If you ever played the old Netstorm RTS and loved the gameplay style then check out DOTS and help us reach our greenlight on steam.



http://ift.tt/1n1De3Z




mercredi 24 décembre 2014

Merry christmas!

To you all, so what have i missed during my absence from this forum? :)




Merry Chrismas stalkers !

Its now a tradition to talk about the stalkers !!

Let the love Flow for the chrismas stalkers !




Score and hud interface

A suggestion/tip i would like to give is to display the classes on the scoreboard screen.



It is nice to see during a battle and on the scoreboard what the latest status is on class selection, how many a certain class has and to provide knowledge on what you want to pick next more quicker. (it can be also viewed during class selection but during battle you want the hotkey for it :) ).



Currently this already happens for leader functions such as squad leader and team leader but it would be nice to see it as overall addition, of course this would then display the classes only for your team and not for the enemy team.




Score and hud interface

Please delete, posted into the wrong section!




? About Trader Inventory=

I need a little clearification about the number of weapons that can be listed or assigned to the "TraderInventory=" lines.



If I have on my "ServerPerks.ini (configuration) file:



TraderInventory=1:KFMod.MP7MPickup

TraderInventory=1:KFMod.Dual44MagnumPickup

TraderInventory=1:KFMod.MK23Pickup

TraderInventory=1:KFMod.DuliesPickup

TraderInventory=1:KFMod.DeaglePickup

TraderInventory=1:KFMod.DualMK23Pickup

TraderInventory=1:KFMod.44MagnumPickup

TraderInventory=1:SentryTechweapV111Pickup

TraderInventory=1:Doom3KFBeta4.SentryGunPickup

TraderInventory=1:Doom3KFBeta4.TechMedicSentryBotP ickup



Will all of these weapons appear in the TraderInventory? Or do I have too many weapons assigned to Trader Iventory=1 ?



If I do have to many assigned to TraderInventory=1, how many weapons can I assign to each of the TraderInventory=1 to TraderInventory=8 numbers?



My weaoonCatagories are:

WeaponCategories=0.Medic

WeaponCategories=1.Support

WeaponCategories=2.Sharpshooter

WeaponCategories=3.Commando

WeaponCategories=4.Berserker

WeaponCategories=5.Firebug

WeaponCategories=6.Demolitions

WeaponCategories=7.SentryTech

WeaponCategories=8.Gunslinger*

WeaponCategories=9 Armor and Misc*



* I plan to add after this thread is responded to.



Last question: On the ServerPerks.ini if i have 12 weapons assigned to TraderInventory=1. Will the first or last listed have priority o\in the Serverperks.ini file be the weapon to show up in the trader. Or will all 12 weapons show up?:confused:




Making gibs stay?

Hey guys, I found a few guides online on how to make bodies and decals stay. Followed those guides and the result is great, actually feels like a battlefield with all those bodies lying around. Something that many good others fail to deliver (I`m looking at you Battlefield and Insurgency).



However I did not find a variable for the blown off arms\legs and they disappear shortly after being dismembered which makes it pretty likely to find a gory torso with no body parts lying near it. If anyone could tell me how to change it, that would be great.



One more thing, about the perma blood\corpses thing - I manage to have all the corpses and the blood stay, but bullet holes on the characters shortly disappear, no matter what I set MaxPlayerWoundDecals and PlayerWoundDecalLifetime. Anyone has an idea?



EDIT: link to the guide I used, for anyone interested: http://ift.tt/1vcEKTO




RS Nothing happens after joining server

Hi,



I've recently purchased the RS and RO2 bundle and I must say it's an amazing game! After I completed the tutorial I tried to join a server, however I only succeeded once. So when I try to join a server, it connects, it loads but then nothing happens. I've already tried the following steps:

- Delete the folder in My Documents.

- Update Punkbuster and add RO2 to Punkbuster.



Specs:

AMD FX-6350 sixcore

8 GB RAM

MSI GTX 660 2 GB




Spoiler!









mardi 23 décembre 2014

Looking for Albert Wesker's voicepack

I was wondering, if anyone of you guys have ever seen Albert Wesker on a modded server with his own voicepack? Because on 2011 I played on a RPG server which had the Albert Wesker model within its own voicepack.



I started to play on modded servers again (I have one on favorites)and it has the Albert Wesker model, but not the custom voicepack.



So, does anyone know where I can find it?




Please take my money!

I'd love to preorder this game and give you guys some extra dosh. I see it's on Steam; why can't you guys slap a price tag on it and start selling it? I don't care if it's still a year out... take my money! Surely it would help?



The reason I say this is because I want this game to come ooouuuttt! KF1 is too enjoyable, KF2 looks even better!



