vendredi 31 juillet 2015

Priority Listing

Could be a nice thread to uphold with a simple premise and explanation formatted list for the devs.

Features to be improved or added:

Building Destruction - most common immersion breaker currently in RO2, e.g. seeing arty hitting buildings...ugh
I would be pretty happy just having a revamped RO2 with buildings crumbling around me.
Light foliage interaction - simple bending of voliage as player passes through (see Far Cry 4)
Slipping & Stubbling - terrain played a particularly huge part. For example, falling when attempting a
muddy slope will add greater challenges, immersion & realism (see GTA5).
Tree destruction - trees should fall or break from significant impact, e.g. arty hitting trees or vehicle hitting trees at speed.

Less Important
More Ground Polygons - vietnam war game will greatly benefit from a strong visual experience at low ground level or when prone.
Visible Vehicle Damage - e.g tank track deformation or tire blow-outs that also affect handling.
Focus Effect - blur peripheral objects (see GTA5). Improves immediate visuals in foliage and confines
Climbing/vaulting improvements

Asymmetrical gameplay and commander ability ideas.
Vietcong = soviet weapons supply; forward observers (intel on positions); activate traps; remote detonations; mobile spawn points.
Americans = gunship; napalm strike; air strike; huey drop etc.

I would suggest that players interact with aircraft as passengers only.


Priority Listing

Hey Yoshiro

Do you ever play games with the community?
My group would love to have a run through or two with you!
Also, I'm not sure if private messages are working for me at the moment. Each one I have sent to either you or Dayle doesn't show up in my sent folder o.O.

I don't mind if you are just busy and can't reply (or just don't want to ^^),
but not knowing if you are even getting them because it doesn't show up as sent after typing a bunch of content is really annoying ><

Thanks for all of your work!
Sath


Hey Yoshiro

Moving to HoE

My group plays just about every night, for several hours each night. We found ourselves starting to beat suicidal pretty much every game unless we herp derped it pretty hard by letting ourselves not pay attention.

So we decided to move to HoE to make it more interesting. We are making it to wave 7 each game before always dying. I think we're about to make it to wave 8, but I wanted to reach out to you all and see what you use for strats around the official maps (that don't involve blatant cheating / trying to break the design without any doubt).

Do you tend to always move non-stop? Do you still hole up until about wave 7-8 when flesh pounds are knocking on your front door-step so to speak?

Optionally if you feel like sharing more info (any is appreciated!):
What does your team comp generally consist of / what perks are you using for each member?

What maps do you feel like your team has the strongest win rate in?

Lastly, where do you hole-up in each of the 4 maps right now that you feel is the strongest vantage point and why (that is, if you hole up at all of course).
Thanks :)


Moving to HoE

Free UDK3 model / texture sites?

Some of you know sites with custom UDK3 models and textures ?


Free UDK3 model / texture sites?

KF [MOBPack]KrayzieeMonsterPack1V4

Greetings!

I have been working on this a while back but I never really got to it to release it and share with everyone.

This monster contains 20 monsters from Spiderman and LOCO, also 2 cyclops from SMITE, these are rigged and animated by me(yeah it sucks but it works :))

Screenshot(includes monster names):
http://ift.tt/1KG7oqX

Spawn list:
KrayzieeMonstersPack1v4.MysterioBotWB
KrayzieeMonstersPack1v4.PumaWB
KrayzieeMonstersPack1v4.RhinoWB
KrayzieeMonstersPack1v4.Cyclops1WB
KrayzieeMonstersPack1v4.Cyclops2WB
KrayzieeMonstersPack1v4.HellHound
KrayzieeMonstersPack1v4.SkullPig
KrayzieeMonstersPack1v4.Wraith
KrayzieeMonstersPack1v4.AzraelWB
KrayzieeMonstersPack1v4.Basilisk
KrayzieeMonstersPack1v4.Beast
KrayzieeMonstersPack1v4.Goul
KrayzieeMonstersPack1v4.Samael
KrayzieeMonstersPack1v4.LesserDemon
KrayzieeMonstersPack1v4.GiantCrawler
KrayzieeMonstersPack1v4.Berial
KrayzieeMonstersPack1v4.Raziel
KrayzieeMonstersPack1v4.LordCyclops
KrayzieeMonstersPack1v4.Durahan
KrayzieeMonstersPack1v4.Thanatonoth

PLEASE NOTE!: I made these for my own custom server, this is why I will include the sourcecode of my mod so server owners can change the strengths of the monsters if needed.

I know some are not perfect(hitbox/attacks), please put in comments what should be changed and I might take a look at it and fix what is needed.

Last but not least, I hope you guys enjoy!

Install:
1. copy over content of zip to Animations and System
2. Add spawn codes to your game
3. Enjoy

PS: Please post a server link which runs these monsters, would like to see them in action online.


Download V4:http://ift.tt/1KG7mPQ


KF [MOBPack]KrayzieeMonsterPack1V4

WWAUT - Lighting Up The Night

If it moves, burn it. If it burns and is still moving, let it burn. If the firebug had a motto, this would likely be it. We’ve been hard at work bringing the Firebug perk tree online and I want to share that progress with the community.

Tier 1 - Supplies
Fully Stocked: Weapons start fully loaded with ammo when purchased from the trader
OR
Flaritov: Molotovs have a flare component that lingers longer to light the environment

Tier 2 - Spicy
Fuse: Firebug weapons burn 20% longer adding to the damage over time
OR
Heat Wave: Hits at point blank with a firebug weapon will stumble back zeds

Tier 3 - Burn
Zed Shrapnel: Zeds killed by fire weapons have a 20% chance to explode, damaging other zeds nearby
OR
Zed Napalm: Zeds on fire will set other zeds on fire if they make contact with them

Tier 4 - Flame
Range: Increased range on all firebug weapons
OR
Splash Damage: Increased splash damage on firebug weapons

Tier 5 - Advanced Training
Zed Time Combustion: Any Zed that dies from fire weapons in zed time will explode into a fireball setting anything in the explosion on fire
OR
Zed Time Scorch: Firebug weapons will fire at close to real time speed in zed time

As a Firebug levels up the following stats will also increase as their passive bonuses:
  • FIrebug Weapon Damage
  • Firebug Weapon Reload Speed
  • Fire Resistance
  • Personal Fire Resistance
  • Starting Ammo Amount

And the last weapon joining the arsenal for the Firebug is the Microwave gun. This Horzine prototype has only recently reached the hands of those fighting the Zed hoards and it is being used as a field test.
Spoiler!

As an added bonus, someone was recently discovered in a player’s recent romp through Volter Manor: Anton Strasser, soldier of the German Wehrmacht. Strasser was wounded in action in Gumrak and evacuated but then went missing and was presumed AWOL, until now. An unwitting test subject for Hans’ cryogenic tests, Strasser is now awake and seeking his revenge. Owners of Red Orchestra 2 (and Rising Storm) will find Anton available to select as a character when this update goes live.
Spoiler!

Before I present the Dev Days chart for this week I would like to let everybody know about a change on this chart versus previous charts. In previous charts we would update the previous week numbers to include changes from Friday (up and down) at the end of the day. This week we have not done so in hopes of causing less confusion.
Spoiler!


WWAUT - Lighting Up The Night

RS/Ro2 only 20 servers showing up

I get the problem that my ingame and steam server browser only finds 20 servers. I tried everything in the FAQ, reset Filters, changed max ping for the search, opened ports, deleted clientreg.blob ... nothing just those 20 mostly empty servers.

what i get ...
http://ift.tt/1IyksiF

what i should get ...
http://ift.tt/1IyksiJ

im kinda clueless now, any help is appreciated


RS/Ro2 only 20 servers showing up

Bug Report - Feed back

Bug Report - FeedBack
I apologies for any spelling error's in advance.
I have posted this in both General Discussions and Bug Report
Can we maybe try to keep the hate / trolling to a minimum please my fellow Steam Users.

These bugs/glitch's, if you can call em that, will be listed below. Done about 200+ hours in the game so far, an well god dam, im loving it, at first i was like, my god this is nothing like kf1 an took me awhile to stop trying to compare kf2 too kf1, think i just got used to killing scrakes with a claymore in 3-4 hits with alt attack, or the great an powerful sharpshoooter * 50 cal fun time* Boom headshot! yes the game needs work, thats nothing new, we knew what to expect from a game this early in development, i also understand that tripwire is NOT EA with a probably 1000+ strong work force, You doing dam well tripwire with a team of 50-60 Team. I loved Killing floor 1, is without an doubt my fav co-op shooter an thats saying a lot, since im a huge fan of l4d1 which at the time i thought would never be beaten, *l4d2 crap *cough* . Sorry if i went off topic abit, Anyway back to the job in Hand.

If this is constellation to people.
Killing Floor - 1.316 hours
Killing Floor 2 - 237 hours
So i would like to think im not talking complete Nonsense.

Bugs that i have come across since playing an keep pop up from time to time.

Not sure if anyone else has these hick ups, So it my be a PC problem on my end, but one can never be sure.

