mercredi 26 août 2015

reload animations not working

since trying out the beta, my reload animations randomly stop working. The guns in question are the caulk gun and the AA-12. I can't figure out what's triggering it, but the drum remains in the AA-12 when reloading, while the characters hand goes through the motions of reloading. Same issue with the caulk gun. I was not using tactical reload or any reloading perk for the firebug so these are the standard animations.


reload animations not working

Caulk N Burn continuous effect

Category: emitter

Reproducibility: Unable to reproduce

Summary: Screenshot below

Description: Coming from a different room than where my teammates were, I noticed a constant bugged emitter coming from where our Firebug was. It might have been the flame thrower, but it seemed more likely the caulk N burn (wave 3/10). Player was Firebug. Map was Catacombs.

Online

Attached Images
File Type: jpg 2015-08-26_00001.jpg (71.5 KB)


Caulk N Burn continuous effect

Hans' gas grenades not damaging me

This was on Evacuation, standard full online game.

Reproducibility: Possible, likely in the same area.

Hans' gas grenades were not causing any damage or poison effect on me in this area, same area as the blasted door:


I was at the bottom of the stairs when it went off and walked through without a scratch.

I have also avoided gas damage at least 2 other times in this area, not necessarily on the stairs but on the upper level.


Hans' gas grenades not damaging me

Cannot launch game in build 1009, Radeon HD 4800

Launching error; always occurs (can't run game at all)

When attempting to launch game, get pre-startup game logo, then screen cuts to black, plays the "charging up" sound effect for maybe a second, and then immediately crashes to desktop, prompting the BugSplat window to come up twice along with a windows error about my display driver crashing and recovering.

After submitting BugSplat report, it directs me to a webpage indicating the error is most likely due to incomplete install and recommending I verify game cache. I do so, but still get the same error.

Running Windows 10 64-bit, AMD Phenom II X4 840 Processor with Radeon HD 4800 graphics card.

Tried to confirm that my drivers are up-to-date and it doesn't look like AMD has any new drivers for the HD 4xxx series on Windows 10. Likely relation to issue?

EDIT: Going to uninstall the beta update and make sure I can still run the game in the stable version..


Cannot launch game in build 1009, Radeon HD 4800

rise gamma

is there a way to rise up gamma more than it is now.. i know there is option thing but this is on max still to low for me. im asking if is there on .ini file to rise up more than u can in game :confused:


rise gamma

Character Voice, in game audio, and sli

to start mr fosters voice is way muffled compared to the other characters voices. i can understand it since he has the gas mask but so does one of the others and his is way clearer and louder. kinda annoying since i like mr fosters comments.

second the head splatter noises, melee impact noises, m79, rpg,and overall zed noise volume doesn't seem right. the head pop noise goes from deafeningly loud point blank to inaudible at range. and the melee impacts sound far to loud to the point they drown out all the others. the m79 also sounds as if the explosion goes off just a few yards away even shooting at a building across the map. this is the same for the rpg. for the last point some of the zeds (slashers and gorefasts ive noticed the most) sound like theyre right on top of you when there quite far away.

i have dual gtx670s in sli on the menu they run fine at 85-99% usage but when i actually join or start a game the second card just quits. then only starts to work again if i minimize and maximize the game only to have it stop a short time later or only spike a few times but stay under about 50% usage..

all of these issue happen in offline and online games.

ive included screenshots on being on menu and in game from msi after burner

Attached Images
File Type: jpg usage in game.jpg (64.4 KB)
File Type: jpg menu usage.jpg (63.6 KB)


Character Voice, in game audio, and sli

Missing Spectator Functionality

Title of the forum Thread:
Missing Spectator Functionality

Category:
User Interface, Keybinding, Customization

Reproducibility:
Always.

Summary:
Cannot reassign spectator controls that are inadvertently hardware specific.