You guys could also do some kind of collectors edition stuff. I'd buy it. And I'd probably pay $60 for it...




Adding New Gameplay Content to Rising Storm

This is just a neat idea that we could do for Rising Storm. For a new expansion, the British Commonwealth could be added. You could have the Canadians, ANZAC's, Indians, Rhodesians etc. added into the game. They could have unique weapons such as different varients of Lee-Enfield, the Sten Gun (a pile of junk having owned one myself, but iconic to the British nonetheless) Bren Gun etc. Instead of Squad Leaders you would have officers, each with different weapons just like the other nations, such as the American Squad Leader with the Thompson. You could have new maps, specifically where the British fought such as The Defense of Hong Kong, The Battle of Singapore, the Burma campaign, Kokoda Trail etc. Such an addition would create a new fan base as well as a more versatile gameplay for all players.

:IS2:




My KF2 wishlist :)

I have so many ideas but honestly? This is what would be good enough for me:

- With this gore system I only wish blood and decals (bullet holes, nades and flames tint) would not disappear in like 5 second as it was in KF1

- lots of lovely guns. I prefer real counterparts but some of fake could do. Loved saw bow for berserker :)

- More easy to kill (even special zeds). I wish they feel pain. Mean if I hit FP with shooty he would slow down or even stopped for a moment. I hated when I did put tons of lead in to zed and he, as nothing, still walked towards to me.

- maybe some defend mechanics for close combat when, lets just say, you ran out of ammo. Np stick shotgun as a barrier while reloading :)

- If there would be more easy to kill zeds, make real recoil as in real weapons counterparts then. I shot almost all types of weapons and know that different caliber weapons has different recoil (that was somewhat in KF1) and that's what everybody knows. What does not everybody know is the fact that handguns and none butt weapons has more recoil (push up) then even battle rifles, shotguns has same effective range as pistols etc, etc.

- Better fov model first person view. In kf1 some of the weapons (same as it is in KF2 gameplays i noticed) has perfect fov view while wielded weapon (scar, mkb 42, almost every pistol etc.) others worst (shotguns, except AA12, l85, m4). The good way to set view for weapons with stock is to see trigger unit and part (half maybe) of buttstock. This is how I seen AK47 while aiming str8 but not trough sights (ppl call it hip firing although it is not hip in real)

- Finally. Whatever you will do it will be fine. You can make as meany DLC with new content but please, just PLEASE, do NOT make us pay for each one as it was in KF1. I prefer to pay more for final game but to have all content included. Lets just say gold, or all season pass, whatever.




Switch Param in Materials

While messing with the Street Lamp Mesh from the SDK:


Spoiler!







I tried to turn on the emissive lighting as its material has emmisive characteristics:


Spoiler!







The Meshes Material has a "Switch Param" 'Light off/on' variable:


Spoiler!







I selected this variable in the meshes MaterialInstance here:


Spoiler!









But no matter what I try, I cannot get this material's emissive material to show in the SDK or PIE. I tried editing the material to remove the Switch Param and have it just show Emissive all the time, but this did not work either. The UDK forums mention these params and supposedly by selecting the switch in the MaterialInstance settings, it should activate. Has anyone had any luck or tried anything like this before. I am complete Material Noob when it comes to UDK so Im sure I am missing something obvious.




Crash on OS X 10.10

Dear Tripwire!



I get random crashes with Killing Floor on OS X 10.10.1. In the crash log you can se the following:

WARNING: The Gestalt selector gestaltSystemVersion is returning 10.9.1 instead of 10.10.1. Use NSProcessInfo's operatingSystemVersion property to get correct system version number.

Call location:



The system version getter implementation is incorrect. As of 10.10 it will replace minor and bugfix version components that are higher than 9 to 9. So if i have 10.10.1 it will return 10.9.1.



A quote from Apple's documentation:


Quote:








If the values of the minor or bug fix revision are larger than 9, then gestaltSystemVersion will substitute the value 9 for them. For example, when running OS X v10.3.15, this selector returns 0x1039. When running OS X v10.10.5, this selector returns 0x1095.



Yours sincerely, me :).




KF [HELP] VIP System

So I want to create VIP system, I am quite new to KF programming. I would like to ask how could I create an .ini file with player names for the VIP system? or is there a specific function for getting player names/steam ids?




RS Campaign Mode: Maps in Reverse

Hello friends,



the idea of the campaign reversing roles is a nice idea, which works nicely with the Germans and Soviets as both feature a similar class set and field similar weapons. Both have semi auto rifles and good SMGs.



