mardi 30 juin 2015

Frisian film: 'De Fûke' (The Fishing Trap)

About two months ago I started a translation project for the Frisian movie 'De Fûke'. It is a story set during the second World War, where Germ, the son of fisherman and anti-hero Jelle, gets caught during a weapons drop meant for the Resistance. The next day the Germans and police collaborators show up to arrest Jelle for interrogation. Jelle, a stubborn Frisian (that's like a national trait for Frisians right there), has no mind for co-operation however.
"Leaver dea as slaef!" ("I'd rather be dead than a slave!") is a Frisian motto, and this movie shows it better than anything else I could show! :)

When I was done I put it on Youtube so other people can have a chance to watch it. I highly doubt any of you would otherwise ever get to see this haha. I hope you take the time to watch it, and enjoy it!

https://www.youtube.com/watch?v=SVYCbJE5Ets


Frisian film: 'De Fûke' (The Fishing Trap)

Official Tripwire redirect

We have set up a global CDN that can deliver maps and mods from 35+ data centers around the globe.

Big shout out for skillz ( http://ift.tt/1oNdZEL ) for sharing the maps/mods with us.

You can check the current map list here: http://ift.tt/1BWiLdK

Just add the usual RedirectToURL=http://ift.tt/1BWiLdK to your server's engine.ini and you should be good to go


Official Tripwire redirect

Perk Idea

This post is a little long but interesting none the less, iv'e been thinking about this for a little while today and figured i'd like to share it with you guys and hear what you all think..

So...none of us are sure what the mysterious new helmet perk is, theories are that it's a tank perk, or an LMG using perk. I'm leaning more towards a tank perk, I feel like if LMG's were added to the game that they should go to Commando. Iv'e been thinking of ways for a "Tank" perk to work and be an asset to the team, I think it would be an awesome edition to the perks and it would serve a new role, this is what I've come up with off the top of my head...

The perk should have a Riot Shield in one hand and a 1 handed melee weapon in the other def. not meant for guns. It could have various 1h weapons ranging from Nightsticks, Machetes, Hatchets, but I think a Stun Baton would be awesome for crowd control (maybe 1 sec stun to trash zeds, .5 sec stun to big zeds but the stun is for heavy attacks and it has a power % so you can't just stun lock everything your limited...you'd have to pick up ammo boxes if you ran out of power in order to keep using the heavy attack). The way it would function is the same way we're used to now with melee, left click for light attack (with 1 handed melee) ... right click for heavy attack (with 1 handed melee) ... mmb for block/parry (with shield) and the bash button does a shield bash. The Tank's bash would be different from the regular bash because he can hit multiple zeds with 1 bash and is guaranteed to cause any trash zed to stumble.

Now this perk's main purpose is to hold the big zed aggro for the team, damage wise it will be the weakest. His skills and passives will mostly all be defensive, for passives im thinking... extra 3% armor per level like medic, 3% health per level...it'd be 1% higher than commando's 2% per level, damage resistances like Berserker, 1% chance to stumble any zed with shield bash per level to max out at 25% (and 2 more passives ill explain in a minute). I honestly didn't put much thought into skills other than def. have the armor skill that the medic has to start with armor and make it 60% cheaper to buy. So a level 25 Tank would have 175 armor and 175 health, now that sounds like a tank to me.

Now on to how the shield would work, first of all it has to have a durability % like armor or it would just be OP. A level 0 Tank's shield durability will be 100% and there should be a passive to have 2% shield durability per level so it can max out at 150%. It will only lose durability while blocking, a successful parry or bash will not deteriorate the durability. So while blocking I was thinking these would be the durability deterioration %

- Cyst, Clot, Crawler do 1% per hit
- Slasher, Gorefast, Stalker do 2% per hit
- Bloat melee, and Husk Melee do 5% per hit (if you block Bloat Bile or Husk Fireball or Flamethrower you do not lose any % but obv. if Husk suicide's next to you your'e going to get blown to pieces)
- Scrake, Fleshpound, and Boss melee do 10% per hit.
- Sirens do not effect shield at all, you still lose health though if your in the radius of her scream like everyone else.

Picking up an Ammo Box will repair 25% of the shield, it would also be awesome if the lower % the shield is the more cracked and damaged it looks. When your shield is at 0% it will be completely mangled and you can no longer parry/block/bash with it instead you will only be able to use your 1h melee weapon until you get an ammo box to repair it. And I was thinking that because this perk will only be using shield and 1h melee weapons that when you hit your reload key when you have shield/1h melee equipped instead of reloading (bc there's nothing to reload) you aggro all zeds within a certain radius (maybe when you hit the reload key the character will bash their 1h melee weapon on the front of the shield and scream to get the zeds attention). I'm thinking at level 0 you have a 5 yard radius and have a passive to up the radius 1 yard per level to max out at 30 yards. Because there's times where if someone aggro's a big zed it might charge at one of their teammates instead of them, this would make it so you can effectively hold the aggro.

The point of this perk is to hold the big zed aggro for your team, the trash cleaners should still obviously do their job. It wouldn't be too logical to use all your shield % blocking trash zed attacks when it would be very valuable against that Scrake 20 feet away from you and your team walking towards you and pointing at you. Coordinate with your team when a Scrake or Fleshpound is coming than go run up to them and hit them or aggro them with your reload key, block their attacks and parry when you can time it right and bash them and try to get that 25% stumble (if you're level 25) between their attacks while your team dispatches the big zed safely. For trash zeds it would be good to do a bash than smash or slash (depending on your 1h weapon of choice) while they stumble back.

Mostly when Scrakes or Fleshpounds come along im seeing Medics throw their heal gas at their feet and tank the damage, rarely do I see a Berserker with a Pulv. tanking the hits. And realistically we don't have any class that fits that roll, just perks with higher armor/health (Medic) or hoping the Berserker can time his parry's well tanking the big zeds.

So...this perk would have more passive's than the other classes to make up for its lack of damage output. I also think the tank should have different shields, but all the shields will weigh alot so you can only hold 1 shield and a 1h melee weapon. Maybe a Spiked shield with less Durability than the standard Riot Shield but more bash damage and some nice impale animations? :D. Let me know what you guys think about all this, i'm not sure if this is what TWI has in mind for the "mysterious helmet perk" or not but if this is what they were going for than that's awesome. If not here's a useful perk idea that serves a good roll for the team that hopefully they would take into consideration for a future perk.

Thoughts?


Perk Idea

A thought on ''slow'' development, as some people call it.

Alright, I just wanted to pass a point. I'm just a normal gamer like everybody who happens to like the Killing Floor franchise since it released as a full game in 2009, and now 2015's Killing Floor 2.

I've been reading the forums alot these days and I've noticed that people were increasingly complaining about things they call ''slow development'' of the game, about how the game is ''dying'' due to lack of content, and that TWI is lying and purposely keeps extending the wait till the next update.

I have only ten words to respond to this.

STOP. FREAKING. TELLING. ****. ABOUT. THINGS. YOU. DON'T. KNOW. ABOUT.

Now before anybody gets offended because I shouted, let me explain myself.

Because of your impatience and irritation, you are basically creating very negative, unfounded rumors over a thing you have no idea of how it works. You want more things right now, without considering how much work it takes behind all that. That is a very selfish way of thinking.

I've followed Tripwire for enough time to know that they may not be always right in time, but in these case it has always meant that it was because they thought about a new cool innovation to work on at last second, and as OCD as they are, they preferred to spend more time on it to polish it before release, SO THAT WE'LL HAVE A BRAND NEW COOL THING THAT WE'LL ALL LOVE.
How many companies do you know that do that? I beg you. How many companies do you know that actually work their asses off to serve cool stuff to their community? I'm not talking about weapon camos and 2$ DLCs, I'm talking about random new innovations and stuff most of the time for free!