1. Zed time slowmo seems to not work *meaning* You can sprint or move at normal speed in Zedtime, Now this does not happem all the time but does happen 4-5 times per map for any perk you use aswell.

2. As the support perk, With any shotgun it seems, you can aim dead on at a Zed/specimens an fire atleast 2 shoots an cause no damage and no Zed animation like * a stumble and blood splatter effect, this is from Distances ranging from Up close to the max Range of your shotgun at that time. From what i have noticed is it seems to be most common on small zeds, I.E. Gorefast, clots, stalkers Etc, Happens in an out of Zedtime aswell.

3. Perk skill Tree Configure. This hasn't happend in the last couple of days playing kf2, so may be fixed but the more you know can help. so when you go about setting up your skills an get em all right to your play style you would expect these not to change, Now when you unlock a new skill the game automatically sets the skill for you, this is usually the skills on the lefthand side of the skilltree. well i have had these skills reset to the lefthand side from where i placed em on the righthand side. This usually happens when i close kf2 and steam and shut down the pc, go to fire it all up again An boom, your tree has been reset. Not a huge problem but does get under your skin after a couple weeks.

4. Weapon Duplicating, Now i have seen a number of people doing this thought-out alot of server's, I myself have tried to replicate this with no success, Fixed or not? dunno but hope so.

5. Rubber band effect. So say your sprinting or walking past an object in a map, I.E. Table, door way, Fence Railing. An then all of a sudden you get pulled back an forth at a very fast speed, *almost like a catapult* this happens for a brief millisecond but does not effect the direction you have traveling, *Wtf just happpend kinda moment* . Could you say this is a visual thing? because its not really effecting the game play, if anything it may course you to move your mouse frantically an throw you off aim.

Hope this info helps towards the development of killing floor 2.

Feed Back would be much appreciated *nudges Tripwire* but don't Expect Any.

Yours Faithfully

NoMaD


Bug Report - Feed back

KF-Desolate

My first KF map, I have no prior experience with map making at all please note. This map is not complete as I have no idea how to get path nodes to work and hope I can get some help with that in the future but aside from the that the map should be working fine. (You have to walk around the map a lot to keep killing the zeds basically). If there's any bugs you find please let me know.

Map:http://ift.tt/1fPwzwx

Images:http://ift.tt/1Iyks2c


KF-Desolate

KF KF-Fliperama

Made this long ago , i took some of the models from KF-Arcade-Skatepark-FIN.



DOWNLOAD


KF KF-Fliperama

KF Connection problem / Desync

Hello,
i've got a problem with multiplayer games. Every 2-3 minutes, i'll lose connection to the server, and both players and specimens will start walking into walls. After 6-10~ seconds, the connection is restored, and i get teleported back to the place i was, surrounded by specimens... or dead (Killed by the specimens).

I've tried opening all of the ports the game uses, tried downloading the MasterServer2 file, since both are fixes for similar problems, but to no avail.
This is really gamebreaking, and it makes the game unplayable. I even got kicked from servers, for "dying like a noob" apparently.
I would really appreciate any help.

P.S I don't have a Thompson/BT etc router, so the telnet fix doesn't help. (The "connection bindlist" command is an "unknown command" in my case.)


KF Connection problem / Desync

About flamethrower

Just 2 simple suggestion. I noticed this weapon is meant to set things on fire, but it can't even set windows on fire, it just break it like a gun, that would be nice if I can melt the windows with the thrower to add more cinematic effect to the game. Second, I hope flame thrower can set cash on fire xD


About flamethrower

jeudi 30 juillet 2015

Crash win7

I was trying to type a message in the chat and when i hit Enter it crashed. This might be useful. I have no idea.. Here's the log. Submit bug still doesn't work after all those years :confused: :(

Code:

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

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3927 MHz with 4095MB RAM
Video: AMD Radeon HD 7900 Series (1230)

General protection fault!

History: USkeletalMeshInstance::Render <- FDynamicActor::Render <- FDynamicActor::Render <- FActorSceneNode::Render <- UShadowBitmapMaterial::Get <- FD3D9RenderInterface::SetProjectorMaterial <- FD3D9RenderInterface::SetMaterial <- RenderStaticMesh <- FDynamicActor::Render <- RenderLevel <- KF-Doom2-Final.myLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level KF-Doom 2 remake final <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 726F6F6C 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free



Crash win7

Detailed Weapon Stats?

Since launch, I've been curious if there was anyone who had decrypted how many of the weapon stats function in game, such as Accuracy. I understand that having a higher accuracy makes bullets deviate less from the center of your aim point, but what function or formula does the game use to determine where shots will go or how does accuracy translate into degrees of variance from dead center.


Detailed Weapon Stats?

Keep stats online?

Hey boys,
So I've moved recently and for a time I didn't have internet connection. When I tried to play KF2, all my stats were reset to 0 and it didn't register my levelups. When I tried to play KF1, I still had all my level 6 perks.

I'm moving to Alberta soon, work in oil pits. I fear I won't have internet for awhile. Is there a mean to make the levels register offline?


Keep stats online?

KF-Arcade

-every 2 waves the level change
Game-play video
and sorry for low quality of video

Bug = the level is dynamic but how i can make dynamic path node ?
some time you lost zeds around the map.

Download




KF-Arcade

How do you rebind keys?

I simply can't make rebinds stick, even editing the .ini files doesn't seem to actually work. Am I just editing the wrong files or is this completely broken for now?


How do you rebind keys?

RS M3 Stuart

vroom vroom





From a static prop to fully animated functional vehicle in just 48 hours.
It's amazing what you can do when you don't have to worry about the armor or interior.


RS M3 Stuart

What is the purpose of Zed teleporting?

"Zed Teleport - Revamp this system so that it serves the intended purpose, without breaking the illusion (too much)"

What is the intended purpose, just a quick fix for path finding problems? Because two things:
KF1 enemies never seemed to have a problem getting to the players once they were moving (not stuck on spawn box, etc).
And, I have never thought to myself in a Horde game of any type: "You know, I wish all these enemies with melee attacks that I kill with ranged weapons would magically appear everywhere around me."

Really, zeds should only teleport when it's required to get them unstuck.

Random teleporting ruins horde management, in terms of making decisions based on where you think they are and where they're going. Sortof essential to a Horde game.

(yes, it's this thread again, ye old purveyors of observation)


What is the purpose of Zed teleporting?

recommendation for kf2

why can you make in maps dynamic weather and the night and day cycle or given wave opens a new area of map .Can you add like in MK x ray moves something of similar in slow motion when you see the bullets flying through the skeleton or organs when starts slow motion.This is KF2 plss evolve over kf1.


recommendation for kf2

Invisible collision on my custom map, need help

My bullets don't travel as if i were looking at a wall while I'm in the map, i cannot figure out what is causing this issue and am hoping someone knows whats causing this. Here is the map http://ift.tt/1LSDXn7 Thank you for any help you can give.


Invisible collision on my custom map, need help

mercredi 29 juillet 2015

Killing Floor 2 Client hotfix

We have just pushed live a hotfix for Killing Floor 2. This patch addresses the following issues:
  • Fixes an issue where users could not launch the game - this appeared to happen more on Windows 10
  • Fixes SLI in conjunction with the new Nvidia Profile update


Killing Floor 2 Client hotfix

Glitch fix in next update ?

Hi,

I follow the development news since April, and i'm a worry about the next update. New gore system, berzerk skill tree, maps, perks, everything look very nice. I got Killing Floor in 2009, i have seen the Grindhouse and Incendiary updates, i have seen all those new weapons, so I trust Tripwire, the future content will have a high level of quality, and will be fun.

But, as i said, I played KF1 multiple years. I have seen problems like the unbalanced M99, the unlockable achievements, the Patriarch killed with 6 chainsaw, hunting shotgun no reload glitch, map glitch, and others, not fixed during multiple weeks, or multiple months.

I'm not worry about balancing in KF2. We have an underpowered berzerk, but no weapons/perk make the game too easy, and I think the others perks will follow the same path.

I'm not worry about map glitch. Noncom said they fixed more than 800 bugs on Paris, and they work hard on a map before let us played it. I believe this. Since April, I have only seen a guy on the top of a tree in Manor, but that's all.

I'm not even worry for teleporting zeds. It's a just weird choice of gameplay, but the game is still funny with it.

But i'm still worry. Multiple years ago, in KF1, every HoE game I joined was ended by "all berzerk, all chainsaw, kill Patriarch in ten seconds". I don't think remember correctly, but it take multiple months before the glitch fix and boss fight becoming fun again. I hope KF2 will not have the same problem.

Actually, in KF2, we have the duplication weapon bug, and the most annoying, the circle strafing exploit, making every HoE game not funny, not legal, not done right, not won with real skill, and breaking immersion.

Obviously, I want new content, but without fixing those two major bug, well, the update will still be very good, but we will always see players duplicating weapons and strafing Scrake/Hans on new different landscape. The game will have more things to show, but we will always have to deal with the same frustrating problems.