This can't be said for the Pacific theatre. The US forces field way more semi/automatic weapons than the Japanese, which is historically accurate as the Japanese began experimenting with semi auto in late war around 1944, also SMGs were never available in large numbers.

The Japanese are excellent in defense. Their bolt action rifles are accurate on long range whilst the semi autos of the US often miss their target at mid to longer range. The Japanese have their unique ability of using demo traps making it hard for US forces to clear out enemy strongpoints that are guarded by these "land mines". All these bonuses fail when the Japanese are attacking.

The flamethrowers on defense often make it impossible to capture an objective as in last second save the Japanese attackers are roasted. Japanese could never do that, not even with a suicide nade attack.



The knee mortar was promised to balance the flamethrower, which is bogus. You carry about 5-6 shells that often do nothing but fireworks.

The flamethrower with its magical flames that go through walls is way more powerful.



If the Japanese are to attack it often takes a lot of luck to get the Yankees.

My suggestion therefore would be to vastly increase the amount of reinforcements available IF the Japanese are the attackers on a map they defend on default.




Killing Floor 2 and Gameworks Technologies

Nvidia has posted an article detailing some of the Nvidia Gameworks features that will be used in Killing Floor 2. Check it out here!




lundi 22 décembre 2014

KF Why is there no grenades server ?

Attachment 15118



Log: Log file open, 12/22/14 14:28:21

Init: Name subsystem initialized

Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)

Init: Version: 3339 (128.29)

Init: RO_VERSION: 1094

Init: KF_VERSION: 1064

Init: Compiled: Dec 2 2014 09:52:28

Init: Command line: KF-WestLondon.rom?game=KFBossSquad.BSGameType?VACSecu red=true?MaxPlayers=6?Mutator=BrutusPatHPLeftWS.Br utusPatHPLeft,Doom3KFBeta4.Doom3Mutator,FX-PHWMutXmas.PHWMut,KFFirePounds.KFRPMut,KFFirePound s.KFRangedPounds,KFHardPatGuardXmas.KFHardPat,Luck ySeven.LuckySeven,ServerPerksMut.ServerPerksMut,ZE DSoldiersB.ZEDMut,KFBossSquad.KFBossSquad -log=server.log

Init: Character set: Unicode

Init: Base directory: C:\KFServer\System\

Init: Ini:KillingFloor.ini UserIni:User.ini

Init: Build label: Build UT2004_Build_[2004-11-11_10.48]

Init: Object subsystem initialized

Log: Browse: KF-WestLondon.rom?Class=Engine.Pawn?Character=Corpora l_Lewis?team=1?Sex=M?game=KFBossSquad.BSGameType?V ACSecured=true?MaxPlayers=6?Mutator=BrutusPatHPLef tWS.BrutusPatHPLeft,Doom3KFBeta4.Doom3Mutator,FX-PHWMutXmas.PHWMut,KFFirePounds.KFRPMut,KFFirePound s.KFRangedPounds,KFHardPatGuardXmas.KFHardPat,Luck ySeven.LuckySeven,ServerPerksMut.ServerPerksMut,ZE DSoldiersB.ZEDMut,KFBossSquad.KFBossSquad?Name=SeG e(CN)

Log: Collecting garbage

Log: Purging garbage

Log: Garbage: objects: 60115->60113; refs: 788079

Warning: Missing Function Function KFMod.KFGameType.NotifyGameEvent

Log: Game class is 'BSGameType'