By saying that they aren't in touch with the community, that they don't care at all, not only does this prove that you don't know them for as long as I and other oldies do, but you're also spitting in their back while they're busy creating that cool stuff that'll make you forget all the wait next month. I find this extremely disrespectful towards, once again, one of the rare companies that still takes their time to make incredibly high quality content as they could've simply not done it and just served another generic shooter with monsters that eventually want to eat your face off. And charge 80$ on it, with 45$ for a season pass to get access to all perks DLCs, because F-u that's why.

I don't pretend to be a dev, or to be anybody that know them more intimately than you. I'm just using my own experience with this company, and I can say that it is the only one that flawlessly earned my trust troughout the years in today's gaming industry.

I hope that whoever feels aimed at this post, think a bit about what they're doing, think about what Tripwire served so far, compare it to what other companies served in that much amount of time, think about the highly detailed guns, the gore, the overall good balancing of the game for its age (still acknowledging the bugs and balance issues found so far), then look at other games produced by AAA companies who charge $65+ for a 200+ team blockbuster. I can cite more than four games last year that were huge deceptions, and at least two companies that just serve the same crap over and over again because they care more about the money that their community. None of them are TWI.


A thought on ''slow'' development, as some people call it.

Issues with dynamic shadows turning on and off by themselves

I am having issues with static meshes. It's a very strange bug and I'm not sure what causes it. Sometimes I will turn off cast dynamic shadows on a static or group of statics and when I load the level up again in the editor they have turned themselves back on. Also, sometimes a static that I have turned dynamic shadow=true will turn itself back off later on.

There are also very blinky twitchy shadows involved with dynamic shadows for me in the editor. When I move the camera they flash off and on. That I can deal with because in game they are fine, but it's frustrating to work with all the time.


Issues with dynamic shadows turning on and off by themselves

Changing Zeds?

Does the type of zed change during the round, once it is in the game? Twice I have noticed this.

The first time I had a scrake and a bloat left. I was taking aim at the bloat when the scrake showed up and I booked. I ran down some stairs and around a corner or two, started to wait for one of them to show up when all of a sudden I was attacked by a gorefast from behind. It was late and I was tired so I thought maybe I was getting confused with an earlier round.

Just now I had only 1 zed left, a husk. I knew where there was armor, so I went to pick it up. Picked it up and started heading to the trader. On the way all of a sudden I see 20 exp appear but I still had 1 zed left. It was a clot!

Has anyone else seen this?


Changing Zeds?

KF-QuarryMine

Hey Guys! I decided is time to go public with my map for all of you to enjoy. It's still a work in progress but the map is playable and playing the map early provides the best feedback!

KF-QuarryMine

Description
Zelementz, a subdivision company of Horzine is a mining company throught the world. Zelementz is in charge of obtaining valuable materials that Horzine uses for it's operations. When the outbreaks happen, our mercenaries are tasked to retake a Zelementz facility.

Gameplay
The map is pretty much all custom meshes, so a lot of the work is in making sure that it fits all together without seams (There are many holes still, mostly on the floor). I am also making props and other assets to populate the world.
The map is a mix of outdoors daylight, and indoors dark areas. This makes for a mix up in gameplay and you may decide to fight some zeds some areas and other zeds in other areas. For example, the quarry is great to snipe many zeds from the distance, while mines are better for close quarters combats like shotguns or nades. Specially the boss, is much easier to fight against in the mines where you can grab cover using the mine walls, something that the quarry can prove more difficult.

Images
Pics are from June 20, 2015.
Spoiler!


How to play?
You can play offline or you can join at any time the KF-QuarryMine 24/7 server! I recommend you download the map first, install it, and then join the server.

DOWNLOAD - Dropbox
SERVER - 68.232.160.144:23000


So, I hope to you will enjoy the map and let me know what you guys think. You can reply to this thread or also send me an email (eugenio.motanum91 [AT] gmail.com). I'd rather you don't upload the map to other servers, as there is no way to keep track of updated versions like a Steam workshop would allow. I do keep my 24/7 server updated pretty much all the time.
Thanks


KF-QuarryMine

Returning community/offical maps

maps much like milk get better with age but unlike milk some maps need to make a return this is killing floor after all at some point we downloaded a custom map and just had a blast they were fun unique and a nice change of pace so it got me wondering what maps people would like to see make a return

my favorites were


official

hospital horrors/filths cross : dark and claustrophobic one gore fast rush and you were separated from your team these maps were really fun to watch if you were dead you'd watch as one by one in a horror movie fashion as your team died

ice breaker : nothing to special I just liked the idea of fighting on a boat

community made

candle smoke : you crash in a forest walk to a mansion fight your way threw the entire building until you make you way to a garage were you fight the patriarch then have to run to a truck to escape

damnation : possibly the hardest biggest longest and deadliest community map ever made the holy grail so to speak if you've played this map you know what im talking about this map was a gauntlet of zeds and required every ounce of teamwork and skill you could muster it even created an elite group of players that you could only join by beating this map on HoE....its a short list of people


well that's all I got so lemme know what you'd like to see


...wait all this remembering got me thinking wtf is the fire axe!?!?!?!?!?! killing floor 2 isant ready for early access yet


Returning community/offical maps

KF KFUseTrigger to activate Scripted Trigger

Hi again,

This is becoming somewhat of an annoyance for me now.

Why is it that the only way to activate a Scripted Trigger is through a Proximity Trigger?

I want the player to press use on a door that also triggers a Zed Spawn.

But KFUseTrigger just will not activate a Scripted Trigger. Only a proximity Trigger will.

Is there a way to make this work? Or do I need to find an Unreal Coder that is willing to write a new Use Trigger that will work?

As always, any help is fantastic. Thank you.


KF KFUseTrigger to activate Scripted Trigger

Duel Throwing Knives

For a berserker weapon add duel knives that can be thrown with the alt fire. The main fire and aim do the same as other melee weapons.

When you alt fire you throw the knife in your right hand, then toss the one in your left to your right to be thrown while your left grabs a new knife.
Be cool if the knives where slightly different like if they where forged by hand.


Duel Throwing Knives

automatic nail gun

The vlad nail gun has two firing modes single and burst fire. Both nice in their own way but wouldn't having an automatic option be better? Instead of clicking the mouse 42 times or having your shots go all over the place with burst fire you could keep a steady stream of nails going out. Maybe get rid of the single fire option so its burst fire for tight spaces and automatic for everything else.


This was made by a scientist after all surly an automatic mode would've made more sense then firing 7 nails at once


automatic nail gun

Scientist Perk

The idea be all the weapons be very advance or chemical based like the grenade be a vial of chemicals that has a random effect every time you throw it.
But from some the weapons being prototypes they have a chance of malfunctioning in some way like an energy weapon maybe the battery breaks making it loss the remaining charge.

And from being a scientist you can't throw stuff as good as other perk or able to take a beating as well. Just in general not very athletic or combat trained.
But knows all the weak spots of the zeds from studying them any chance he gets letting him get critical hits on zeds, or from being a Horzine scientist before the break out.


Scientist Perk

katana equip attack stuck blocking

Category: other

Reproducibility: Always reproduce

Summary: the katana when switching from an assault rifle and attacking gets stuck blocking

Description: when switching from any assault rifle to the katana and holding the fire button the katana will block instead of swinging and be stuck blocking until you click the block button

Online/Offline: Happens on both to me


katana equip attack stuck blocking

KF Custom Starting Weapon Loadout

Hi folks,

Where in the core files would I find the Starting Weapon Loadout?