I really hope Tripwire will use the next update to fix those two glitch. It will be a really rebirth for KF2.

Thanks for reading.


Glitch fix in next update ?

Reset after fresh win 10 install.

So I did a fresh windows 10 install and double checked that this game had steam sync before I did so, which it says it does.
But now I have the game installed and it seemed nothing synced at all, reset back to 0 and all my settings reset.

I was only rank 6 in support but that felt like such a grind, kinda lost the incentive to play now.


Reset after fresh win 10 install.

Graphical demands of the new PhysX tech

Im upgrading to a gtx 960 (ill be honest alot of the reason was i needed and upgrade, but another part was i HAD to have this new gore tech which wasnt possible when i had my amd).

Right now i have a 960 paired up with a i7 2500, will that be enough to manage this new tech?

I know its not finalized and things can get changed, but i imagine at this point from your graphs most of the work is going elsewhere and this is in its final stages.

You dont have to give a definitive answer if you cant, but a "probably" or a "probably not" would suffice if need be.


Graphical demands of the new PhysX tech

German/Japanese Clan

Hello,

I am looking for a realistic German or Japanese clan. I do not want to play the allies whatsoever and I am looking to play competitively. Most important to me would be a dedicated community (does not need to be large). I would also be interested in starting a clan with others. Such as a Gebirgsjager unit or a Japanese unit. Thanks in advance!


German/Japanese Clan

Emitter render distance

I've got a problem with a flames emitter not showing up at far distances.
I've gone into the emitter's properties and adjusted the max distance, but it still disappears at far range. This is for a large fire emitter.
I've tried this with the small fire emitter, and it works just fine. It will show up at far distances, but the large one does not.
Does anyone have any suggestions?


Emitter render distance

RO2 64-Bit RO2 & RS Petition

Hello fellow RO2/RS fans and TWI staff,

RO2/RS are both great games however being 32-bit they are hindering themselves a bit in being awesome. Community created content has a difficult stance as many additions are causing a RAM overflow and therefore crash the game/server. IOM's vast addition of sounds and models, HoW's attempt to add new theatre specific voices, models and vehicles, and of course for those with really powerful machines the GFX Mod, the return of facial animations (which are in the game files) are hampered greatly by the fact that RO2/RS are 32-Bit.

So dear TWI staff, after you finished (initial) work on KF2 and sent AMG on their way for RS2, please make a 64-Bit version of RO2/RS

Many thanks!
Raven


RO2 64-Bit RO2 & RS Petition

RO2 Reschedule [2RB] vs [Pirates 29ID]

Date/Time: Friday July 31ST @ 5pm EDT (UTC-4 hours)

We wish to spilt between the following two servers

TWIL CD Bolt Cup US:E #1 - 64.94.238.67:27015

TWIL CD Bolt Cup EU #2 -
81.19.216.110:7787


RO2 Reschedule [2RB] vs [Pirates 29ID]

GeForce users, new drivers with SLI profile for KF2

As title suggests, new nVidia drivers 353.62 - WHQL are available since 29.07.2015, adding official SLI support for Killing Floor 2.
Windows Vista/7/8/8.1 version is here - http://ift.tt/1I1UZMV
Windows 10 version is there - http://ift.tt/1SgRH0n


GeForce users, new drivers with SLI profile for KF2

[Mod] Server Extension Webpage

I made a little java program to extract the playerstats and save them to a database and also a webpage to view the stats.

What you need to run this:
  • computer where you can execute the java program
  • mysql-database (5.5 or higher)
  • a webspace or something like this with php
MySQL:
Create a new database with any name you would like (you will have to enter this name into the config files later).
Import the kf2stats.sql which you can find in the uploaded ServerExtWebMod.rar.

PHP:
Open the Webpage/secret.php and enter:
  • hostname at $mysql_host
  • port which will be used to connect to the MySQL server at $mysql_port (3306 is the standard port)
  • username to access the MySQL server at $mysql_user
  • password to access the MySQL server at $mysql_pass
  • database name which you created at the beginning at $mysql_db

To show the webpage use .../kf2stats.php?page=0&count=25

Java Program:
Open the USAConverter.ini and enter:
  • directory where your .usa file are at Directory (always use \\ for the folders instead of a single \)
  • hostname where your MySQL server runs at Hostname
  • port which will be used to connect to the MySQL server at Port (3306 is the standard port)
  • username to access the MySQL server at Username
  • password to access the MySQL server at Password
  • database name which you created at the beginning at Database
  • how frequently it should update the database at UpdateTimer in seconds (default here is every hour).

DON'T CHANGE LastUpdate. It saves the time when the database was updated so it only updates active users next time.

The initial run when i tested it took around 8 minutes for over 3000 users with 9000 stats and 4000 traits.






Download: here

Credits:
Sheep - for sharing the stat files from his server.
Marco - for the Server Extension Mod.


[Mod] Server Extension Webpage

World fluids should have an effect on you

In particular, I'm talking about


Voltair Manor, the rain water spouts are broken and pouring down.
You should be able to "wash off" the puke when you get puked on


Labs, there is a tank leaking "blood" straight down.
When you walk under this, like the "puke" it should obscure your vision. I don't think it should damage you, just wash across and like the puke, last for a period of time.


World fluids should have an effect on you

Sell any weapon

I'm confused as to why I can't sell every weapon I have.

I rarely if ever use the welder, as I dislike being blocked when running.
I understand that some are "class" weapons like the scalpel, but again don't care.

I just want to cash out of everything sometimes to grab that SMG or Shotty.

If I leave myself defence less, well that's my own fault and I can usually scab something in the map anyway.


Sell any weapon

Exploding Barrels

Ok,

So I know this is a bit "old school" but I'd really like to see some of those toxic waste barrels go up.

Voltor Manor for example have a bunch in the basement.

I'm thinking it's a classic double edged sword. Sure, you can light 'em up, but they will burn then explode throwing napalm everywhere, even on you.
We already have burn effects for character models, namely when the rocket guy shoots you.

I don't think they need to movable at this time, just "light 'em up" they would "randomly" explode.

Burn time on the floor, unsure about that, as it could also be used to either try and cut zombies off, but could backfire on you and cut you off from escape.


Exploding Barrels

Does KF2 have save file and if so where is it located?

You know file that saves your stats, like Payday games, and Rocket League.


Does KF2 have save file and if so where is it located?

Win 10 and RO2

Although Im a long way from having Win 10, I was curious if anyone has or knows if Win 10 has any issues running RO2/RS ?


Win 10 and RO2

how do you get rid of glass once its already built?

so just what the title says. i cant select the glass anymore once i press build all so what happens if i want to delete it later on, how do i delete it?


how do you get rid of glass once its already built?

mardi 28 juillet 2015

why hiyokomod can not up the level

please help .why hiyokomod can not up the level


why hiyokomod can not up the level

How will 3rd party maps be given official support?

When I bought KF1, late in it's life cycle, a lot of 3rd party maps were just *there*, how does TWI decide which maps to include in their own game, is it just they add it to their own game files, or is it always the result of a contest or something?

Is there a list of 5 Star custom maps as approved by a Vet somewhere so we can just grab that and skip all the lacking KF2 maps?


How will 3rd party maps be given official support?

Eviscerator and world objects

Hi,


I think it would be great if the Eviscerator and world objects could interact more.


I was on Paris Burning map, and tried to "saw" down a street light/traffic light, but nothing happened. Tried the same thing on a tree.


Why I think this would be great, as, first it'd just be fun and second, it would allow you to create a new obstacle to restrict the Zeds from getting to you, funnelling them around it.


Eviscerator and world objects

Trader Buy Fails

Category: Code

Reproduction: more than 75% of the time

Online: Occurs online, haven’t tried offline as don’t play that mode
Most servers I play on have a ping time between 40 - 100ms. This MAY be a factor.

Maps: All

Specific Trader? No, occurs at all

Summary:
Round ends and Trader path loads.
Run to trader, time remaining can be any amount, occurs at any point during purchases.

Symptom:
Enter trader menu, click “Auto fill”, money debits from Trader menu balance
press “Esc” to exit the Trader, money is still as it was before entering the Trader, purchases have not occurred.
This usually occurs 75% of the time.

Enter trader menu, click each item, press ESC after each purchase to exit Trader.
With about a 50% occurrence rate, you either “purchase” the item, or once you leave, haven’t. Re-enter and again, try your luck.

Enter Trader menu, do a complicated transaction, sell an item, buy an item, fill a couple of items, transactions appear to have worked.
Wait a moment, Exit Trader, transactions have not occurred.

Finally, I noticed the transaction “rollback” in the Trader menu last night.
Did a simple sell an item, manual fill some items, Trader menu cash went down, then about 2s later, went back up… items were all screwy.

OS: Windows 8.1

Install: multiple attempts to Steam Restore and even a fresh OS reinstall lately.


Trader Buy Fails

Please bring back S&D mode

I had blast playing it in RO2/RS while game was free and there was huge community. Would love to have it in new game.