Warning: Missing Class Class UnrealEd.TexAlignerBox

Warning: Missing Class Class UnrealEd.TexAlignerDefault

Warning: Missing Class Class UnrealEd.TexAlignerPlanar

Warning: Missing Class Class UnrealEd.OptionsNewClassFromSel

Warning: Missing Class Class UnrealEd.OptionsRotateActors

Warning: Missing Class Class UnrealEd.OptionsDupTexture

Warning: Missing Class Class UnrealEd.OptionsMatNewStaticMesh

Warning: Missing Class Class UnrealEd.OptionsMatNewCameraPath

Warning: Missing Class Class UnrealEd.OptionsMapScale

Warning: Missing Class Class UnrealEd.OptionsNewTerrainLayer

Warning: Missing Class Class UnrealEd.OptionsNewTerrain

Warning: Missing Class Class UnrealEd.OptionsTexAlignPlanar

Warning: Missing Class Class UnrealEd.OptionsSurfBevel

Warning: Missing Class Class UnrealEd.Options2DShaperBezierDetail

Warning: Missing Class Class UnrealEd.Options2DShaperRevolve

Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToBevel

Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToPoint

Warning: Missing Class Class UnrealEd.Options2DShaperExtrude

Warning: Missing Class Class UnrealEd.Options2DShaperSheet

Warning: Missing Class Class UnrealEd.OptionsBrushScale

Warning: Missing Class Class UnrealEd.TexAlignerFace

Warning: Missing Class Class UnrealEd.OptionsTexAlignCylinder

Warning: Missing Package Package AliensKFXeno_T.Gibs

Warning: Missing Package Package AliensKFXeno_T.Gibs

Warning: Missing Texture Texture AliensKFXeno_T.Gibs.praetorian_legs

Warning: Missing Package Package AliensKFXeno_T.Gibs

Warning: Missing Texture Texture AliensKFXeno_T.Gibs.Praetorian_Torso

Warning: Missing Package Package AliensKFXeno_T.Gibs

Warning: Missing Texture Texture AliensKFXeno_T.Gibs.Praetorian_Head

Log: STEAMAUTH : Steam auth system activation successful

Log: Bringing Level KF-WestLondon.myLevel up for play (30) appSeconds: 17.121000...

Log: (Karma): Autodetecting CPU for SSE

Log: (Karma): Using SSE Optimizations

Log: (Karma): StaticMesh (W_Blinds) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.

Log: (Karma): StaticMesh (W_Blinds) with empty Karma KAggregateGeometry.

ScriptLog: Mutators BrutusPatHPLeftWS.BrutusPatHPLeft,Doom3KFBeta4.Doo m3Mutator,FX-PHWMutXmas.PHWMut,KFFirePounds.KFRPMut,KFFirePound s.KFRangedPounds,KFHardPatGuardXmas.KFHardPat,Luck ySeven.LuckySeven,ServerPerksMut.ServerPerksMut,ZE DSoldiersB.ZEDMut,KFBossSquad.KFBossSquad

ScriptLog: BrutusPatHPLeft loaded!

Error: PHWMut KF-WestLondon.PHWMut (Function FX-PHWMutXmas.PHWMut.PostBeginPlay:006F) Accessed array 'FinalSquads' out of bounds (0/0)

Error: PHWMut KF-WestLondon.PHWMut (Function FX-PHWMutXmas.PHWMut.PostBeginPlay:00A2) Accessed array 'FinalSquads' out of bounds (0/0)

Error: PHWMut KF-WestLondon.PHWMut (Function FX-PHWMutXmas.PHWMut.PostBeginPlay:006F) Accessed array 'FinalSquads' out of bounds (1/0)

Error: PHWMut KF-WestLondon.PHWMut (Function FX-PHWMutXmas.PHWMut.PostBeginPlay:00A2) Accessed array 'FinalSquads' out of bounds (1/0)

Error: PHWMut KF-WestLondon.PHWMut (Function FX-PHWMutXmas.PHWMut.PostBeginPlay:006F) Accessed array 'FinalSquads' out of bounds (2/0)

Error: PHWMut KF-WestLondon.PHWMut (Function FX-PHWMutXmas.PHWMut.PostBeginPlay:00A2) Accessed array 'FinalSquads' out of bounds (2/0)

ScriptLog: Not adding KFFirePounds.KFRPMut because already have a mutator in the same group - KF-WestLondon.Doom3Mutator

ServerPerksMut: Adding 92 additional serverpackages

ScriptLog: ************************************************** *****************

ScriptLog: MonsterConfig InitMonsters!

ScriptLog: ************************************************** *****************

ScriptLog: GameInfo::InitGame : bEnableStatLogging False

ScriptLog: KFLRules = KF-WestLondon.KFLevelRules0

ScriptLog: Game length = 0

ScriptLog: UdpServerQuery(crt): Port 7717 successfully bound.

Log: Resolving master0.gamespy.com...

ScriptLog: MasterServerUplink: MasterServerGameStats not found - stats uploading disabled.

Log: Defaulting to false

Log: Defaulting to false

WebAdmin: Loading Available Maps

WebAdmin: Loading Game Types

WebAdmin: XWebAdmin.UTServerAdmin Initialized on port 8075

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Warning: KFDoorMover KF-WestLondon.KFDoorMover16 (Function KFMod.KFDoorMover.PostBeginPlay:022E) Multiple triggers found!

Log: Resolving tripwireinteractive.com...

Log: Resolved master0.gamespy.com (202.98.24.124)

ScriptLog: UdpGameSpyUplink: Master Server is master0.gamespy.com:27900

ScriptLog: UdpGameSpyUplink: Port 7718 successfully bound.

Log: Resolved tripwireinteractive.com (198.23.194.228)

Log: STEAMAUTH : Sending updated server details - SeGe-kf 0 | 6

Log: STEAMAUTH : Connected to Steam Servers

Log: STEAMAUTH : VAC Security Enabled



-------------------------------------------------------------------------------

Why is there no grenades server ?