Description:
When in spectator mode, there are a few controls that are available to the player such as:

Mouse 1 (Next Camera)
Mouse 2 (Previous Camera)
Middle Mouse Button (Change Perspective)

Again, TripWire has overlooked the fact that some people use a mouse that does not have a middle mouse button. Such as my Logitech TrackMan Marble mouse. As a developer, I like to take the moments before of after my active play time to appreciate the hard work of the level designers. So, I sometimes like to free float the camera in spectator mode and look at the various textures and meshes of the maps. It's difficult to do when spectator mode gets locked following on this player or another. It would be such a simple fix by implementing a dual keybinding to something like the 'F' key for those of us without a scroll wheel/middle mouse button. It's particularly frustrating because the Logitech driver calls the scroll buttons on this mouse as "ThumbMouseButton" instead of Middle Mouse Button. Please dual bind this spectator function OR allow us to customize the spectator controls. Included here is a picture of my type of mouse that should also be considered for users as it's still a considerably well-selling mouse.

http://ift.tt/1Pjxt04

Highlighted are the scroll buttons

Online/Offline:
Online since spectating is done in online games.


Missing Spectator Functionality

KF Killing Floor 2 Minor animation bugs

The caulk n' burn sometimes doesn't show the proper animation when reloading, the arm moves but the canister isn't removed or replaced, the gun is just tilted down until it has been reloaded.

I also came across this in a game, *see attachments* I have no idea how or why, but i thought i might as well report it if I'm doing this. All I know is, clearly they are from the flamethrower, it has all the flame animation including the little exhausted flame drip at the side, and it appeared that only I was able to see it, even though I had not used a flamethrower.
Caulk n’ Burn
Caulk n’ Burn
Caulk n’ Burn
Caulk n’ Burn

Attached Images
File Type: jpg 2015-08-27_00001.jpg (61.9 KB)
File Type: jpg 2015-08-27_00002.jpg (62.9 KB)


KF Killing Floor 2 Minor animation bugs

Killing Floor won`t start

So basically I`ve been having this issue on KF for a while now, it won`t start at all, I`ve tried to delete the .ini files like many people suggested, but to no avail. I have tried basically every possible fix on the internet but nothing works, I`ve even deleted and re-downloaded the game a couple of times but nothing works, I am aware that this is a wide spread problem on Killing Floor so i`m sitting here wondering why there is no patch to fix this problem, anyways below is the error I recieve, sometimes I get a C++ error and other times i get a critical error.

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

OS: Windows NT 6.2 (Build: 9200)
CPU: GenuineIntel PentiumPro-class processor @ 2496 MHz with 3985MB RAM
Video: Intel(R) HD Graphics 4000 (4176)

Assertion failed: Import.ClassName==NAME_Package [File:.\UnLinker.cpp] [Line: 528]

History: ULinkerLoad::VerifyImport <- ValidateImports <- ULinkerLoad::Verify <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- ULinkerLoad::VerifyImport <- ValidateImports <- ULinkerLoad::Verify <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- ULinkerLoad::VerifyImport <- ULinkerLoad::VerifyImport <- ValidateImports <- ULinkerLoad::Verify <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- UObject::StaticLoadObject <- (Engine.LevelSummary GG-VR_VerticalLowGrav.LevelSummary NULL) <- UCacheManager::ExportCacheMaps <- NewMaps <- UCacheManager::SaveNewPackages <- UCacheManager::InitCache <- UCacheManager::execInitCache <- (KFGUIController Package.KFGUIController @ Function XInterface.GUIController.InitializeController : 01BB) <- UObject::execClassContext <- (KFGUIController Package.KFGUIController @ Function XInterface.GUIController.InitializeController : 01BB) <- UObject::ProcessEvent <- (KFGUIController Package.KFGUIController, Function KFGUI.KFGUIController.InitializeController) <- UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free


Killing Floor won`t start

Ragdoll physics stuck at 30FPS (BETA)

Category: Animation
Reproducibility: Always

Summary: When ZEDs die their ragdolls are animated at 30FPS

Description: The ZEDs ragdolls used to be animated at your current FPS, those with higher frames would often have zeds falling over very quickly. However a 30FPS cap on ragdolls kills the KF2 experience and should ATLEAST be capped at 60FPS.

Online/Offline: Both


Ragdoll physics stuck at 30FPS (BETA)

Demolition review (From my point of view)

The demo is not that good when u compare it to the other perks.

1:Grenade handgun need to be changed to either tighter grouping on the shoots and more aoe, or make it one projectile with less dmg and good size aoe. alternatively a explosive dart that explode after 1-2 sec after it hits. the reason is there's no mid weapon between Grenade handgun and m79. you got no range on the handgun and it has no accuracy. i missed a clot 5 meters away from me with more then half the projectiles. It does no damage. On a group of zeds u need to shoot at least 2-3 times to kill the group and this is on normal/hard difficulty!!!! You only have 24 ammo at lvl1 and 29 at lvl 25 so can only kill 10 good groups if u are lucky. But on HOE it is just dead weight and the cost to get the m79 is to much. it's better to just use it the first round then sell it and use the m9.