Please bring back S&D mode

How to break a medic AR healing ability

I made a video showing how to break a medAR:
https://www.youtube.com/watch?v=mcVq...ature=youtu.be

This happened to us a few times during public games, so we tried to reproduce it. It's pretty hard to reproduce and seems to be random to some extent, but here is what we think is the general recipe:

1) give the medic AR to the commando
2) the commando kills some Zeds
3) the commando heals someone
4) the commando drops the medic AR on the ground
5) medic picks up the medic AR
6) medic AR is broken and doesn't heal anymore

Some steps may be superfluous to achieve the bug (killing a Zed?), the other player may not have to be a commando, it may not work on every map. We tried to reproduce these 6 steps several times, and it didn't work systematically.


How to break a medic AR healing ability

Should Tripwire bring back talking zeds?

Yes, all zeds


Yes, but only for the Fleshpound, Scrake, Husk, Siren, Bloat and Stalker


Yes, but only for Fleshpound and Scrake


No, I like the way it is


Should Tripwire bring back talking zeds?

No support passive grenade/carry capacity?

First off let me say that I love KF2s core gameplay, I think when it is finished it will be one of my favorite games. That being said, my favorite class is support and one of the biggest bummers for me has been the lack of a passive increase to your carry capacity and no extra grenades. For reference by level 6 in killing floor one support was able to carry 24 slots of weight, and hold 11 grenades. In current game there is no way to increase the amount of grenades you can hold, and you have to invest in a level 20 skill just to get 5 extra slots. I understand extra grenades might be something for demo, however both demo and support got extra grenades in kf1, and supports in kf2 even have a passive increase to grenade damage, implying that grenades are supposed to play a bigger roll in support gameplay.

My solution to this would be to give support an extra space of carry weight, as well as an extra grenade every 5 levels, adding up to 5 extra spaces/grenades by level 25. The numbers could be tweaked, but I think it overall it would be a great update to supports.


No support passive grenade/carry capacity?

RO2 Secret OST

So everyone know the RO2 OST has 25 tracks right? Well what I bet you don't know is that there are actually 56 tracks ingame.

Subtract 4 morale transitions, 4 objective stingers, 4 victory songs, you get 19 full-on music tracks that were not officially released or even titled. Anyone can get them with Umodel, but I've taken the liberty of uploading them to Youtube with some fancy visuals.

Why the heck they weren't included in the OST is beyond me, they're all really good.


For example the Russian low morale transition is a real downer, and rightfully so, but follow it up with the Pavlov low morale track and it's absolutely soul-crushing.

https://www.youtube.com/watch?v=c6ZaVfIGC60
https://www.youtube.com/watch?v=tUih-OUiwAw


My personal favorite is the Station one.
https://www.youtube.com/watch?v=sxTZT3HdhOQ


I got the full playlist here. I only got a few right now but I'm going to do all of them eventually.



And a bonus: full res of the background images! These were all created by me using the SDK.

http://images.akamai.steamuserconten...BA8294185DB98/
http://images.akamai.steamuserconten...2AD1BDE9AB3D7/
http://images.akamai.steamuserconten...D4820D4B59AC4/


RO2 Secret OST

A Recap of Upcoming Possibilities

With the patch looming ahead in the distance we get an idea of how big it is. We've heard whispers of an additional 50% of content from launch, and we've been suggesting features/changes for months. We've had slow progress with the news posts, and each time we see this progress and it isn't implemented, we tend to forget just how much has been building up. Due to this, I'd like to refresh everyone's memory a bit and maybe give a better idea of just how much stuff we'll be getting. This thread also serves as a checklist for TW to make sure they don't forget any small ideas.

POLISH
In addition to a brand new, expanded gore system with probable sliders and settings to play with, the maps are about to get messier. Couple that with loads of additional optimization, tweaking, updating and downright improvement, and you've got a pretty looking game. All the audio is being reworked and rebalanced, so the immersion will increase tenfold. Countless bugs squashed and gameplay improvements will make the slaughter feel fresh and better than ever.

CONTENT
As far as I remember, they showed off 2 community maps that will come with the next update, as well as an official map called Catacombs. 2 new perks with 8 new weapons, plus perk grenades and skills, plus possible extra off-perk weapons. Beserker rebalance. Misc skill and weapon rebalances/tweaks. Zed tweaks and rebalances (I'm looking at you SC and FP.) Hint towards new boss/zed on Catacombs post.

EXTRAS
Small additions such as new playable characters, the ability to wear hats and glasses simultaneously and other customization improvements, classic numbered VO menu, better player muting and kicking. HUD tweaks and further keybinding support.

These are just the basics of what's on the way. I'm sure I forget plenty of things, but even this short list shows the breadth of the patch. There are plenty of missed details and unrevealed surprises, so even our best guess won't encompass everything. What are you most excited about, since we've been reading about all these fixes/tweaks/updates for months without getting any of it? Are you happy with this method of update? Nothing for months, then suddenly a whole game worth of content all at once, tailored perfectly to our needs and stress tested ahead of time?


A Recap of Upcoming Possibilities

PAX Prime 2015

Are you guys planning on coming to PAX Prime again this year? I was planning on doing a Hayato Tanaka cosplay and it would have a lot more impact/reason for being if you guys were doing another event.

I'm also really bummed I missed last year's and would really love to say Thank You to you guys in person for such an awesome game.

I've got almost 1000 hours in KF and snapped KF2 right up.

JoeTheFish


PAX Prime 2015

lundi 27 juillet 2015

RO2 Show player country

Hi,
How can I show, to all players, "country name" of last entry player in public chat?:(


RO2 Show player country

Game Modes

If we look at the market for multiplayer games its apparent that there are alot of games that feature gamemodes like capturing points to advance etc.
I think this kind of mode doesnt really fit this scenario. Vietnam wasnt about gaining ground. (for the US at least.) alot of battles were basicly about luring out the enemy and then killing as many as possible. (kill count)

imho there should be 2 main gamemodes.
1. Base/Camp defense.
In this mode there is only one goal for the VC: get into the Base HQ and destroy the Radio Equipment.
But this isnt easy they have to get to the base, cut wires, avoid mines, claymores etc. ( This would be amazing as night map with flares eluminating the battlefield from time to time.) US gets to plant mines for some time before the attack and gets to call in airstrikes. The VC have to capture the base before US reenforcements arrive.

2.
This gamemode can be used on other maps with VC camp beeing attacked.
This would mean no airstrikes for VC but traps, mines and a "longer" map (from jungle/forrest into the VC camp) the VC have to hold up the US long enough for the weapon cages to be moved away as to not be blown up by the US.

3. Missions.
These would be bigger maps with difficult terrain (Lot of forrest/jungle with hills etc.) with no respawn for the US team. In this mode a SF or Regular Infantry (equiped really good) on recon has to find AA batteries placed on the map and blow them up.
The VC (equiped poorly) has to defend the AA. After the AA batteries have been destroyed the US have to get to the LZ to get picked up by EVAC Helicopter.
Now the VC gets reinforcements (equiped normally) US players have to defend LZ for 5 minutes (or whatever works ) until the choppers come in.


Another thing i have been thinking about is day/night maps this means that after reppelling a VC attack on their Base the US have to hold the base another time during a nightly attack. these different Stages of Battle (like the ones in the Mission gamemode) would make Attack/Defend maps even more exciting.

Im sure there will be a hamburger hill map to which these ideas can also apply.


Game Modes

Spinning around monsters (bug?)

Hi
I'm sure y'all know that when you spin around a monster exactly at a certain point it won't move.. this technique is being used on all the hard killing mobs anyways
just wondered if its possible for a reason or its just a bug that everyone exploit


Spinning around monsters (bug?)

Martial Artist Arsenal Ideas and Suggestions

Hello, thank you taking the time to read my post :) Now let me first state that this post includes my own personal ideas and also ideas that other people posted on the forums.

Lets dive right in shall we?

Tier 1: Katana
Theres really nothing to say about this.

Tier 2: Warscythe or Naginata
I think this tier should include spear-like weapons, because if we assume the martial artist will have no ranged weapons and no resistances at all we can assume that attacking sirens, bloats and husks on higher difficulties can be a death sentence. A spear could quickly pop off a zeds head from a distance, it wouldn't be too powerful but it would be useful. A warscythe is a European weapon so it fits, or if we keep with the Asian theme a naginata makes perfect sense.

Tier 3: Claymore
I haven't played killing floor 1 but I know we all want that weapon to return!

Tier 4: ??? Some sort of Horzine super blade
Almost everyone was at a loss when they came to the tier 4 weapon, so it makes sense that tier 4 would be a fictional melee weapon to top the claymore, but honestly that doesn't fit the theme of "martial artist" and fits berzerker better but we'll talk about an alternative arsenal abit later.

Melee sidearm: Wakizashi
Its a short blade katana, it makes sense.