Would it be in a file like Gametype?

I'm not concerned preserving the core files as what I'm working on is not a mutator.

I just need to know where in the core files I can find the Starting weapon loadout and if its easy to alter.

Thank you


KF Custom Starting Weapon Loadout

Will you be adding new class specific achievements, and will they be retroactive?

KF1 had an abundance of achievements which gave players extra challenges to work towards. This game has hardly any, except for the standard map completion ones and bling ones.

Will you eventually be adding more achievements as time goes on, or will they only become available when the game eventually comes out of early access, likely in 2016? Can they be earned retroactively?


Will you be adding new class specific achievements, and will they be retroactive?

RO2 German tank crewmen are stupid

They call their Panzer III a IV all the time. It would be great to change or remove the lines with Panzer IV. Like "Alles funktionert perfekt Panzer IV" is said in Panzer III tanks also.


RO2 German tank crewmen are stupid

firebug melee should be a small fire extinguisher

that can put out husk fires as a secondary.
please tripwire?
pleaaaaase?


firebug melee should be a small fire extinguisher

A list of features you want implemented in the dedicated servers.

I know everyone have a lot of things they want to be able to do with their servers so please state them or discuss them or anything so that it could be easyer for someone to see them. I believe that TWI can implement all the needed functions into the vanilla dedicated tool so that we won't need to have mutators or anything like in KF1 for basic things like setting a minimum level to join.

For me the top 2 are:

1. Noobfilter - set the minimum level every player should be with options to change during trader before kick.

2. No late joiners - Set the wave after which no one can join.


All kinds of voteing:

1. Vote kick

2. Map vote

3. Dificulty change vote

4. Game lenght vote

5. Game mode vote

2, 3, 4 and 5 could be done in one menu like in KF1 vote for map and with drop down menus vote for lenght and dificulty. Also for the voteing there should be a way to set how much votes are needed for a vote to pass from 1 out of 6 to 6 out of 6.

Also from my experince - we need a good tutorial - video/written or anything - easy accessible with download links for the Portworward tool for static IP and what was the hardest part - port worwarding. Idk if the listen servers will be like in KF1 but it was a nightmare, you had to setup everything for a dedicated server in order to host a listen server. I am sure that we can help TWI to make it easyer and more convenient for people to host by making good suggestions or discussing the problems with hosting.


A list of features you want implemented in the dedicated servers.

KF-Friends

Hi all!
We are KF-Friends Groop, We invite you to our cozy group of all countries!
Play as the one in the KF2 and KF1.

http://ift.tt/1IJetnb

:IS2:


KF-Friends

lundi 29 juin 2015

You Guys might Like This :)

Spoiler!


Any ways here's what i want to show you:

https://youtu.be/Xu29_uklzKw

If you read the spoiler i made before, atleast the butcher had a FPS/Pawn view setup which made things much easier. These mobs don't have any working function atm but with work it is possible. But i wont be messing around with it for now.


You Guys might Like This :)

becoming slower when HP drops

this shouldn't be a thing, it may make since that this happens but with the kind of game that killing floor 2 is, this becomes annoying after awhile, idk if anyone else agrees with me, but this is my opinion and im just wanting everyone elses opinion on this little topic.


becoming slower when HP drops

[Gear] Mislabeling of Gear for Classic Masterson

Category: Other

Reproducible: Always

Summary: Where it states "Riot Gear", it should be "Combat Dress" (right?).

Description: When selecting the character Classic Masterson, his gear in the Body field is labeled "Riot Gear" which is used for Constable Briar and Classic Briar. Should not "Combat Dress" be used for Classic Masterson to match Lt. Masterson, seeing as they are identically attired? This isn't much of a bug, but I figured you would like to keep your ts crossed and your is dotted.

To see for yourself:
1) Select the Gear tab in the main menu.
2) Select Classic Masterson.
3) View the Body field and see that "Riot Gear" is used instead of "Combat Dress".

Online/Offline: This can be seen both online and offline.

Attached Images
File Type: jpg Customization Typo.jpg (49.3 KB)


[Gear] Mislabeling of Gear for Classic Masterson

Fiddling with the commando

This is a proposed rework of the commando to make more than one build viable without significantly altering the perk’s overall power level. The right skill selection allows this commando to hit L25 with almost exactly the same stats as the current most popular commando build (you pick up 100% bonus damage with the pistol – not a huge buff).

Basic stats:
  • +1% perk weapon damage per level
  • +2% perk weapon magazine size per level
  • +2m cloak/health detection per level
  • 1 zed time extension + 1 every 5 levels

Level 5 - Awareness
  • Adrenaline Junkie: Live in the moment! Zed time duration is increased to 4 seconds, and extensions can’t be used until fewer than 2 seconds remain in the current zed time.
  • Call Out: Give teammates the ability to see cloaked enemies as well as you can. They'll thank you for it!

Level 10 - Specialist
  • One-Hit Wonder: Send zeds straight from the cradle to their grave! Shots with commando weapons in single-fire mode deal 200% more damage against enemies with full health.
  • Autofire: Why be subtle? Do 20% more damage with Commando weapons using Full Auto or Burst Fire modes and 100% more damage with your pistol.

Level 15 – Weapon Handling
  • Tactical Reload: Be cool. Be quick. Reload faster with perk weapons AND look more elite while you're at it.
  • Multitasker: The zeds won’t stop, so why should you? Reload and switch weapons while sprinting so you don’t get caught.

Level 20 – Endurance
  • Fortitude: Hold the line: Increase your health by 50%.
  • Discretion: …is the better part of valor. Stay out of trouble with 10% faster movement.

Level 25 - Advanced Training
  • ZED TIME: Rapid Fire: When the world slows down, do more hurt: Do 3% more damage with Commando weapons and shoot 3 times faster with all guns.
  • ZED TIME: Professional: When the world slows down, you don't. Reload weapons at full speed - switch weapons twice as fast!

Comments on skills:
Spoiler!



Five skills were removed; usually because the skill would require a total rework to make it significantly more interesting than taking nothing at all. Comments on each removed skill:
Spoiler!


TL;DR: Read the new skill layout and tell me why I misunderstand this game so fundamentally I shouldn't be even be allowed to play.


Fiddling with the commando

Bringing doors back at end of waves

Would this be possible with Kismet. Just state the door actor to destroy at the end of the wave and have a new one spawn at the beginning?


Bringing doors back at end of waves

Tips on loading screens

The loading screens are just loading screens that everyone must sit through. So stick some tips on them so newer players can learn tips.

- Press "Q" to heal
- Shooting a Scrake will enrage him, and once that happens he will sprint everywhere with his chainsaw
- If you're having trouble dealing with a Zed and one of your team mates die to it, the Zed will then be locked in a taunt for a few seconds giving you precious time to shoot the head

I don't know, I suck at making them up, but you get the idea.


Tips on loading screens

Chunk and his signature move!

As a huge fan of the Goonies, and who isn't?

Can you guys please incorporate Chunk into the game, along with his signature move, the Truffle Shuffle?



:D

Oh and also sharks please..


Chunk and his signature move!

The most Advance Custom Server on Killing Floor 2

They turn Killing Floor 2 into an RPG game! You can level up, gain point and skills, and even own a pet zed (including SC,FP, and even Han).

Their I.P. is 173.66.77.112:7777
http://ift.tt/1LEDaaF

https://www.youtube.com/watch?v=CEy2tWGVMa4

Enjoy.

:)


The most Advance Custom Server on Killing Floor 2

Will enemies survive without an arm or leg and keep fighting?