I can be established and the use of the server, but no grenade Options。

Where I have set the wrong place ?:D




Attached Images





File Type: jpg 1.jpg (38.5 KB)






RO2 AVT-40 Is Best Gun!

All right so i know a lot of people hate the AVT-40 in full auto, as this gif demonstrates:







But I think it's the best gun ever. Here's why:



- there is a difference between holding down the trigger and firing bursts in full auto. No one expects any type of gun to stay straight while holding down the trigger for the whole magazine, much less a gun that puts out 10 rifle shells in under a second. However, if you fire 2-3 bullet bursts, you can achieve accuracy well over 100m. Just yesterday, on the Stalingrad Kessel map, I put away 3 germans at 40-50 meters with 2 bullets each - so don't think full auto is worthless, it's just very VERY touchy.



- Reload, Reload, Reload. 10 bullets go in less than a second with this gun, and even in bursts you're lucky to get 3 or 4 at a time. After every kill, I reload fully, because sometimes it takes all 10 bullets to kill someone in close quarters, and it can save your life. At least 12 times I've ran into a German at longer range than I can bayonet them, but one well placed burst of rounds saves me before he can aim.



- Don't aim, feel. Often times, at close quarters, milliseconds count for lives. The AVT has massive recoil, but can be easily exploited. When aiming at a person close range, aim at their feet or crotch, and watch the AVT fly upwards, putting a nice seam of bullets up their tunic. At longer ranges, know the first bullet is the most likely to hit, but if you aim low, you have a good chance of getting the enemy on the second bullet.



- FOR GOD's SAKE DONT GO SEMI-AUTO. I NEVER go semi-auto, because you're just holding the gun back. It needs to fly and put bullets out at a fast clip, and use it. I've killed Germans that were sticking only their helmets out at 100m because I aimed low and put 3 bullets in their general area. Learn to use the AVT's "flaws" as advantages and you'll absolutely love it. It's my #1 favorite gun, and nothing else compares. And I don't even have the bayonet or scope for it.



Thanks for reading.



~Zekes




Killing Scrakes with M32 blunt headshots

So I've seen a few videos about this, and seen it mentioned in a thread (I forget which), but I've never been able to get the hang of it myself.



For those that don't know what I'm talking about, there's a trick with the M32 vs Scrakes where you can fire blunt shots up into its head at point blank range and kill it with 4-5 grenades. Because the grenades flinch the Scrake, you kill it without taking damage.



This seems like an incredibly useful technique for those "ohsh-" moments where you're a Demo with a Scrake coming right for you and you can't keep backing up really but you can't kill it either. Unfortunately, I cannot get the blasted thing right. All my attempts on Testmap generally result in two head shots and then the rest are body shots, and then I've emptied my M32 and the Scrake chainsaws me in the face until I die.



So my question to you, fellow forum goers and slayers-of-zeds, is this: do you have any tips/advice/anything to help me actually nail this trick and consistently land the head shots?



All advice is appreciated!




What's that?

dimanche 21 décembre 2014

How do I change sensitivity for the crossbow?

Aliases[36]=(Command="IronSightZoomIn | set PlayerInput MouseSensitivity #| onrelease IronSightZoomOut | onrelease set PlayerInput MouseSensitivity #",Alias="Aiming"



This console only changed my ironsight sensitivity.





Does anyone know how to change the crossbow zoom in sensitivity?




[NSFW] *Elite Game Servers*






Elite Game Servers offers premium quality game servers at an affordable price!

We only partner with the best datacenters which results in: high uptime, low ping and good connectivity for players from across the globe.





Only professional Intel Xeon E3 and E5 servers are used, to provide the best gaming performance.

We make use of Windows Server 2012 R2 to provide our customers with the best and latest performance improvements.

  • Traffic inclusive



  • Affordable DDoS protection



  • Low ping, Perfect for professional tournaments



  • Web Control Panel



  • High Performance servers with SSD’s



  • Instant activation of your server



  • Locations in the United States and Europe



  • Full FTP access to your game server



  • Optional voice server (TeamSpeak3: 0,20 EUR/ slot)






You can test your pings to our servers at:

dal1.elitegameservers.net (Dallas, U.S.A)

dc1.elitegameservers.net (Washington D.C., U.S.A)

fr1.elitegameservers.net (Roubaix, France)

mo1.elitegameservers.net (Montreal, Canada)

nl1.elitegameservers.net (Amsterdam, The Netherlands)



Simply open up the windows command prompt and type ping followed by the server address, for example: ping nl1.elitegameservers.net





We accept the following payment methods:









We offer a lot of game servers including:

Arma, Crysis, Counter Strike, Call of Duty, Garry’s mod, Half Life, GTA San Andreas Multi Player(SA-MP), Multi Theft Auto, Minecraft, Unreal Tournament and many other games.