2: M79 don't need much, save for more ammo. Ammo on lvl 1 is 16 and lvl 25 it is 21. On a wave of 400+ zeds u can't do much

3: c4 is a joke. if you've put up c4 somewhere and u die, u can't detonate it. even if u shoot at it!! And if u stack it it'll still wont detonate the whole stack. It'll just detonate one at a time so it is a bit annoying. Because u are always too late to detonate it. I'd rather have my pipe bombs from KF1. You could make it into proximity mines if there are more then 4-5 zeds it could explode, and if a big one comes it could also trigger it. alternatively u could have both and be able to switch between the modes.

4: RPG-7 need's more ammo (won't happen), or up the damage. Cause it has the same damage as m79 but with less ammo. it also takes up more space so it's really not worth it.


Demolition review (From my point of view)

[How Do I?] Disable Texture-Streaming once and for all

Hello Guys,

i tried to disable Texture-Streaming because i can`t stand these popins/low LoD textures that you get sometimes.

Followed some Posts/Guides on how to do it but something seems to have changed.If i set all the allow.Texturestreaming entries to no,the game crashes on start.

Rising the Buffer does not seem to have an effect at all.

Can somebody please tell me how it is done or if it is impossible?

Machine i`m trying this on is i5 3570K with a gtx 970


[How Do I?] Disable Texture-Streaming once and for all

AMD Radeon R9 270X build 1009 driver crash

Category: Code(?)

Reproducibility: Sometimes

Summary: Killing Floor 2 causes my GPUs drivers to crash

Description: After installing and playing the new beta build for Killing Floor 2, I encountered an issue where textures would begin flashing rapidly, changing different colours. The intensity of the effect varies, from being playable and merely annoying, to causing the game to crash, at which point I'll be told my drivers had crashed but recovered. When this happens and to what intensity it happens seem to me completely random. I've played three or four games of Evacuation Point, and it happened every time. One out of one games on Biotics Lab, it happened without warning when fighting Hans, and out of two or three games on Catacombs, it never happened.

I don't believe my local settings play a significant role, as I've a friend with the exact same GPU who has the exact same issue. We both use Windows 7 64bit, and beyond that have no other duplicate hardware or software that, as far as I know, might be causing this. I have no issues with any other games, nor does my friend, and prior to using this build, I've never had any issues with Killing Floor 2. Thus it seemed to me reasonable something in the new build is causing it, though I've yet to opt out and see if it still occurs.

Online/Offline: Occurs both online and offline, and once it happens, assuming the game doesn't crash, even persists in the main menu.

To help visualize the issue, which I figured would be useful, I recorded a video of it happening with Open Broadcaster Software (OBS). Note that the random freezes do not happen in-game, and were a result of OBS for whatever reason.

http://ift.tt/10pfYbN


AMD Radeon R9 270X build 1009 driver crash

Ideas, Suggestions & Game Issues

Hello, the people of Tripwire Interactive and forum users.

Within this thread lies all of my ideas, suggestions and things I note as issues. I may or may not feel like updating this but I will think of more things to display here on this thread.

Issues...
When the voice commands prompt is open while the cursor is hovering over the left side, the voice commands on that side appear to cut-off.


Suggestions...
More lighting, which includes indestructable lightning in KF_Catacombs because of how dark the entire map is.

Ideas...
Rising skills that are available at levels 2, 4, 6, 9, 11, 14, 16, 19, 21 and 24. These skills are like rewards you get to choose before and after gaining a level where you get to choose a regular perk. These skills should not give much of an advantage as compared to the regular skills.

Automatic zed time when someone levels up one of their perks.

The ability to choose which skills you want before you gain the required level to choose them to prevent having to change them after the required level is met.


Ideas, Suggestions & Game Issues

Is there a way to disable the controller?

Ok, let me explain something. I used a controller for the original Killing Floor using Xpadder it gave me great control and i could set up the keys anyway i liked. However, now that KF 2 is here it supports the controller but this puts me in a bad situation. Now i can not use Xpadder and i am stuck with the controls that are there and i don't like the auto aiming. Can i somehow disable the controller support so i can use Xpadder again? Thanks in advance.