I've checked the console and I've seen a command called 'EnableLivingGore' Does this mean that in the full completion of the game you are planning to add zeds that have lost an arm or leg still fight back? It would be really interesting to mix it in with the head gore we already have and make the game more brutal.

For sure you guys are adding in the Zed Knock Down State when they get hit by the grenades, but you have a death animation for zeds that shoot into the air forward and backwards that we haven't seen in-game yet. I think those animations should be used when zeds get hit by any type of explosive(zeds killed by the rpg-7 in the video just fell over.)



Code for the function:
Quote:

exec function EnableLivingGore()
{
local KFPawn_Monster AIP;

ForEach WorldInfo.AllPawns(class'KFPawn_Monster', AIP)
{
AIP.InitPartialKinematics();
}
}
Edit: I'm starting to think that this is for when zeds die and have a seizure and is going to disappoint me if zeds without arms does not get in..


Will enemies survive without an arm or leg and keep fighting?

KF-Gladiator

Hey Everyone

This is my new map Gladiator
Arenalike map with one central trader.
Im gonna work on this map so it looks cooler but it is already fun to play.

Screenshots: http://ift.tt/1LRnVrG

Download V1: http://ift.tt/1LRnVrI


KF-Gladiator

Issue with toggling lights

I am having an issue with toggling lights on a custom map I am working on.

Every light on the map is destructible and has two damage states, flickering and destroyed. Many of the destructible lights consist of both a spotlight and and a pointlight. Each of these lights are toggleable and I am able to make it so that a trigger will activate all lights on the map and I can make a condition deactivate all lights.

Now the issue
Lights will de-activated globally by the trigger as long as they are in the "on" state or "flickering" state. However there is a logic issue with the lights. Because the SDK requires the destroyed light to be marked as "disabled" if a light is completely destroyed, if the trigger disables all lights on the map the destroyed light returns to a flickering state where it does not count as disabled.

Screenshot to clarify some potentially unclear info on destructible lights
Spoiler!


This screenshot shows a light which is flickering when all light are disabled. This light was previously completely destroyed yet enters the flickering state when all lights turn off.
Spoiler!


Finally the Kismet for controlling this. All the controlling/important factors are included in the screenshot. I understand this is quite messy and probably very inefficient
Spoiler!



Have I run myself into a corner with how I've designed this? The idea is to have destroyed lights to never return to an "on" state regardless of the trigger. I understand that this may be pretty confusing based on how I've explained it so please ask questions if you don't understand.
Thanks for any help you can offer.


Issue with toggling lights

A Tale of Two Doors

Based on true events. The names of those involved have been altered to protect their identities (also I forgot them).

No amount of festering clone-rot could hide the stench of century-old geriatric nazi-arse that seemed to hold the very walls of that putrid mansion together, but damn it we were hell-bent on shredding enough of the bastards anyway.

We weren't in the zone. Not even close. The zone was Gary, Indiana compared to what we were in. Dr. Philgore had kept us all in the green for 8 straight waves. Me and Zeddelin were neck and neck in the race for who could redecorate the most furnishings, and he would have smashed my score if he wasn't faithfully keeping our ammo stocked and the doors locked. Can-Hazmat was chopping heads as casually as mowing the lawn, but only the ones RekstersLab hadn't turned into modern art with his semi-automatic paintbrush. Even Scrubcakes himself had a score most vets would have judged passable despite losing his kevlar every time a clot gave him a jewish hello.

Our teamwork could only represent the finest of British clockwork. Bloats were the very picture of health for all the puking they didn't manage. Stalkers were about as invisible as a Cirque du Soleil exhibition. Not a single skrake got through the perimeter without collapsing into a dizzy bullet coma and fleshpounds got VIP access to the only the most resplendent of high explosive cuisine.

"The silence deafens me" said RekstersLab with a smile as yet another siren dropped without making a single peep. We knew at that moment that there was nothing that could stop us.

Only 30 freaks left to go. More like 30 seconds as far as we were concerned. We weren't even worried that two of them were skrakes and a good number of the rest was a mix of and sirens and crawlers. Time to relocate was all. Smooth as Bruce Lee's bicep, we ducked into a hallway and turned around to close the door.

Grabbing the handles, we swung the two gorgeous slabs of sculptured mahogany shut, catching a brief glimpse of what lay beyond: clots, gorefasts, two scrakes, three sirens, a rug made of crawlers and the horrified look of betrayal on Scrubcakes' face as we slammed him in.

Realizing what we'd just done, we pulled the doors open in a panic to let him through. Tears of relief flowed down his face as he reached out to us, grabbed the brass, and pulled the doors closed, once again dividing himself from us. "WTF!" we cried in unison, and opened the door a second time, only for Scrubcakes to pull it shut once more, screaming at us to let him in.

In the eternity of the next few seconds, we were of one mind. Only a single thought we shared. A lone command we hopelessly repeated over and over. For some reason, the letter E was the only thing that mattered. As the entrance endlessly opened and shut, each time the hoard growing closer and Scrubcakes' pants getting browner, we realized that this was the end.
A roar, a scream, an explosion, and then we saw his face for the last time, ripped to shreds and sprayed around the room in crimson tatters from the chainsaw that had just burst through the door.

The moment concluded and two whirlwinds of gasoline and rage erupted into the hallway; the vanguard of an army of sound and pain and death that made us regret not reloading earlier. We didn't stand a chance. But in the end, I'm not too humble to admit that Zeddelin did manage to decorate more of the furnishings than I did.


A Tale of Two Doors

Armour and difficulty

Howdy forum!
I had a little idea when I was playing with my friends and I was encouraged to post it here...
What if the way armour costs changes depending on difficulty? Let's say, for example, that on normal and hard it works like it does now (you can buy some amount of armour as long as you have some money); on suicidal, however, you'd have to pay for the full armour first before being able to repair it (and that's assuming you never reach 0); on hell on earth you can only purchase full armour.

I'm unsure as to how it would interact with medics being able to repair armour (it's actually fairly exploitable when you think about it) but I've read about people thinking that purchasing armour in chunks is a bit unfair so I wondered what you thought about this.

Worst case it could become an interesting mutator (when and if they are implemented).


Armour and difficulty

Best KF2 review yet



Best KF2 review yet

Ability to kick people

Just played 5 rounds with someone who joined then never moved, making the game next to impossible.

Majority vote for a kick?


Ability to kick people

Asian characters

Hello,
I would like to see some asian female in this game, since we got a male asian. I did not saw many asian females in games unless its made by Asians. So I hope you guys at Tripwire will make something. It won't matter if its Japanese, Korean or Chinese, just one female asian would be alright.
Keep up the awesome work guys. Can't wait for some updates. :)
Please leave a comment with your opinion fellow users.


Asian characters

Cheat detection Off

Why is it that very often when I start my server that the cheat detection off? The command program of whatever it is called does not give me Steam UID when this happens

The server cannot be found even after enabling it through webadmin. Wat do?


Cheat detection Off

Will this game be just a reskin of Rising Storm and RO2?

Title says it all, let the discussion begin!


Will this game be just a reskin of Rising Storm and RO2?

Dropping weapons on unreachable places

Category: level design

Reproducibility: Always


Summary
: Map Manor has areas that allow weapons to be thrown but can't be retrieved back

Description: Currently noticed this while playing a round on manor, one of my team mates was unlucky and accidentally dropped his weapon on top of one of the tables down the basement section of manor and was unable to get it back leaving him without a weapon. Might want to look into fixing this.