See the full list of games we host at: http://ift.tt/1wdc7pV




RO2 Map Downloading

Recently the game has not only been making me download a bunch of maps that I've already downloaded before, but also for some reason is downloading those maps at a ridiculously slow rate for some reason. While before I could download a map within a few minutes and join in before the first round is even over, now the same map might take hours to download.



Just a little confused here, and would appreciate some help. Thanks in advance!




The Kar98K - A definitive breakdown of the perks and breaks

KF-Devoid

A very small, intense map based in a building under construction (sort of)



Screenshots:




Spoiler!









Workshop: http://ift.tt/1AUNdj5



Direct Download: http://ift.tt/1AUNeTT



Additional credits: LoneGreeble for cement mixer model




So impressed with the Sound Effects so far!

Just watched the most recent dev diary video (so excited as I've always played and championed the medic class) and I've got to say the Sound FX sound so so sweet!



The bullet hits sound like they're really ripping through, it has weight behind the hits, and I love that (as far as I can hear) the rounds are striking objects behind the target.



I'm a visual guy by trade, but I just want to bring the sound work to the forefront for a second.



Any little details you guys have heard and enjoyed? What would you like to hear or change or have in the final game?



I'm referring to the Sound FX specifically in this post rather that music or ambient sound.



Good job Tripwire.. Good job.




I have a KF Server for FREE!

We run a website where we used to play Urban Terror (http://urbanterror.info) only. That game is on its deathbed and we moved to some other games but nothing has really captured everyone in our little group so we are playing a bunch of different games. I play Arma3 and Dayz, others are playing Urban Terror still and others are playing various other games.



Well here is our situation: I have 5 Virtual Servers (3 linux, 2 windows) that I have been paying on for years and I usually pay a year at a time and receive a significant discount. I dont want to get rid of the servers and I dont have any games that fill them up. So what I did was create a few game servers with the idea that someone else could run them. We have a few now doing that, but I want some more. I have been running a Killing Floor server for a few months now but I have only played on it 2 or 3 times .. its basically ignored. Thats not what I want. I want to have servers running and getting regular use, and create traffic on OUR website. The idea is that maybe other people who play other games will be introduced to games we play and we can get a larger, more active group.



So here is the deal: I provide the server and the website for support. You provide the admin time and effort. I can help with any linux issues or help add new features etc, but I dont want to deal with any of the server issues itself. You can do whatever you want with the server, whatever mods, maps, settings, ... its YOUR server. I would like some acknowledgement in the server of who is hosting the server, something as simple as "Visit IareGamePlayer.com for support"

The server will be up and running as long as you want to do it .. at no charge. If they get used, you can have more than one server.



If you are interested contact me on our website http://ift.tt/1zk96Lu




samedi 20 décembre 2014

christmas is coming

the best christmas gift of all would be a ballpark early access release date :)




Can we get the Dosh Foster character skin for KF1? Like DLC or such?

I really like the Dosh Foster from PC Gamer, so suddenly I got this idea. Why not let him appear at KF1? What do you guys think?




Killing Floor Mut Pack?

Im tired downloading the muts from servers. I just registered to ask if theres a mut pack. I wonder if anyone has a download link of all the Muts?




Ops for KF2 - make it easy

Things which I would love to see;



1) Native dedicated linux support

2) Container support with TWI approved vanilla/whitelist docker files or juju charms

3) Well documented API

4) Support for Webadmin API

5) Separation for mods and core to facilitate easy container creation

When running a modded server via docker create the modded docker file by adding files/folders to a vanilla docker file



Everything is moving to containers even Mircosoft with azure. I would like to see support for as many of these technologies as possible like using etcd/geard to assign port numbers, or through juju if TWI is a ubuntu shop...



If there is interest I would gladly discuss options and advantages/disadvantages.




How Many Perks Can The Perk Menu Have?

I'm following a tutorial on installing custom weapons using Server Perks 6. However I have Server Perks7.10 installed and working with one added perk to the Perk Main Menu allready (Sentry Tech). The tutorial will have me add andther perk Gunslinger).



Perks now working on my main perk menu using Server Perksv7.10->



Support Specialist

Berserker

Commando

Firebug

Sharpshooter

Demolintions

Field Medic

Sentry Tech (I added this one a few days ago. It's working ok.)



So as you see I allready have 8. Can I add any more?