Is there a way to disable the controller?

Pathfinding bug in Burning Paris

I can't tell if this is a new problem with the latest patch or not (I'm playing the preview of the firebug demo patch) but if you sit in the window in the cafe, crawlers, stalkers, and all forms of clots are generally unable to get at you. They spawn in the doorway downstairs. I wish I knew how to take video to explain this better. These enemies will walk up the stairs a bit, then try to jump over the railing, but they miss the jump every single time and end up stuck in a loop. Stalkers are able to get past this however, and sometimes bloats spawn individually on the far side of the room and can get at you, but the bulk of enemies are stuck. I've noticed gorefasts can make the jump if they are charging, but otherwise they are stuck. Tested this a couple of times in solo and it happens every time.


Pathfinding bug in Burning Paris

What do you guys think about raged zeds after zed count is low?

I think who ever came up with idea is genius. This is just what was needed so players cannot run around forever easily after most of dudes are gone.


What do you guys think about raged zeds after zed count is low?

Catacombs Map glitch

I'm not really sure what you would call this, but I'm sure it was a map glitch.

Anyways when you spawn on catacombs theres these 2 downwards uneven stairway areas directly ahead of you. Now this only happened once for me but I walked uphill on that uneven ground and I took fall damage :confused:



Catacombs Map glitch

Bugs I've encountered with C4

Okay I'm gonna quickly list down 3 bizarre bugs that occur with C4.

1.) When you enter 3rd person (defeating the boss) and you're selecting C4 but you have none left, it still displays the C4 in your hand, even though you have none.

2.) When Hans grabs me when i am holding C4, my arms bug out.

3.) Okay when you have zero C4 in your hand and you run over an ammo drop, you will get a new C4 right? No, it says you have C4 (ammo indicator) but it doesn't display it or use it (pressing reload doesn't fix), the way you fix this is by changing to another weapon then back to C4 and then you should have your C4 charge.

Thanks for reading and I hope you guys(TripWire) don't have too much trouble fixing this! :)


Bugs I've encountered with C4

Lower Hans HP

I know a lot of people had issues with Hans right from the start, and I don't know if the new (beta) update has buffed him but I feel like he has way too much HP.

I've played three games today, and all three times we've won but the final battle came down to three or four of us running around the map for ten solid minutes trying to scrounge ammo enough to kill Hans. It's not like we're poorly balancing ammo, everyone hits the mark 90% of the time with Hans, it's hard not to. It just feels like a serious anti-climax when the final show of force comes down to a dull cat and mouse game where you hope you can find ammo.


Lower Hans HP

Are levels full of bodies no longer a thing?

I opted in the beta today to try out the new maps and perks and noticed my settings getting reset.



I went back to the gore section in KFEngine.ini to make the body count 250 again instead of the default 15 and make a bigger count for wound decals (which is bloody 5 by default).


Launched the game again only to keep seeing bodies vanish and the gore settings reset once again.


Is anyone else having this issue? Is there any way to stop the game from resetting the config file? Levels full of bodies was one of my favorite things about the game, I'd really hate to see it go away especially when it's so easily configurable.


Are levels full of bodies no longer a thing?

instant crash to desktop with no error when flex is enabled

Windows 10 x64
2500K @ 4.5 GHz
16GB DDR3
GTX 970 with latest drivers

verified cache, reinstalled the game completely, reset nvidia control panel settings, nothing has fixed it. what to do?


instant crash to desktop with no error when flex is enabled

Display owner's name on weapons

Don't know if this has been mentioned before out of the 78 other pages in the suggestions but I think having the owner of a weapon's name appear on a dropped weapon after they die or somehow drop it would be a good idea, similar to CSGO's mechanism. Something like "Archa_Tech's AA12" in the inventory.

I can't count how many times I've seen people ask "whose gun is this?". It's also good as a guilt factor for deterring players who pick up guns and decide to sell it. I mean it wouldn't ever prevent it from happening from it'd help in some circumstances say for example when people who just don't want to bother with the hassle of asking everyone take the easy way out and sell. With names, they can just effortlessly toss the weapon back to their respective owners after a round.


Display owner's name on weapons

Little volume adjustments could do wonders

I love that tripwire make the guns have such a great feeling, and a big part of that is in the sound. The problem is that the volume of the weapons shooting are way, WAY too low. Even if you disable the music completely, the sound of your shots get lost in the enviroment sounds.