Screenshots.
http://images.akamai.steamuserconten...CCD027A0339AC/

http://images.akamai.steamuserconten...92608BEAD49FA/


Dropping weapons on unreachable places

no corpses on maps?

i thinks it's kinda strange that there are no dead bodies on maps considering that most of humanity was wiped out. i know there are bones but i still think there would be relatively fresh or rotting corpses lying around.


no corpses on maps?

dimanche 28 juin 2015

Handgun gone?

Has anyone encountered the handgun being gone from inventory?


Handgun gone?

KF-ChaoticPark

I tried to make Gas Station from KF1 and it kind of mutated into a park. lol. I'm still working out the kinks. Considering this was my first try on the KF2 editor, I think I did pretty good. Please let me know if there is anything I might have missed. Thanks!

KF-ChaoticPark.kfm

Download:
http://ift.tt/1LPQvKb

Size:
10MB

Screenshots:
Spoiler!


KF-ChaoticPark

need help on crash, got file log

damn, so my map is nearly done here i do and test the map out soon as it loads it crashes here's my file log in the spoiler...

ill take a break from the editor been at it since this morning, also i have no error after building the map. so yeah..

Spoiler!


need help on crash, got file log

KF-HelmsDeep

That's right, It's Helms Deep from LOTR. I did my best to duplicate it. Might be a few areas that need fixing. But It's on it's way. I know that it would look better with rain but it makes the map size waaaay too big. As always, all opinions are welcome. Unfortunately, it's a little big in MB for my taste but it couldn't be avoided. Let me know what you think!!!

KFHelmsDeep.kfm

File Size:
25MB

Download:
http://ift.tt/1ImsXO9

Screenshots:







KF-HelmsDeep

Server shows up in Lan, not online

Hey everyone,

I've tried to set up a dedicated server and I can see it but friends can't find it and it says "Server Not Responding" when I invite them. (I know at this point you're thinking port forwarding problems)

I have set up my router to forward the following ports to my computer on both TCP and UDP individually
7777
27015
8080
20560
8777 (After a few initial failures I found this and the following two in one of the config files and figured it couldn't hurt to try)
9777
7778

I followed the directions found here step by step. http://ift.tt/1B6M9xQ) (this is linked on many of the other help threads)

I have tried disabling my windows firewall, I have tried to do the app update validate via the steamcmd (although I can't imagine that's the problem since I can load and play on the server internally). The only thing I haven't tried is disabling the firewall on my router to see if that's the problem.

I have hosted dedis for KF1 and Terraria in the past so I'm not an expert but it's not my first rodeo either. Any thoughts before I disable my routers firewall are appreciated.


Server shows up in Lan, not online

Minimal HUD setting

There should be a way to play with a very minimal HUD all the time. I was playing with the ToggleHUD console command to turn off the HUD completely, and the game felt so much more immersive! I suggest tripwire tweak with that a bit and turn it into an ultra minimal HUD setting for us players that enjoy the immersion. Tweaks like:
- doesn't automatically re-toggle back the HUD on when pressing ESC or entering trader menu
- since you can't see your own health, I thought the visual indicator for your own health was hard to notice. Make it more noticeable when you're low on health like in KF1 with the flashing red.
- still showing teammate health bars (or perhaps a non-HUD visual indicators of teammate health)

When I first started playing this game, I always felt the HUD was taking up too much space. A minimal HUD setting like the first game, would've been nice. After hiding the HUD, I thought it would be even better to just get rid of most of the HUD completely.


Minimal HUD setting

Stunned Animation overridden by certain Special Moves

Category: Code.
Reproducibility: Always.
Summary: Siren Scream and Husk special attacks ignore the Stun.
Description: Dispite the fact that Siren is currently stunned, she will initiate her new scream as soon as player will be within attack range. At same time, when stunning Husk at proper time it's possible to make him move and play attack at same time - Husk and Siren will be sliding on the ground without animation.

Function SpecialMoveStarted seems to be uncomplete. Not enough things disabled :D


Stunned Animation overridden by certain Special Moves

Full screen Not Full Screen

If I set my screen resolution to be lower than my windows resolution and have the game running in full screen, there is black bars to the right of the screen. It is off center almost 10%. I haven't found any response, or any answer concerning this issue. It is nearly unplayable when that much of the game is off screen.


Full screen Not Full Screen

KF2 stop launchinmg after setting change

Hello. I didn't played KF2 for a while and today I launched Killing Floor 2 and changed graphics settings to my regular (Ultra preset), then game asks me to perform game restart to apply my graphics settings. After this action game don't launch anymore.
I've tried to check game cache, remove config files (My Documents/My Games/KillingFloor2), reboot my PC. Nothing works.
Killing Floor 2 process running in Task Manager and Steam shows I'm playing KF2 (in my Steam profile).

Here is my log... Maybe it will be useful.

Log: Log file open, 06/28/15 18:47:43
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Log: ... running in INSTALLED mode
DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
Init: Version: 10897
Init: Epic Internal: 0
Init: Compiled (64-bit): May 26 2015 15:10:10
Init: Changelist: 1532151
Init: Command line: -nostartupmovies
Init: Base directory: D:\Games\Steam\steamapps\common\killingfloor2\Bina ries\Win64\
[0000.10] Init: Computer: EDGARPC
[0000.10] Init: User: Edgar
[0000.10] Init: CPU Page size=4096, Processors=4
[0000.10] Init: High frequency timer resolution =3.417971 MHz
[0000.10] Init: Memory total: Physical=7.9GB (8GB approx) Pagefile=13.4GB Virtual=131072.0GB
[0000.16] Log: Steam Client API initialized 1
[0000.16] Log: Automatically setting Steam query port to 27015 (server port is 7777)
[0000.16] Log: Automatically setting Steam port to 20560 (server port is 7777)
[0000.21] Log: Steam Game Server API initialized 1
[0000.21] DevOnline: appSteamInit: Steam Game Server UID: 0
[0000.21] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.21] Init: Object subsystem initialized
[0000.23] Log: CachePaths() took 0.02 Seconds
[0000.23] DevDataBase: Connection to "Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Conn ection Timeout=2" or "10.1.20.20" failed
[0000.25] Log: Unknown GPU : Nii 0x13c2

[0000.25] Log: Adapater : NVIDIA GeForce GTX 970

[0000.25] Log: Vendor : Nii

[0000.25] Log: DeviceId : 5058

[0000.25] Log: SubSysId : 829494370

[0000.25] Log: Revision : 161

[0000.25] Log: DedicatedVideoMemory : 4008 MiB

[0000.25] Log: DedicatedSystemMemory : 0 MiB

[0000.25] Log: SharedSystemMemory : 4065 MiB

[0000.25] Log: DisplayCount : 1

[0000.25] Log: "\\.\DISPLAY1" : { "x" : 0, "y" : 0, "width" : 1920, "height" : 1080 }

[0000.25] Log: [AppCompat] Machine detected compatibility level: Composite: 3. CPU: 4. GPU: 3.
[0000.25] Log: [AppCompat] Previous detected compatibility level: Composite: 3. CPU: 4. GPU: 3.
[0000.25] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 970
[0000.25] Log: Adapter has 4008MB of dedicated video memory, 0MB of dedicated system memory, and 4065MB of shared system memory
[0000.26] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
[0000.26] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4065MB of shared system memory
[0000.27] Log: Shader platform (RHI): PC-D3D-SM5


KF2 stop launchinmg after setting change

Killng Floor 2 will not start

I'm not sure what the exact issue is here but I'll be as detailed as possible:

Issue: KF2 (upon clicking "play" in steam) will simply not open or start the program. There are no instances of KF2.exe running in task manager. See video: https://www.youtube.com/watch?v=Esie86ggxfs

Troubleshoot: Check to make sure game is up-to-date, check integrity of files, Reinstalled game, reinstalled drivers, files, and all necessary programs (like redistrib 2009, directx, etc...) , finally reinstalled windows 8. Still no luck.