Before I continue with the tutorial I just want to know just how many perks one can be added to the perk main menu. I don't want to mess up any of the Sentry Tech perk weapons that I allready have installed.



I have a few weapons that won't show up on Server Perks at the moment but do show up on Weaponsworkshop. However i'd like to consolidate all my custom weapons to be listed using Server Perks.



P.S. to my severe critic SKELL, I could not find the answer to my question anywhere so I hope you don't object me asking it here.:D




[Game] Steam Holiday ("Christmas") Sale 2014

So tell us what you got, or planning to get.



I am not really interested in anything atm :( Also I think after all those years with crazy deals they try to train us back to higher prices. For example Rise of Nations is in a featured deal and it is 50% off. A few weeks ago it was 75% off.

Another example is Batman Origins. The two prequels both got Game of the Year editions (aka all DLC included) which previously went on sale for 7,50€. Batman Origins had a season pass and some random DLCs (which might be included into the season pass, don't really know).

Because the game was so buggy at launch (maybe it still is) it never got a Game of the Year edition. Which means even with yesterdays featured discount you would have paid 10€, if you wanted the entire game (Base game + Season pass). So even on sale Batman Origins is more expensive than the two prequels, and it is the inferior game.



Conspiracy anyone?




Weapon customization

It would be nice if we can custom the guns for example camos, grips, aiming devices, colour, etc. to make the game much more interesting. For the example me, I love the military style so if we have this option I can custom the gun according to my style which will make the game have more varieties.




Please let us turn off lens flare

I noticed that in last trailer, and I really hope they gonna let us turn it off if we want too.




Hand wound disarm

Title. Bring it back from ROOST. This is a thing that I was dissapointed not to find in RO2.



For those who don't remember/know; If you get shot in the hand (or weapon?), your weapon will drop off.




vendredi 19 décembre 2014

KF Critical Error!

I recently updated my graphics card ( ATI Mobility Radeon HD5470 512MB ) and when I try to launch Killing Floor I keep getting this message:



Build UT2004_Build_[2004-11-11_10.48]



OS: Windows NT 6.1 (Build: 7601)

CPU: GenuineIntel PentiumPro-class processor @ 2261 MHz with 2996MB RAM

Video: No Video



Can't find 'ini:Engine.Engine.GameEngine' in configuration file



History: UObject::SafeLoadError <- UObject::StaticLoadClass <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Realloc <- 6C52CDC0 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free <- FMallocWindows::Free













I tried reinstalling the game , verify game of cache but still ! This error comes up! ( other games launch normal )




Antivirus Software Sale 2015

I don't know what AV software you all have, but here are some good deals.

Newegg.com has some good promotions until Christmas for AVG, ESET, Panda and Kaspersky :



http://ift.tt/16BG2Dm - (Scroll 2/3 of the way down the page to see the deals.)



Also BitDefender 2015 Antivirus, Internet Security and Total Security are all on sale for $17.99 - $26.99.



http://ift.tt/16BG5z7



Also Bitdefender Internet Security 2015 on sale for $20.15:



http://ift.tt/16BG5z7










Mods

I have a question and a suggestion if it's not already being made.



Question(s):



1. I know that you're making this game with mod support but I didn't like what was in KF1, when you download a weapon from the workshop, you had to add it's ID or something to a file to be in the game and work. will you simply now can download a weapon from the workshop OR a map and simply get a menu of the mods (like in L4D2..) where you can select it to work or not?



2. Do you need to do like in KF1 again?



Suggestion(s):



1. Make a menu with the ability to enable or disable. instead of getting into files and such.



2. Make an option for moders to add their own button. I mean if they balanced the specific weapon, let them add a custom button (to the left or right from your button) if they want to balance the weapon or buff or nerf it. which will enable or disable the mod balance for that specific weapon.



Great game btw, LOVE the new body physics.




Can you bind a key to hold to heal?

Can you do that?




Demyansk thoughts

Honestly this is one of the worst maps ive ever played, i've never seen allies win it yet, i wonder why it was released when it was so imbalanced. Maybe if you switched the attacking sides it might be a little better. Either way, i think it needs another 5 minutes or so added to the time limit. Allies always end up stalling on C, it eats into all the time available for the rest of the caps. Plus there's some weird bugs with the tanks and squad positions on that map.



Well anyways, that's my opinion, i was wondering what everybody elses thoughts on it were.




jeudi 18 décembre 2014

Decent teamplay servers?