Grenade: An explosive shuriken
The immediate thought for a martial artists grenade is a shuriken, we all came to that conclusion. But a boring old shuriken would do practically nothing to a zed, we all know that. So an explosive shuriken fits, its a sticky grenade basically, and it could also have the added feature of stumbling a zed, that way the martial artist can rush in on the stumbled zed and kick it in the :rolleyes:

Now lets talk about some other ideas I read. Someone suggested that a bow and arrow could be tier 3, and that tier 4 could be the claymore. I understand the logic behind that, but I really hope the Martial artist has a completely melee arsenal, and besides arrows aren't exactly the best weapon to fight zeds with, but we use nails to shoot off zeds 'eads so I guess it could work.

Share your thoughts! If my ideas are ****, please tell me, I'm open to criticism. Thanks for reading!


Martial Artist Arsenal Ideas and Suggestions

Help - Some Mesh arnt geting full light

I need help, im geting this random visual error, where some mesh arnt getting full light, even through the mesh around it are geting the proper lighting. Ive tried overriding shadow map rez, it works untill i build lights, then it goes back to how it was. Shadowmaps are being backed correctly.

Here is an example of whats happening. Its like this all over



Help - Some Mesh arnt geting full light

South Vietnamese Camouflage Patterns

may help TW or modes

http://ift.tt/1LND2Ge


South Vietnamese Camouflage Patterns

RO2 RE- Schedule {MERC} vs [B&G / 29ID]

We would like to have the re-scheduled match between {MERC} and the [B&G 29ID] to be played on the 30th of July at 10pm CEST. | 4pm EDT

The two servers would be the same.

1. Match TWIL CD Bolt Cup EU #1 - 81.19.216.110:7783
2. Match TWIL CD Bolt Cup US:E #1 - 64.94.238.67:27015


RO2 RE- Schedule {MERC} vs [B&G / 29ID]

Idea for Scrakes and Fleshpounds

Simply put: Reverse their roles:
Switch the spawn behavior of the Scrake and Fleshpounds, and also their HP.

This would make the berzerker class more relevant since it's Pulverizer would make that class particularly good at killing FP, with their lowered health and weakness to explosives. When a FP shows up, it would be the teams job to keep the trash cleared so the berzerker could finish it as quickly as possible. It would also add more value to the demo class, giving him more numerous specialized targets.

The scrake, with his defaut damage and increase health, is now a super badass, like the FP was supposed to be. The strategy for him would be much the same: avoid him until killing off all the minions to concentrate the team on him exclusively.

In these situations with the scrakes being mini-bosses to be tackled one-on-six, a berzerker parrying becomes less chaotic with one on one combat, with the rest of the team pitiching in from just outside the immediate distance.

This sounds a lot more fun than right now where FP are moderate rare threats but where there is a half dozen of Scrakes walking around because they're too dangerous to risk taking on with anything but isolating and circle strafing.


Idea for Scrakes and Fleshpounds

dimanche 26 juillet 2015

Cool idea for character customization from UT99

If I remember correctly, in UT99 (and Half-Life DM) you could download a skin made from a site like Game Banana and when you joined the server it would upload the skin to the server and download it to the players so they could all see your third party skin. This would be cool for people who have models like Duke Nukem and clans who have a custom clan T-shirt or whatever who play on other people's servers, etc.

I know that TWI wants to micro-transact their own characters n stuff but I don't see why the two couldn't co-exist, the people who won't buy the TWI characters probably wouldn't buy it one way or the other

Besides, some people might buy a TWI character just so they can use a third party skin for it


Cool idea for character customization from UT99

Map Cache Extractor

Program to easily copy maps downloaded ingame to your kf2 installation folder!

KF2 Map Cache Extractor
Download: http://ift.tt/1erYaTE ... 0.rar?dl=0

Report any bug!
thx!


Map Cache Extractor

Gameplay Improvements

I know I tend to write essays, so for those of you who don't like reading I made a TL;DR at the bottom. You should probably read through though.

1) This is an improvement for medic (and possibly other classes): a player locator.

The idea is that in addition to being able to track your team's health (Tab), the menu can also show you the location of each player, represented by a tiny arrow that points to them. Why is this an improvement/ how does it make sense in the KF universe?

A lot of times on KF, especially during the boss wave/ when the camp gets overrun you lose sight of your other team members which can be frustrating as you don't know where the team members that need healing are. Therefore you run all over the map looking for them (and they can't tell you where they are because they're busy shooting/running), only for them to die because you couldn't find them. Knowing where the team members are makes the medic more able to do its job in the event that you need to find a team member, without adding more power to the class. As for how it makes sense: everybody on the map is equipped with some kind of device that monitors their health (which you can see with "Tab"), so I don't think it's too far fetched in a world with nanobots and cloning to see a little GPS action integrated into their technology.

2) I personally don't like the layout of the quickchat wheel, as it's too easy to accidentally send out the wrong message ("Taunt Zeds" vs. "Request help") due to how clustered the choices are. We have a full 360 degrees to make use of; why are all the quickchat choices jammed into about 240 degrees of the wheel?

The suggested improvement is simple: Space out the quick-chat choices to each be 45 degrees apart.

All the improvements from here downward focus on using controllers with KF2

3) When aiming down the sights with a gun, and using a controller (I use a 360 controller), the game will "snap" to an enemy in front of the player, such that your gun is now pointed straight at their head. Personally this annoys me for two reasons: 1) The "snap-to system" makes the game easier to play in a less enjoyable way. For example, a tactic i learned for dealing with crowds is "aim, fire, stop aiming, and repeat". Since the game points my gun at their heads for me, it's very easy to score 10 headshots with minimal effort, making most weaker zeds no problem for me. I can even use this to detect enemies i can't see (stalkers/ low-light areas), as if I aim down the sights and i'm suddenly aiming somewhere different, I know I'm aiming at a zed and all I need to do is shoot. In short, it takes the difficulty out of the game for me. 2) The "snap-to system" has a weird targeting priority that can, and sometimes will, get you killed. A good examples of this is as follows: Once on outpost (hard difficulty), I was shooting at a husk from close range. I shot it enough to make it kamikaze, so it put its gun to the ground to do just that. I aim down the sights (out of habit) and fire, only to find that instead of shooting the husk about to blow up in front of me, the game snapped my gun to just above the husk, to shoot the bloat behind him. Needless to say I died a completely preventable death.

Fixing this is pretty simple: Make "Snap-to" aiming something that can be toggled on or off. It's a nice thing to have for casual players that can make a challenging game fun, but not something I want to be forced to endure.

4) Sticky aiming. Another controller-only issue: When aiming down the sights at a zed, the game will resist your attempts to turn away and drag your aim back to the targeted zed. This paired with snap-to aiming makes shooting a specific zed more difficult than it has to be. To fix it, I personally would like this to be toggleable or straight up removed from the game, as it's a feature dislike for the same reasons as 3).

5) When tapping the weapon select button (Y on 360 controller), the game will cycle through to the next-tier weapon. Personally, I don't like this as it's only useful when I have a t4 gun out, and i'm switching to a t3/t2 (the only two guns you'll really be using throughout the game). Instead, I'd prefer that tapping "Y" switches back to the previous weapon, allowing me to quickly and smoothly change between two guns.


6) And the final change on my list of improvements? Button mapping for gamepads. This one is pretty self explanatory, methinks.

TL;DR:
  1. Give medics a player locator
  2. Space out Quick-chat options
  3. Allow "snap-to aiming" to be toggled
  4. Allow sticky aiming to be toggled or straight-up disabled
  5. Make tapping "Y" switch to previous weapon, not cycle through.
  6. Allow for button mapping on gamepads, such as PS and 360 controllers

Thoughts/Feedback are welcome!


Gameplay Improvements

Players that die during wave break don't respawn.

Apologies if this doesn't fit the template but I figure it's simple enough.

I died by husk afterburn and a second time by bloat bile right as the wave ended and was unable to respawn until the next wave started. Leaving me unable to buy anything and starting the wave with my starter kit.

I hope/doubt it's not intentional. Losing all my dosh from the last wave is punishing enough imho.


Players that die during wave break don't respawn.

KF-PUSH-Outpost0715

Download KF-PUSH-Outpost0715 here -->
http://ift.tt/1IyXcmo

After much trial and error, error, error, I have 90% completed (the modification of TWI's original content of KF-Outpost) to create KF-PUSH-Outpost0715 (KF-PUSH-Outpost as of 07/2015)

KF-PUSH-Outpost0715 is a modification of the original KF-Outpost map.
It removes many points of entry/egress, essentially turning the map into one long looping tunnel. This means that movement to and from Trader locations, during combat, is typically required in order to get to the next trader location.

All weapons drops have been replaced with ammo box drops, to reward moving around the map, or to provide sufficient ammo for classes with highly important weapons to reload (Such as Support w/ AA12).

Enemy spawn-able areas are increased to allow Zed's who have spawned on a part of the map that does not allow them to quickly catch up with the Players, to teleport to a better spawn, and give chase. This is generally balanced out by the Zed's limited angles of approach (remember, map is essentially a long, looping tunnel, which generally means two points of Zed attack in each area).