Note: I was able to play KF2 when I was using my old gpu (EVGA 570ti x2 )
However, upon installing the new AMD R9 Furyx, I was unable to play the game. This, however, is the only game that cannot run with this new gpu. So I'm not sure if my GPU is the issue or some other thing.

Other info:
OS: Windows 8.1 64-bit (windows is up-to-date)
Mem: 16GB Kingston RAM

AMD Drivers:

1) Software info:
http://ift.tt/1IlW9on

2) Hardware info:
http://ift.tt/1dr3Zjx

CPU-Z - CPU info:
http://ift.tt/1IlW9ot


Killng Floor 2 will not start

Are bullets moving with constant speed in zed time?

Or do they accelerate?


Are bullets moving with constant speed in zed time?

FYI- Current Custom Map List.

:D

I'm placing this list here for general RO2 public information.

I doubt if many folks have actually seen this list in one place
and at one glance and had a chance to reflect on it's size.

This is also for the benefit of those who occasionally grumble that
they've grown weary of playing the same stock maps.

Now TWI's Crucible is not the only one featuring all these maps,
but there aren't all that many such servers. In fairness, I invite
all server operators who feature this list to name themselves in
this thread so the RO2 public can have a complete idea where
they can be found.

Here is my list as it stands today. These maps are the creation of
developers from all over the world. More are being added almost weekly.

You'll notice that the list also contains the new Heroes of the West series.

Best Wishes,

************************************************** *********

TE-Yakovlevo_CA_Final
TE-Bridge
TE-Bakovka-B6
TE-Nomadskaya
TE-Zhytomir-B4
TE-MamayevKurgan_CAV
TE-Butovo-B14
TE-Yakovlevo
TE-Irkutsk_=PGG=_B6
TE-Kirow_v41
TE-Climbup
TE-LittleSaturnB2
TE-Bridges_of_Druzhina_LCAV
TE-DerIwanBerg
TE-Prigorod-PGG-V8
TE-StalingradKessel_1943_B5
TE-Sternommac_a4
TE-Kaukasus-V8
TE-Mostalov-B5
TE-Red_Assault_Final
TE-Belgorod_V1
TE-Orel-R2
TE-Kriegszeit
TE-Werchne-Kumski-R2
TE-StalingradOutskirts_A01
TE-PinskMarshes-B6
TE-Univermag-B10
TE-DemyanskHetzer'sVersion
TE-DieBresche
TE-BlackDayJuly-R2
TE-Koitos1943-V8
TE-NoMansHill
TE-SilentHill_B2
TE-Ogledow-TP1
TE-FallenFighters1942v3
TE-Spartanovka_CAV
TE-Donner_Beta1d
TE-Barashka-Winter-R2
TE-Odessa-V7
TE-Kavkaz
RSTE-Stream
RSTE-KitaJimav11
RSTE-AlligatorCreek
RSTE-Mayako_V4
RSTE-WakeIsland_1944_betaV5
RSTE-Bataan
RSTE-SubBase_B9
RSTE-BibiloHill-B7
RSTE-YonabaruB1
WF-SaintAmandB3
WF-Apartments
WF-Stavelot-A
WF-caen_Outskirts
WF-Donner
WF-PortBrestB4
WF-SaintComeDuMontB4


FYI- Current Custom Map List.

This game needs more FFDP

Burn MF

http://ift.tt/1edbThf

I think it would be just great to get this song as the Firebug comes out. Fits too well ;)

I don't know if you had ''standards'' when you chosed your songs. I know that it has to have a good instrumental, but I don't know about anything else.


This game needs more FFDP

RS RSTE-Yonabaru (Beta)

Steam Workshop: http://forums.tripwireinteractive.co...d.php?t=103956

Direct download: http://ift.tt/1No2aRw

B1 - 6/28/2015 (Initial release)

Probably best place for your feedback is this thread.


RS RSTE-Yonabaru (Beta)

Dp-28 op

It can shoot round corners.



I've also been on the receiving end of that a couple of times. Only with the DP though that might just be a coincidence.


Dp-28 op

Question: Prop collision

Props such as chairs and tables that can be knocked around seems to act a bit weird on servers.
When I run my map on a server, chairs that have been knocked around keeps their collision on their original spot, making it pretty weird when you can bump into nothing. When playing the map offline though, the collision moves with the object.
Is there anything I can modify to remove this issue?


Question: Prop collision

[Release] - Mmmm KFC

is there anyway to delete your posts?

halp


[Release] - Mmmm KFC

Skipping Trader time

Hi all,

May I ask, I've seen on some solo videos of KF on Youtube where the player is able to force the wave to start early/skip trader time - may I ask if anyone would know where to obtain that?

I've done a search on the forums and found a couple of old threads of people requesting the feature but no mods in the replies.

Any help or feedback would be greatly appreciated.

Thanks!


Skipping Trader time

samedi 27 juin 2015

Crovel bash animation should use crowbar

It's weird to leave have the crowbar unused and purely aesthetic. I feel it should be used during a bash.


Crovel bash animation should use crowbar

Weapon Discounts

So today I decided to hop on the good ol' killing floor to play a couple rounds. Playin lvl 6 sharp I was havin so much damn fun playin with all the pistols and lever action, but what really compelled me to play more was actually having spare cash from the huge weapon discounts. I see this as one of several flaws with kf2 and I think it'd be way more fun to play if every class had around 1.5% - 2% weapon discount per level. What do you guys think?


Weapon Discounts

Command for change the amount of zed per wave ?

Hello, is it possible to increase the amount of zed in a wave thanks !


Command for change the amount of zed per wave ?

KF Server connecting problem

Hey guys , so I heard that there is a problem with 5.0.0.0 ips and since I'm from Romania I got to use those kind of ips . Is there any solution for this ? I really wanted to make a server and play with some friends.Thanks for your time :D


KF Server connecting problem

About Fleshpounds and doors...

The fleshpound kinda seems too bulky to fit trough a standard door. I haven't been able to notice if he clips trough a doorway in burning paris since i enter a panic mode as soon as i spot one.
I propose adding an animation for him passing trough a door way where he turns sideways a bit and bows to fit trough the doorway, while a raging one would... well...



Trash the doorway out of his path
Btw, how do the bloats fit trough it?


About Fleshpounds and doors...

Help with night sight texture not working online. TWI could also fix this.

Hello, because I found using the horizon of the 9MM model in ADS kind of annoying (especially in dark maps) I threw together a simple night sight green dot on front sight. I edited the diffuse, specular and shroud texture (adding a mask in the alpha channel too) and set up the tex and mat packages to use them all.

It all works in the editor and in offline mode, but when I go online it sees the discrepancy between my custom MAT package (cause I added an alpha channel to the shroud texture) and either kicks me out of forces me to download the original texture. Which is fine and all, that's what balance is about, but is there any way to allow this to work clientside only?

I only edited the 1P texture and for me this is literally just a quality of life texture as I find the current 9MM ironsight close to useless for rapidly lining up a shot. (but hey maybe I just suck)

In any case, I hope I can get some help with getting this working, or at the very very least, maybe have TWI do the "fix" themselves and make the 9MM a bit more usable :P Thanks for any help offered.

Pictures (warning, BIG):
Spoiler!


Help with night sight texture not working online. TWI could also fix this.

Change Default Map

I have a custom server that, upon restarts, runs the default map cycle and I have to manually change the map from webadmin each time. In KFGame, I deleted the Default map as well as all the stock maps and in their place I only have custom maps. As for the map cycle, they only have custom maps but the server still goes to Biotics Lab whenever it starts up. How do I change the default map to say a custom map?