Are there any decent RS or mixed RS/RO servers? Lately I've been going to 2FJg, merrils, and TWB. Since the last free weekend most of them are full of inexperienced players and just general goofballs and there's no one really willing to communicate to advance the team which is half the reason I like the game. I don't have the time/inclination to join a clan but these servers were pretty great for teamwork about 3 weeks ago but the past week it's been awful. If there's game nights or anything on a server and good teamplay I'll surely help populate because I'm losing my sanity trying to organize people and sitting as rifleman watching the level 12 TL's charging in the front line with no arty and recon.




Classic and/or Objectives waves ?

Hello everybody,



in KF1, we have passed several years at surviving waves by camping a good spot. The only moment when we have to move was for trader time.



Objective maps where we were forced to move around the map was a very good surprise. Moving around the map during the wave made fights really more dynamic.



I dont know if the question has been asked, but how will be the waves in KF2 ?



Will we have only maps where we have camping waves ?

Will we have only maps where we have objective waves ?

Will we have maps with some camping wave, and some objective wave ?

Or basically like KF1, with two versions of the same maps, one for camping waves, and one with objective waves ?



Thank you by advance.




DLC for Kf2

So when I played Killing Floor 1 for my first 200 hours I got my first DLC which was the Neon Character pack, when I saw just how sick Mr. Foster (Mr.Magma) and DJ Skully (Voltage) looked I was so happy.



So my question is, would we see awesome DLC's like that in KF2? Because my favorite DLC's were:



Neon Character pack

Neon Weapons pack

OutBreak character pack

London's Finest character pack



And that's just a few of them, but like I said my question is would we see amazing and cool DLC's like this in KF2?




? About Vehicle Mods

I see that there is a Vehicle Mod for KF and i'd like to ask some ?'s abut it.

1. Is it only a mod for special maps?

2. Can you get in and out of the vehicle? (shoot Zeds from inside the vehicle or get out of the vehicle an shoot them?

3. Can you use the vehicles on any KF map that has room for it, i.e like a street?

4. Can I just add the vehicle to a map that has a vehicle on it like Arcade-Gas_Station?

5. Can I activate the mod without having to reinstall Kf. I mean can i plug the vehicle mod in and out of Kf from a menu?




You cannot join the match because

Reïnstalled all again but now i have a new problem.



When i choose a server i get the following error,





You cannot join the match because the host has downloadable content you do not...???? :(




[Error] Freeze when I use voice chat

Every time I press the team chat button the game freezes and I have to close it via task manager. I have already tried:restarting the computer, redownloading the game, changing the key bind and reinstalling all my drivers.

My Pc specs:

Lenovo Y500

Nvidia GT 750m

Intel core i7-3630QM @2.4GHz

8GB RAM

Windows 8.1

My audio driver is Realtek




Will KF2 "show off" a player's selected avatar?

To quote Cliffy B during the production of Gears of War while it was still a first person shooter, he and his staff said upon implementing UE3 that "it would be a crime not to see" the game's hero.



When Metroid Prime was in development and shifted from third person to first person, Shigeru Miyamoto advised the staff at Retro Studios to "show as much of Samus as possible during cutscenes" and transitions.



Now I'm not suggesting for KF2 to go TPS (I'm sure someone out there will make a mod for that anyways) but as we're beginning to see the characters and level of detail (and customization) in them, I too feel that these avatars should receive some additional spotlight for the individual player. After all, once we're in the shoes of said avatar, we won't be seeing much of them afterwards.



Does anyone have any ideas for opportune times where TWI could feasibly showcase a player's avatar? Here's a few I thought of.







Lobby Before Match:

The game lobby is formed where you'll see our heroes all in a room together idling. One player could be sitting examining his/her weapon, another is leaning against the wall smoking a cigarette, etc (would be cool if each player can select their own preferred idle stance).



This would be the time where each player would select their character/perk/perk bonuses. If a player clicks on the name or body of another player, the camera would move over to them and showcase what their current setup would be (I wouldn't mind using this to review what perk bonuses fellow teammates are using).



And if done right, TWI could manipulate the music and appearance to instill any kind of emotion they want into this lobby. For example, if it's a game set on Normal, the vibes of the lobby would be determination and optimism to go and "kick some @$$". But if the game is set to HoE, the ambience and body language of all players would showcase a sense of fear, dread and desperation.





Trader Wave:

Once in the trader menu, you would see your character up close holding the weapon the player is choosing on the other side of the screen. Cue quirky animations if the player/avatar is holding a gun he can't afford/carry.





Lobby/Devastated Area After Match:

This I'm sure everyone could visualize in their own way. The heroes all stand together atop a canvas of gore and carnage decimated. If TWI decides to showcase some sort of post-game stats screen, this would be the time to do it.





Anyone else think this would be a good idea? Or just a waste of resources for vanity over at TWI?