Nothing makes you feel like you are shooting a powerful weapon like the sound.

The speciments could also be a bit louder too. The general audio is already great in this game, its just too low...


Little volume adjustments could do wonders

Complete Review of update 1009

Well as almost all of you know update 1009 came out and i wanted to share some views of my own and the communities here. There is alot of random threads on it, but i figured i would go for one consolidated overlook/review.

So ill start off by looking down the changelog and going down it with general areas of review. (http://forums.tripwireinteractive.co...d.php?t=111627)

1) Maps:
The maps were honestly a side addition to this update, and from my short time with the new maps they seem like nothing game changing is presented. They are by no means bad maps, but i dont see them becoming anyone's favorite. To be honest with maps its a hard thing to hit really. I mean what makes West London so special? When asked this question a lot of people might not be able to put their finger on it, but there is no doubt it was a fan favorite nonetheless. When it comes to these maps i can say that there good additions, but like i said dont see them becoming fan favorites.

Catacombs is the highlight of this addition as it presents an interesting atmosphere and the idea and light sources being completely destroyed. Like i said though this is seemingly an idea because through my adventures in the catacombs i find that there is alot of light sources (of which some are indeed indestructible). Most of them however are destructible, but in order for some to be destroyed it almost seems like you would have to go out of your way in order to get a room pitch black. There doesnt seem to be this sense of fragile balance of light that i was hoping there would be. Seemingly i find that there is enough sources of light that you could always find a well lit area to stay throughout a 10 wave game, even if careless with grenades.

I wasnt sure exactly what i was expecting but i guess it would be something along the lines of in some rooms you would have 1 light illuminating the room with he possibility for it to get destroyed. This would challenge players as they would do a lot in their power to keep that thing going or they would have to move. To be fair though ill have to play this more to verify my findings here, but for not the conclusion stays as it is.

Rest of the sections of analysis will be in comments below.


Complete Review of update 1009

RO2 =TFD= vs {G.F.A}

=TFD= The French Devils
--VERSUS--
{G.F.A} Groupement des forces armées

Date

Sunday, 30th August

Time

21 h 30 (9:30pm) CEST (teams hour)
19 h 30 (7:30pm) UTC (TWIL hour)

Server for match 1 and 2

TWIL CD Bolt Cup EU #1 - GamingDeluxe.co.uk


RO2 =TFD= vs {G.F.A}

Pre-match music leaks over into first wave

This has happened on various maps, mostly solo I think but it's happened quite a bit either way.

The ambient music playing when you choose your perk and such doesn't stop playing when you start the first wave. No fighting tracks play, just the pre-match one. Caught me off guard a couple times and it makes for a strange atmosphere during the first wave.


Pre-match music leaks over into first wave

Music and SFX get muffled

When you're low on health the music and SFX get muffled (which is normal). Although when you die and keep spectating the music stays muffled until you will respawn again.


Music and SFX get muffled

C4 explosions glitches the doors

When the demolitionist puts a few C4's next to a welded door and detonates them, the door will blow up. But the door will still get displayed, although it's not solid anymore, you can walk through it, and so can the zeds. The mesh itself just doesn't disappear.


C4 explosions glitches the doors

2560x1440 not showing Hans' intro correctly

When running KF2 in 2560x1440p the intro of Hans doesn't show the text properly, it gets cut off.



(sorry for the large image, I have no idea how to shrink it in size (I'm running 2560x1440 remember? :p))


2560x1440 not showing Hans' intro correctly

[beta] Sedate Darts while raged FP attacks glitched

Version: v1009 beta preview 8.15

Category: Animation, Code

Reproducibility: Could not reproduce

Description: When playing 6 player Catacombs Hard a raged FP attacked me in zed time. At the same time I fired my sedate darts and incapacitated it. I moved away but the FP stayed close to me while being stunned, just hovering. When it got out stun it immediately damaged me, so it wasn't just client side, the FP was close to me on server too it seems.

Reproduction:
Not sure but that's what I did the last time:
1.) Join a server with KF-Catacombs map
2.) Find a raging FP
3.) Sedate the FP in zed time while it does an attack (not sure which animation it was)
4.) Move away and the FP will follow you around like a pet until stun ends


[beta] Sedate Darts while raged FP attacks glitched

SDK crashing after opting into beta

My SDK crashes after the process:
"Compiling shaders for material MobileMasterMaterial" (takes quite some time).