Extra question: is it normal for servers to not have mapvote without a Gametype?


Change Default Map

Is there a way to turn the leveling up off?

I wanty to practice in a testmap but i don't want to level up because i will be killing a lot of incapacated elites zeds and i don't want to level up because of that.


Is there a way to turn the leveling up off?

SWAT perk weapon ideas

Here's some ideas I thought would be a nice edition for the SWAT perk.
Tell me if you like any and/or have a tier ranking ideas for my list :)
Special Equipment:
Riot Shield (Drassel's idea)
Knife/Melee weapon:
-A retractable stun baton
-A Kbar with a stun gun for the stock
-A Shock knife
-Zap knuckles
Pistol (Tier 1)
-Taser Gun with a lethal dose of electricity
-Five-Seven
-P200
-Glock 18/20
Shotgun (Tier 2)
-Xm1014
-Benelli M2 (Maybe with solid rounds)
SMGs (Tier 2)
-MP5
-UMP45
-Thompson
-P90
-Bizon SMG
Rifles (Tier 3)
-Galil AR
-M4 Carbine Rifle
LMGs (Tier 4)
-M249
-M16A2 automatic rifle with 100-round Beta-C magazine (http://ift.tt/1RH5YxV)
-Type 95 LMG
Grenade
-Tear Gas (Pretty much like the medic nade, but doesn't heal players)
-Smoke Grenade (A smoke screen which breaks zed's line of sight and confuses them as they try to reach out of the smoke)
-Flashbang (Blinds/Stuns zed's for a short amount of time)
-Decoy Grenade (Makes sounds which attracts zeds or distracts them. Could be used to lure a group of zeds to a spot, useful for making traps, especially with a demolition teammate ;) )

Does anyone know what will the perk be like? Will it utilize various firearms from S.W.A.T's arsenal or will it rely on SMGs?
I've just realised that no perk specializes in a machine gun branch, so how about fitting a SWAT with an LMG for tier 4?


SWAT perk weapon ideas

Any plans to adjust audio SFX?

The game is fantastic guys, really well done to you all, I feel there is one weak point that detracts from my mostly positive experience when playing, and that's the sound design of some of the weapons.

The sound design of the weapons in the original killing floor was spot on, but I notice a lot of inconsistency in KF2.

For example, the actual shooting sound of the varmint rifle sounds a bit naff if I'm honest, the audio levels of pistol and all medic weapon reloads are way, way off in comparison to the volume of other weapons, and they just sound weak and hollow with no real substance.

It's obvious how much care and attention has been put into the game and I hope the audio department are working on these things, I mean just normalise the relative audio samples for the pistol and medic weapons to bring them more in line with the other weapons.

Anyway, I just feel it needs a bit more attention.

Great game and keep up the good work.


Any plans to adjust audio SFX?

The Man With The Rusted Scythe (Suggestion Story)

(First off, before anything else, this is a suggestion for the scythe to make a return, nothing more. I just wanted to do it in a different way is all. If you don't like to read short stories or walls of text, everything in these parentheses will tell you everything you'd need to know to continue the conversation. I've always loved the Scythe as my melee weapon of choice in Killing Floor. However, I understand it wasn't many people's favorite weapon and honesty I never saw many people using it all. I fear that because of the unpopularity of the weapon it may not make a comeback in Killing Floor 2. despite its size and weight, it was a versatile tool to take down everything from clots to scrakes to flesh pounds. I do wonder though if there were other people that had the same love for the scythe as I did. I also understand though that the likely hood of the scythe making a return is next to none, so I'm not entirely bummed. Either way I'd like to make at least a little tribute for it anyways. However, if you are interested in a little short story, read on!)

(Also as a word of warning there will be mature language based around the speaking styles and patterns of characters from a mature game. I'm not sure how these forums handle swearing, so we'll see if it censors as we go. If it does, use your imagination.)


~V~


The Man With The Rusted Scythe


(Track 1:)

"So you're the bloody new kid, huh." The Man looked up to find a man in a pompous leather jacket looking up at him. The man could see his own reflection in the lens of the speaker's gas mask as the helicopter they rode in churned away, the sounds of thumping air knocking against the hull of the chopper as they spoke. "Yeah, well," The man said, shaking his head, "Just listen to what I have to say, and don't get yourself killed, yeah? We'll get along just fine."

"So you're Foster. The guy who never takes off the mask and never knows when to shut his mouth." Foster looked down to the new guy, who's voice was soft, yet monotonous and cold. "I know enough about you. You're quite the Horzine poster boy I've heard. Must be nice branding a brand new currency after yourself." The man looked away from foster and back down to the ground, looking at his fingerless gloves.

"Hm," Foster said quietly, leaning back on bench that was mounted to the wall, "And who might you be then, smartass?" Foster crossed his arms and continued to look at the man.

"My name is Scarlet." Scarlet Rose was an American that had shown up in Horzine's employ nearly two months after the outbreak in Britain reached critical mass. Though many of the survivors and fighters had seen the man around, this was the first time he was out on a cleanup detail. Scarlet Had center parted ghost white hair that came down to about his neck; much of it was whiter than even David Albert's streaks of white and grey. He was a tall, rather petite man with a gaunt face and striking blue eyes, hidden behind a set of wire-framed glasses. He wore a black button up shirt and black fingerless gloves, blue jeans fitted with a holster for his 9mm, and brown combat boots.

"Scarlet? What kind of friggen name is that?" Foster scoffed, shaking his head at the man with the white hair. "Tell you what. I'll give you about twenty minutes. Let's see how long it takes you before zeds are dragging your sorry carcass into a hole somewhere, yeah?"

"I've been doing this longer than you think." Scarlet said simply, never looking up from his hands. "I think I'll be okay."

"I zink Scarlet is a lovely name. Don't let Mr. Foster here work you up too much. He picks on everyone zat isn't him." Scarlet looked up and slightly to his right. Next to Mr. Foster, maybe about two feet away was a younger woman with a rather spectacular blue Mohawk. She looked just like one out of a grunge punk band might look. She wore a blue shirt with a black leather jacket, gloves with spiked bracers, black skinny jeans and tall black combat boots. Like both he and foster she bore a 9mm on her right leg. "I've zeen you around, but I haven't zeen much of your work. Before we get to where we need to be, care to tell us a little more about yourzelf?"

"Not much to tell. Arrived in London two months ago. Walked past a church, on my way to a meeting with the CDC. The doors burst open and I watched as the city of London began to collapse all around me. Had two choices. Fight or die. I chose fight."

"Holy hell, the man can speak more than one sentence at a time! Good work man!" Foster said. Scarlet looked at him briefly before looking back to the woman.

"What about yourself. Do you have a name-" Before Scarlet could finish Foster said,

"Of course she has a name, you tosser. I ****ing hate the way people say that! "Do you have a name-" Of course I have a ****ing name, you twit." Scarlet cocked an eyebrow but said nothing in return. The woman shot Foster a look, and after a moment of silence Foster shrugged and said, "What? It's the truth. You show me a human without a name and I'll show you a lad who had a really ****ty childhood." The woman rolled her eyes and looked back to Scarlet.

"My name is Anna. Anna Larive." She said. "Been doing zis for about two months now, same as you. Well, I zay two months, but most of it was watching ze news before everysing went to ****. Then for about a week I was on my own before Horzine hired me to help clean zis mess up. Easy to get hired when ze work force is dead, no?"

"I suppose so." Scarlet said. He then looked back to foster, who was resting his head on the wall of the chopper. "What have you got against me?" Scarlet leaned forward, and looked directly at Foster. "I've done nothing to you."