There is no (intended) one "perfect spot" on the map that the players can run from and return to during the trader wave, as most "wider" spots (SNOW CAT and COURTYARD areas, specifically) have been tightened up, and quickly running to a Trader and back to the "perfect spot" simply isn't possible with time required to go to and from trader locations.

Pictures
Spoiler!


Please try it and let me know what you think.
If anyone out there knows something I'm missing or forgot to do, please let me know. This is the first thing I've ever done with a UT3 editor, and am bound to have done a few (dozen) of things incorrectly.

Thanks.


KF-PUSH-Outpost0715

Car accident OH NO!

I am getting used to the UDK environment more and more.

(Before I mapped with source, creation engine and rpg maker)

https://www.youtube.com/watch?v=0oBC5jVmOxA


Car accident OH NO!

60's Music?

Everyone knows, that the Vietnam War is well known for the music associated with it with the 60's music. When you think back to Battlefield Vietnam the first thing you will think of is the music you could use in choppers, the music playing over the intercoms in the US bases.

So will we see this in RS2 as well?

This was the soundtrack for BF: Vietnam:

1 All Day and All of the Night The Kinks 3:44 2 Fortunate Son Creedence Clearwater Revival 2:16 3 Get Ready Rare Earth 2:52 4 Hush Deep Purple 4:17 5 I Fought the Law Bobby Fuller Four 2:22 6 Nowhere to Run Martha and the Vandellas 2:55 7 On the Road Again Canned Heat 3:24 8 Psychotic Reaction Count Five 3:05 9 Shakin' All Over The Guess Who 2:45 10 Somebody to Love Jefferson Airplane 2:58 11 Surfin' Bird The Trashmen 2:17 12 The Letter The Box Tops 1:54 13 War Edwin Starr 3:29 14 Wild Thing The Troggs 2:30 15 You Really Got Me The Kinks 2:14 16 White Rabbit Jefferson Airplane 2:44 17 Ride of the Valkyries Performed by Budapest Symphony Orchestra 5:20 18 White Rabbit (Remix) Jefferson Airplane


60's Music?

Additional scopes (mainly SCAR)

Not that I'm a big fan of weapon customization...it works in some games and not so well in others. I've leveled all class to 25 and I find their scopes to be great ish, since most guns like the AR15 and AK are portrayed with their stock sights and scope, but that silly SCAR is an exception. The scope that's being used just kills your line of sight and makes close quarters combat that much more annoying. My solution was to hip fire when i was commando with zeds nearby. I just think that the whole scope idea should be revised and either introduce iron sights only option or 2 choices of scopes to pick from.
Great to hear some thoughts from the community.


Additional scopes (mainly SCAR)

Testing in Editor?

Hey, my question is how can I turn a game mode on. I was trying out game mode type survival, but it isn't working when testing in the editor. The waves don't appear my KF_Spawners don't spawn the zeds.


Testing in Editor?

Do scrakes and FP require 4 spots in a spawn box to teleport or spawn?

Do scrakes and FP require 4 spots in a spawn box to teleport or spawn?

In my map, I'm trying to get scrakes and FP to teleport around the map in the same way that smaller zeds do, however it doesn't seem to be working.
i read in http://ift.tt/1fwuVje that the boss requires a box with 4 spawn to spawn properly, is this also the same thing with scrakes and FP?


Do scrakes and FP require 4 spots in a spawn box to teleport or spawn?

Scoreboard bugs. Not displaying correct avatars, not always updating immediately

The scoreboard has been acting weird for a while. Usually it just doesn't display any avatar or it displays everyone with my avatar, the couch. Today I checked my scoreboard for a split second and it showed that the whole team was alive, but seconds later I checked again and most of the team was dead, while there were no death notifications between them. Here is the video of the scoreboard thing happening http://ift.tt/1OtQdJL

Attached Images
File Type: jpg 2015-07-20_00003.jpg (48.2 KB)
File Type: jpg 1.jpg (64.5 KB)
File Type: jpg 2.jpg (46.9 KB)


Scoreboard bugs. Not displaying correct avatars, not always updating immediately

Persistent Admin Commands?

Does anyone know of a way I can make commands, generally entered to a game by typing them into the console, persistent through map changes and/or server restarts? Been looking into making a low Gravity server with some other changes just need to make these commands persist through map changes at the very least. I could just add them to my launch script if I knew how the game could launch with those commands
:confused:


Persistent Admin Commands?

samedi 25 juillet 2015

Ugh!

If I am forced to do a total re-install of RO2, will my ranking be lost. I'm at 94 and I sure would hate to start all over again.:(
Thanks.
`swamp


Ugh!

RO2 RE- Schedule {MERC} vs [B&G 29ID]

The match between {MERC} and the [B&G 29ID]:

Due to the timezone difference and the fact, that we are almost certainly unable to play during the week (10pm or later) or the weekend (internal clanmeeting), we would try to get our players in for Sunday, 26.07 at 10pm CEST / 4pm EDT

BUT: This is a date with a big questionmark from our side, because we cannot be sure to get our players in on that timephrase!

Greetings


RO2 RE- Schedule {MERC} vs [B&G 29ID]

Scrake Trap on Biotics Lab

Hey guys I discovered this sweet way to deal with scrake on biotics lab. Soooo easy.

Here's a video of what I'm talking about...


Scrake Trap on Biotics Lab

[B.] vs [AK]

The match between [AK] and the [B.] is going to take place on the 25th of July at 9:00PM CET

Game will take place at server TWIL CD Bolt Cup EU #2


[B.] vs [AK]

WWAIT - Support Keybind + Far Cry Sprint

Hi all, this is my first post :D


Support Keybind
I wrote a script with AutoHotKey to restore the key configuration of Killing Floor. Support is my favourite perk, and i like to have 3 weapons because ammo are never enough :p

Prerequisites (you need to assign the following keys in this way):
movements key = WASD

Clear keys "3" and "4" assignments
"3" => "m" //a random key I have choosen
"4" => "5"

sprint button = Lshift


With this mod key "4" select always the best primary weapon, while "3" the next one.

E.g.
2 primary weapons:

SG 500 = "3"
Boomstick = "4"

or

Boomstick = "3"
AA12 = "4"

3 primary weapons:

SG 500 = Flashlight key
Boomstick = "3"
AA12 = "4"

OK it's not perfect. If you equip the pistol and you have 3 weapons, you can't switch directly to SG500, but it's better than nothing :p


Far Cry Sprint
Now you don't need to hold sprint button to keep running, and you can change weapons in the running.

N.B.
The mod execute the game, so you can use it to load KF2.


>>DOWNLOAD<<




WWAIT - Support Keybind + Far Cry Sprint

Please add bullet drop

Bullet drop would be awesome, especially in big maps like ratsmanor.

As we all know the bullets travel very slow, and it doesn't drop either which feels very weird.

This reminded me of a cs 1.6 paintball mod without the balls dropping, they just fly slowly across the map lol (There was a mod where the ball did drop which was super awesome, but I left because cheaters took over cs).

Thanks!


Please add bullet drop

[Video] Best funny videos ever

Best funny videos ever

_________________________

Best Orthodontist in Delhi
Best Teeth Whitening in Delhi


[Video] Best funny videos ever

[Sport] Which football team you support in FIFA

Which football team you support in FIFA

__________________

Wedding Planners in Delhi
Event Management Companies in Delhi


[Sport] Which football team you support in FIFA

[Game] Call of duty game mode

Call of duty game mode

_________________

Wedding Planners in Delhi
Wedding Decorators in Delhi


[Game] Call of duty game mode

Bullets fly too slow!

I'm getting frustrations, because most of maps I play recently are custom maps which offer longer distance engagement and wider line of sight than official ones.
I've never fired real firearms, but bullets take 1sec flying just 50m or so looks weird...
Also, I've heard people complaining about this(slow bullets speed), saying it leads to less exhilaration feelings when aiming to achieve successive headshots.
Definitely I'm for these complaints.
Anyone here feels same as I?


Bullets fly too slow!

Couple of mutator coding questions

Hello,

I am new to UE3 mutator coding, but with UE3 online docs and some posts here on this forum, I think I was able to figure out the basics. Atm, I have couple of questions. Please see example code below.


class MyMutator extends Mutator;

simulated function PreBeginPlay()
{

local ROMapInfo MyMapInfo;
MyMapInfo = ROMapInfo(WorldInfo.GetMapInfo());

//do something with MyMapInfo here

SetTimer(2, true);

}

function Timer()
{

local ROGameInfo MyGameInfo;
local ROMapInfo MyMapInfo;
local Controller MyController;
local ROPlayerReplicationInfo MyPlayerInfo;

MyMapInfo = ROMapInfo(WorldInfo.GetMapInfo());
MyGameInfo = ROGameInfo(WorldInfo.Game);

for (MyController = WorldInfo.Controllerlist; MyController != None; MyController = MyController.NextController)
{
MyPlayerInfo = ROPlayerReplicationInfo(MyController.PlayerReplica tionInfo);

//do something with MyPlayerInfo, MyGameInfo and MyMapInfo here

}

}


Does it matter if MyMutator extends Mutator or ROMutator?
Do I need to do some destroying, now when Timer() is executed every 2 seconds?
If PreBeginPlay() needs to be executed both client and server side, is it ok to have it as simulated function here, now when Timer() is executed only server side? If I have understood docs correctly, this is what happens with this mutator.