"If you're worried about pleasantries and my feelings towards you, then you have more problems than a bloody zombie ripping off your arm and tossing it into a drain. I'm here to make Dosh, and make sure I get home alive. I don't have time to babysit the newbies and watch out for my own *** too. I need to make sure you can keep us alive. You see, down there?" Foster said, pointing to the floor of the helicopter, "They don't give a toss if you're a pauper or the bloody Queen...proved that on day one when Buckingham palace went up in flames..." Foster shook his head, as if shaking away a bad memory. "Let's just say they don't think twice when lobbing out about like a soccer ball, or thrusting a chainsaw through your gut. When we are down there, I need to make sure that we all get home alive, sweet and sound. You being here ****s those chances right up the arse-"

"I know what I'm doing." Scarlet said suddenly. "I've more experience with this than you think I do. Don't treat me like I'm a clueless child-"

"Every ****** can pull a trigger!" Foster said, cutting off Scarlet like Scarlet had done to him, "I need to make sure you can put the bullet in between their eyes, and not off a bloody street sign! I need to know that your stupidity is not going to get us killed! In short? No, I don't like you, and no, I don't bleedin' trust you. As far as I'm concerned you are a liability and a ticking time bomb, counting down to the moment where I have to clean up your sodding mess. Nothing more."

"I see." Scarlet said, nodding his head. "I've nothing to prove to you. Nothing."

"What is it with you and Americans?" Foster snapped, glaring at Scarlet, "You all think you're at the top of the tree, when in reality you're no better than any of us here. I at least like Donovan. You? Nah, you can go-"

"Dropping Replication chamber in Three. Two. One. Release. Get ready to drop off." A voice said from over the speakers mounted on the corners of the hull. Foster took a deep breath and looked back towards Scarlet.

"Don't get in my way, and we'll see if your game is as big as your head, yeah?" Foster stood up and grabbed a handle on the ceiling, balancing himself as he looked at Anna and Scarlet. "Alright you two, Listen up. We're touching down on the southern end of Arles. Not much to tell you about the place other than the fact it's roads are narrow, there's probably enough debris to start a junkyard and houses are packed tighter than ****. We work our way through the town, and reach the northern extraction point, sweeping out zeds along the way. We clear, we move, we go home. Easy pay. Everyone ready?" After a small "Hell yeah" from anna they could feel as the chopper bumped the ground and touched down. "Alright everyone, Move your arses, let's go!" The back hatch of the Helicopter dropped down, and just outside was a smoking city, and a dried out fountain. Anna her seat, and jumped out. Scarlet stood up and began to step out, but found a hand pressed hard against his chest. Scarlet looked up as Foster said in a quiet, but commanding voice, "Don't **** up." Scarlet threw his shoulder forward and stepped out of the helicopter and onto the street, with Mr. Foster close behind him. As soon as he was out the hatch closed, and the helicopter rose back up into the air, into the red, cloudy sky.

Arles used to be a scenic, tourist friendly city with small shops and lovely architecture. Now many of the scenic roads and historic buildings had long since been reduced to black, smoldering ruins. Many of the cars had crashed and piled up on top of one another all over the streets. Banners of some sort of festival hung loosely from poles, and paper and other debris swirled in the air as the wind blew carelessly across the once live city.

"Your weapons are ready people. Come get them before the zeds come. You all made one helluva knock when you arrived. Several signatures on the map, hurry up." A voice called from the replication chamber that had landed and mounted a few feet away from the fountain.

"You heard the lady. Gear up and let's do this," Foster said, stepping to the T.R.A.D.E.R. A slot opened up and he reached inside, picking up a bullpup rifle.

"On it." Anna said as she too stepped forward and reached into the pod. She pulled out a glowing smg with a medic's cross on it, as well as a needle gun with a green liquid and a pistol.

"What happened to the other trader?" Scarlet asked as he stepped to the pod. He watched as the slot opened up and the T.R.A.D.E.R spoke.

"Oh I see. You are the new guy. Rest assured your weapon has been downloaded and replicated properly. Everything should be functioning correctly. Welcome to the Killing Floor Scarlet Rose, enjoy your stay."

"Rose!?! Scarlet. Scarlet ****ing Rose. Yeah, not in the least bit cliched and predictable." Foster Scoffed, watching as Scarlet reached into the pod. "Come on. That can't be your real name-"

"It's poetic." Anna said suddenly. "It's like...watching ze autumn leaves falling from a tree. It may signal a dying tree, yes, but it also brings somesing beautiful as well."

"Bloody hell, I'm surrounded by bloody hipsters and imbeciles!" Foster shook his head and watched as Scarlet pulled out what looked like a scythe blade. The blade itself was rusted, all except for the edge, which gleaned with a silver hue. The shining black handle was folded up, much like a collapsible cane. Scarlet grabbed what looked like a grip and pulled it out, then flicked the scythe to unravel the handle into a long shaft, nearly as tall as Scarlet himself was. "You know how to use that thing?" Foster asked, "I'm asking cause I've seen other people try-"

"I know what I am doing." Scarlet said, arming the scythe in his right hand. "I don't like to use guns if I don't have to-"

"For Christ's sake, you're one of those people!?! Bloody hell we're screwed-"

"Guns are loud, blades are quiet, Scythe's are maneuverable. Don't question me again-"

"Or what? You think I'm scared of a little ****** like you? Please I've seen clots that scared me more than your pathetic mug." Scarlet said nothing but stared into Foster's gas mask. for a long moment the two men faced each other down, but the silence was broken by Anna.

"You two can kiss and make up later. For now, here they come!" Scarlet turned and looked, and watched as the first zeds began to tumble over cars and chairs, and out of buildings. "Here we go!"
~V~


(If you think this is something worth continuing, and you'd like to read more, let me know. I don't think people would want me to plague the ideas and suggestions forum with this though.)


The Man With The Rusted Scythe (Suggestion Story)

Any other forums?

Is this and the steam forum the only ones these days? Neither seem very active which is a shame


Any other forums?

Sharpshooter's weapons ideas

Tier 1 (starter): the M1 Carbine

-Detachable 30 rounds magazine
-semi-auto DMR
-lightweight
-low recoil
-good for close-medium range trash zeds plinking

https://www.youtube.com/watch?v=LdRc...rsinGunControl!


Tier 2: Russian Simonov SKS (stripper clip fed, non-detachable magazine version)

-stripper clip fed, fixed 10-shots magazine
-Semi-auto DMR
-has a bayonet (melee bash damage bonus)
-mild recoil
-good for medium range follow-up shots up to the Bloat and Husk

https://www.youtube.com/watch?v=1c7Z...rsinGunControl!

Tier 3: Remington model 700

-Bolt action
-detachable 10 shots box magazine
-has a scope
-high recoil
-high ammo pool
-good for medium-long range headshots, uses the brute force of its 30-06 cartridge to decapitate scrakes with one or two headshots from a safe distance.

https://www.youtube.com/watch?v=RCVI...nnel=nutnfancy

Tier 3: XBow, the return

-single shot, long to reload
-High damage
-low recoil
-low ammo pool
-high penetration
-good for medium-long range multiple headshots due to its massive penetration, can destroy a Fleshpound in two shots to the head as a lvl0 SS, but as you level up, your passive damage bonuses will allow you to kill them with one shot

Tier 4: McMillan TAC-50

-detachable 5 shots magazine
-massive damage
-massive recoil
-low ammo pool
-takes alot of place in your inventory
-Good for long range engagements

https://www.youtube.com/watch?v=ysF8...nHeroesChannel


Sharpshooter's weapons ideas