Couple of mutator coding questions

vendredi 24 juillet 2015

Rust Has A Great Early Access Model

Rust really has been impressing me on how they do the Early Access.

They keep adding content and keep the community updated on weekly blogs. The blogs are interesting because it shows concept art, work-in-progress dev videos, community submissions, and all types of stuff.

Something as simple as adding ladders to the game one update keeps the game fresh and keeps the community busy with new updates.


Rust Has A Great Early Access Model

Bolt Cup resumed

The Bolt Cup server crash issue has been resolved.

Therefor the Bolt Cup is resumed. We stretch the end date of the first round from Sunday the 26th to Sunday the 2nd. Only the teams that had to cancel their matches for this evening will get this extra time.
These are the teams:
  • The Blue and Gray [29th]
  • {MERCENARY}

  • 2nd Rangers
  • Pirates [29th ID]

The teams that did not have to cancel their matches shall still play on the scheduled date/time.

Due to this delay, the start of the 1st round of the losers brackets as also the 2nd round of the winners brackets will be moved by 1 week too.


Bolt Cup resumed

Parrying thread vol. 23491

I know there has been a lot of discussion about parrying(no, this is not another thread whining about parrying not working) But I feel this is something that has not been discussed on the forums at least.

Some of the players think that it is ridiculous that you can use a little knife to fend off those massive chainsaws and meat grinders. We're getting the zerk re-work, which is a nice step in the right direction.

What I just thought up, what if certain melee weapons could parry(note: not block) certain zed attacks?

Examples:

With basic knife you can parry any low-tier zeds(gorefast, clot variants)

Perhaps make pulveriser be the only melee weapon being able to parry the big guys(A.K.A the only parrying that actually matters)

This would kind of kill some variety, but it would also encourage having a good zerk in your team and in general putting more emphasis/importance into parrying.


Parrying thread vol. 23491

RSTE-SugarLoaf_v3

:cool:

Version 3 is now applied and operational on TWI's Crucible.
It loaded from our mirrored redirect just fine, and executed successfully
upon loading. The rainfall on the map is quite convincing, and did a short tour before being shot dead by the AI. Thats all I can tell you at this time.
Enjoy.


RSTE-SugarLoaf_v3

Bolt Cup postpone due to server issues

We are unhappy to inform you that we are forced to postpone all planned matches for the Bolt Cup due to a technical issue with our servers.

We are looking into this issue and resume the Bolt-Cup as soon as these issues are resolved. We will stretch the end date of the 1st round. This means the teams which still need to play do not have to worry about missing their match.

We apologize for this inconvenience.


Bolt Cup postpone due to server issues

how to read DEV graph chart?

I watch the DEV graph chart. i don't know how to read.

I would like to know the all DEV graph on the basis of the 100%

what' s going on DEV??


how to read DEV graph chart?

Let's talk about Flashlights and NV

A lot of weapons have the physical model for flashlights but don't actually have the functionality

also for everyone but medic, the high tier weapons lack all flashlight functionality.

thus, I propose that we give the SCAR-H and AA-12 their flashlights back to help on darker maps, since it is the top tier weapons and it makes sense for them.

and NV should be separate from flashlights, on a separate key.


Let's talk about Flashlights and NV

Cannot see headshot

I cannot see when the specimen loses their heads. When i shoot their heads, they start to walk like retards, but the head is intact.

Since i play on a laptop i have put all video option to the lowest quality, and turned off shadow and all that crap. Maybe there is an option turned off causing this problem? Has anyone got a clue?


Cannot see headshot

WWAUT - Digging Too Deep

Deep below the layers of modern Europe persists the remnants of what came before. For one Italian city this includes a recently discovered series of caves and catacombs from a connecting sewer. Hearing of a possible localized outbreak, you and your team have been sent in to learn more.

Spoiler!


While this initially appears to have been a complete intelligence failure, the Zeds seem to have cut off your exit, turning this, all too literally, into a tourist trap. But as your team heads down a stream, there are signs that the original intel may not have been so far off the mark. Something lurks below, and you may have well just been locked in with it. Let the adventures in this colossal cave begin!

Spoiler!


With ‘Catacombs’ we wanted to offer a map that had a different playstyle than those released so far. It is unique in that it will be our first map where almost every light can be destroyed. Perks that utilize night vision and weapons with flashlights are advised!

Spoiler!


We are looking forward to player feedback on this style of map! Gather your team, it is time to delve into the depths of the Catacombs.

Spoiler!


As per player request we have also been providing a broader look at our development schedule via Dev Days left graphs and we have once again prepared a new one for this week. Some items to call out here are that several devs have completed their work on this patch, while others have been pulled in (that were working on other work previously). If you would like to read more about these graphs and how they are generated you can find that here: http://forums.tripwireinteractive.co...d.php?t=110591

Spoiler!


And as I have noticed after these WWAUT posts there are usually several questions that have been answered in previous ones - here are the previous topics and links:

Player Feedback - System design:
http://forums.tripwireinteractive.co...d.php?t=109543

Melee Improvements:
http://forums.tripwireinteractive.co...d.php?t=110055

Firebug and Demolitions:
http://forums.tripwireinteractive.co...d.php?t=110445

Audio Work:
http://forums.tripwireinteractive.co...d.php?t=110591

What Goes Into Level Polish - Evacuation Point:
http://forums.tripwireinteractive.co...d.php?t=110685

New Berserker Skill Tree:
http://forums.tripwireinteractive.co...d.php?t=110738

Demolitions Weapon Set:
http://forums.tripwireinteractive.co...d.php?t=110887


WWAUT - Digging Too Deep

RO2 Old/New Main Menu MOD

Mod for veterans and people who like old-time RO2, when
Rising Storm was not linked to the Red Orchestra 2.

Mod adds/changes:
- Old ro2 image loading in deskop (For RO2 and RO2 SDK Editor).
- New movie in background menu and old brighter movie.
- Deleted Rising Storm music in menu.
- Loading images changes from RS to RO2 (When we eg: quit of server).
+ fixed the map loading images for ColdSteel and Bridges of Druzhina, for Polish, German and Russian language version.

All info and how install mod is here
http://ift.tt/1RYzswq


RO2 Old/New Main Menu MOD

Dead player not respawning at wave end

Was playing Paris Sui and a player (zerk) did not respawn at the beginning of the Boss wave after they had died on wave 10.

Anyone encounter this? Know how its caused or avoided?

Thanks


Dead player not respawning at wave end

KF Fallout: Rise of the Damned

In spite of Fallout 4 being released, I attempted to make a Fallout-themed map. It took a couple of weeks, and needs a lot more, but I'm not finding enough time to complete it.
It has basic level geometry and lighting. Some scripted sequences but nothing much. If you go into KFed and look, you can see a lot of planned but never-made-it material.

Download: KFO-FalloutRiseoftheDamned (191.9mb)

The reason the filesize is so huge is that there are a lot of custom sounds.

Some screens:
Shot1
Shot2
Shot3
Shot4
Shot5
Shot6
Shot7

I plan to work on this as much as I can but I don't really see this ever being completed. There are lots of bugs and glitchy terrain, along with misaligned brushes (thanks to Unreal again).


KF Fallout: Rise of the Damned

Ideas for the Dual Shock PS4 controller

A fun idea to utilize the controlle's touch pad is to swipe the touch pad up as a means to throw dosh at your team mates. It can be also used as a button for commands etc.. Another fun idea is to use the touch pad as a way to use the directional swipe of melee weapons. Any other suggestions could help out the use of the Dual Shock's capabilities.


Ideas for the Dual Shock PS4 controller

jeudi 23 juillet 2015

Information needed

Can someone please explain the differences between the rising storm game options available on steam?


eg. Rising Storm
Rising Storm digital deluxe
Rising Storm digital deluxe upgrade


And in the tripwire bundle...Red Orchestra 2 with Rising Storm, and Rising storm game of the year edition...


Trying to figure out what to purchase but I can't find descriptions anywhere...


Which of these games if any, work on LAN?


Thanks -


Information needed

Precomputed Visibility + Build Time?

First of all, are people using precomputed visibility?

I didnt use it on my first map which is working fine without it (though its smallish anyway) but I thought Id use it on Subterrane for performance reasons and building the map (lights) takes me about an hour and half. Is this normal?

Without it it takes from few seconds to 30 seconds depending how big the map is.


Precomputed Visibility + Build Time?

What are you most excited about in RS2?

^


What are you most excited about in RS2?

change dosh drop to 300+

how?

up up


change dosh drop to 300+

KF2SDK: Geometry tool

I know that the geometry tool is not supported yet and my game is crashing when trying to use it. But I really need this tool . Is there a way to fix it temporarly?


KF2SDK: Geometry tool

Arena style maps and large narrow maps

What would you guys think of Arena style maps like UT3 remakes, and large maps consisting of corridors?

I'm working on something like this: I don't expect it to be popular but it could be fun


Arena style maps and large narrow maps

mercredi 22 juillet 2015

Request And Help of Model DJ Skully

Hello I'm working on a Dj Skully Cosplay,Well... I try to make it as realistic as possible in many ways, and well becoming trapped to the back to be specific backpack and someone from here,(hope) Character has purchased (DJSkully) (which I do not own, have the game by the previous cosplay of "Mr.Foster http://ift.tt/1GFsrVp was given a copy the game but do not have DJSkully :( )

well... What I ask is quite simple, if someone is kind enough and the time to do so would greatly appreciate it.

I need to see DJ Skully backpack with as much detail as possible

Like this image

http://ift.tt/1GFsrVr

But with better resolution texture to see well all that is in it
I need to see in detail those patches that have the logo and those scriptures
While bigger and cleaner the image would help me a lot The more pictures I'm better very thorough and I like it and want to do something worthy Not only for me if not to all the people who loves the game and this guy

Thanks for reading me and Taking time :)

I hope someone can help me :(


Request And Help of Model DJ Skully

Auto-join friends server when slot opens

I'd like the ability to auto-join a friends full server when a slot opens up. Can't remember if KF1 had this option, but TF2 did and it was a great feature.


Auto-join friends server when slot opens

Scrake and Fleshpound Improvements

The main problem with Fleshpounds seems to be the copious amounts of health that they have.
It is understandable why this ZED has so much health in the first place,
because if not it would have a hard time reaching players to do any damage before getting shot down.
Many people have suggested ways to fix it, and others seem to like shooting at the "Big ZEDs" until the barrel of thier gun melts.
Here is an illustrated idea of mine so you don't even have to think hard:
"The Fleshpound Metal Mask" Ta-Da!

What does it do?
1. Fleshpounds can't be shot in the head (except from behind).
2. Gives natural advantage to demolitions without damage multipliers!
3. Only T3-4 Sharpshooter's weapons can penetrate the steel mask.
4. Overall health can now be reduced to make up for less damageable areas! More on this subject HERE: http://forums.tripwireinteractive.co...d.php?t=109993
5. And it does not look half bad or out of place.
6. Makes the FP a more dynamic/unique enemy.
7. This has nothing to do with the mask, TW make the FP hit harder and do more damage please. Thanks.


Please don't even bother arguing over this, it's such a good idea that it's practically already in the next update. :cool:

***MORE ABOUT THE SCRAKE TO BE ADDED***


Scrake and Fleshpound Improvements

Martial Artist Fighting with his Limbs

I was thinking about what weapons the upcoming martial artist perk would use, and I think it would be interesting if it was able to fight with his hands, and be able to kick. Instead of having a default knife, he could use his hands, and his push-back ability could be a kick. If anyone else agrees with this, or has other ideas (or straight up denial), share your thoughts! :D


Martial Artist Fighting with his Limbs

Fleshpound arms weapon for berserker.

An idea I saw on the forums a while ago, fleshpound pounders as a possible future sidegrade to the eviserator as another tier 4 weapon for the berserker. You could buy the pounders on the fleshpounds arms from the trader, and use them as a powerful melee weapon. They should weigh a ton, and swing slowly, but do absurd damage and stumble. Parrying/blocking would just hold them in front of you as a shield, right click holds does a more powerful attack using both arms, and melee bash holds them out spinning. Maybe they could use fuel for the attacks that spin the arms to balance them out.


If done right and well balanced, they could be really fun to use. I feel like in order for them to compete fairly with the eviserator, they should be more effective in melee than the evserator's saw to balance out the fact they don't have a ranged attack. This is assuming that the eviserator gets buffed, because currently there's not really much reason to use it.


Fleshpound arms weapon for berserker.

Killing floor 2 wallpapers

Hi all here's my first attempt at making wallpapers any feed pack would be appreciated :)
http://ift.tt/1fmS1bX


Killing floor 2 wallpapers

RO2 T34 op

The Tank 34 is much stronger than the Panzer IV. Its not funny that its sooo unbalanced and the Panzer III and T70 are useless...maybe you can fix that before release Vietnam!!!


RO2 T34 op

Jumping while grabbed by Hans

Not anything major but while you are grabbed by Hans when he heals you can jump, you don't go anywhere it just messes the animation up a little and doesn't look great. Thanks.


Jumping while grabbed by Hans

Future system requirements?

Future system requirements?

As TW adds advances physics and other graphics features, the system requirements to play KF2 "at its fullest"... with a high number of corpses, will increase... Has TW targeted certain specs yet?


Future system requirements?

Head health and body health question

Hi,

i got a really noob question about the zed health systems in Killing Floor 2.

For the example, take a 6 player HoE Scrake. His body have 5967hp, and his head have 1875hp.

Some people tell me that a zed died only if one of those values goes down to 0. If you shot a Scrake and cause 5966hp damage to his body, and 1874hp damage to his head, he is still alive because he still have 1hp to his body, and 1hp to his head.

So if I understand correctly :
- all players shooting only the head is the best solution because it has far less health, so killing it is fast.
- all players shooting only the body is not a good solution because it has much more health, so killing it is less fast.
- some players shooting the head while the others shoot the body, is the worst thing to do, because all the damage the teams can do is invisibly split between two health bars, so killing it take much more time

Is it right ? Please correct me if I'm wrong, I really want to understand this gameplay mechanics.

Thanks by advance.


Head health and body health question

0 players all the time

My server always reports 0 players, notwithstanding on players online. Gametracker - 0/6, steam client 0/6. All ports forwarded, querying is ok, connect is ok.
Any help?
Screenshot with webadmin together with steam client in spoiler.
Spoiler!


0 players all the time

It's arcade game, remove falling damage to prevent people to use lame *** exploits

Remove fallling damage unless the height is so big that it would kill person. Then kill them.

If you don't do that, we'll have to stand endless exploiting of medic armor regeneration which is the lamest thing I have seen in this game.

People are not only explotiing it by falling down and taking damage, but also by letting zeds hit them. You can easily make armor by getting hurt and healed by medic. I don't think that's good, it's just so exploitable, and exploits SUCKS.

Only other solution is to replace those 2 medic skills with something else like skill that makes healing even faster, and skill that gives you 20% (or 10%) discount to all medic weapons or medic weapons and ammo for medic weapons or just ammo for medic weapons.

Please don't keep this as it is. EXPLOITS NEED TO DIE.


It's arcade game, remove falling damage to prevent people to use lame *** exploits

Switching perk benefits allows you to exceed carrying capacity

In order to buy both the M4 and AA12, I equipped the perk benefit that allows a higher carry weight. After I had them both, I switched my perk back to tenacity. Blue text came up saying "System: You dropped because you exceed carrying capacity!" or something like that, but I hadn't actually dropped anything. This was in single player mode. Not sure if this will continue in multiplayer or not but if so, it seems like a significant exploit.


Switching perk benefits allows you to exceed carrying capacity

KF Free To Play

First I wanted to make such thread after KF2 final release, but now I think the time has come. Seriously, who is going to buy KF1 for 20€, when KF2 costs only 7€ more or even both games cost the same in EU2 zone? I know that most copies are sold during the sales. But even in that case I think [almost] everybody who wanted the game already have bought it.

Benefits of KF1 F2P:
  • New buddies to play with.
  • Attracting potential DLC buyers.
  • Bringing KF back to Steam's Top-100 most played games.
  • Raising KF popularity may help with selling KF2 as well.

Suggestion summary:
  • Make KF1 base game free to play.
  • Rename Killing Floor Bundle to Killing Floor DLC Bundle and lower its price from 59.99€ to 39.99€.


KF Free To Play

mardi 21 juillet 2015

RO Bot charactoristics

I would like to modify the range at which the AI opens fire in practice games. Anyone know where I can find this? Thanks in advance.


RO Bot charactoristics

RO RO1 not launching

Build RedOrchestra_Build_[2005-11-27_10.48]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 3613 MHz with 4095MB RAM
Video: AMD Radeon R7 200 Series (1247)

Error setting display mode: CreateDevice failed (D3DERR_INVALIDCALL). Please delete your RedOrchestra.ini file if this error prevents you from starting the game.

History: UD3D9RenderDevice::UnSetRes <- CreateDevice <- UD3D9RenderDevice::SetRes <- UWindowsViewport::TryRenderDevice <- UWindowsViewport::OpenWindow <- UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free


I've deleted the .ini file as well as validated the game files but still no luck.

Windows 7 is what I'm on.

Steps attempted:

Deleted user.ini as well as RedOrchestra.ini no luck.

Verified cache using steam will try with link in http://forums.tripwireinteractive.co...=new_faq_item2


RO RO1 not launching