I have already verified the cache of both the SDK and game. The game itself loads fine.

Here is the log snippet, but it does not tell much:
Quote:

[0007.07] Log: Initializing Engine...
[0007.10] Log: Incomplete cached shader map for material MobileMasterMaterial, quality 0, compiling.
[0122.28] Log: Encountered missing default brush - spawning new one
[0124.05] Log: Wwise(R) SDK Version 2015.1.0 Build 5418. Copyright (c) 2006-2012 Audiokinetic Inc. / All Rights Reserved.
[0124.24] Warning: Failed to load 'Class KFGame.ActorFactoryKFJumpDownLandNavPoint': Failed to find object 'Class KFGame.ActorFactoryKFJumpDownLandNavPoint'
[0124.24] Warning: Failed to find object 'Class KFGame.ActorFactoryKFJumpDownLandNavPoint'
[0127.08] Log: === Critical error: ===
Fatal error!

Address = 0x4094e658 (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]
Address = 0x40a89951 (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]
Address = 0x40e45883 (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]
Address = 0x40e46c18 (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]
Address = 0x40a8492a (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]
Address = 0x101dc05 (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\wxmsw28u_vc_custom_64.dll]
Address = 0xcd6cc4 (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\wxmsw28u_core_vc_custom_64.dll]
Address = 0x40e4b2ab (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]
Address = 0x40e4b36a (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]
Address = 0x8b710574 (filename not found)
Address = 0x8b6bda68 (filename not found)
Address = 0xeacd225a (filename not found) [in C:\Windows\Microsoft.NET\Framework64\v4.0.30319\cl r.dll]
Address = 0x8b7100ee (filename not found)
Address = 0x8239f6 (filename not found)
Address = 0x3f650000 (filename not found) [in F:\Programme\Steam\steamapps\common\killingfloor2\ Binaries\Win64\KFEditor.exe]

[0127.08] Exit: Executing UObject::StaticShutdownAfterError
[0127.08] Exit: Executing UWindowsClient::ShutdownAfterError
[0127.09] Exit: Executing UWindowsClient::ShutdownAfterError
[0127.09] Exit: UXAudio2Device::ShutdownAfterError
[0127.11] Exit: UAkAudioDevice::ShutdownAfterError
[0127.11] Log: Shutting down FaceFX...
[0127.11] Log: FaceFX shutdown.
[0127.13] Log: appRequestExit(1)


SDK crashing after opting into beta

Commando damage

Quote:

Commando Passive Changes
  • Weapon damage now increases 1% every level


Wasn't it like that before? Anyway, commando definitely requires less bullets to kill any ZED so this stat has probably been fiddled with. The question is in what way? And what was it like before the beta if I'm wrong?


Commando damage

Joystick input issue

This has been an issue since the release of Killing Floor 2 in Early Access and decided to wait to say anything about it until after the preview build of "Incinerate 'N Detonate" to see if it would changed. However, it remains.

Anyways, my current joystick is a Logitech Extreme 3D pro and this seems to be a joystick that the Unreal 3 engine just does not like very much. While simply plugged into my computer it issues a constant input into Killing Floor 2, in this case constantly turning the camera.

This isn't an issue just related to Killing Floor 2, I've also had this problem(with the same input issued, perpetual turning) in Bioshock Infinite and Hawken. Both of which also use Unreal 3 which leads me to my previous conclusion that this engine isn't a fan of my joystick.
Oddly, Red Orchestra 2 suffers no such problem so I can only assume this is fixable, and is just a case of dedicating time to fixing the issue and it taking priority over other issues.
Also, I don't believe it to be an issue with my joystick and it is in perfect working order and works fine for the games I use it for it doesn't interfere with the vast majority of games I've played, only seemingly a problem with the few games I've mentioned. The Joystick is also calibrated correctly and even wiggling it to ensure it isn't "stuck" doesn't fix the issue.

Granted this is not a game breaking issue for me(well.. technically it is but you know what I mean), as all I do is disable the USB port to the joystick before running KF2, and just enable it again after since its kind of a pain to physically remove the cord since it's in the back of my tower. But I figured I should just make note of it in the hope that it will eventually be on the to-do list to be looked out and hopefully fixed.

I should also note I have a Logitech gamepad also plugged into the computer that suffers no problems, however I use neither for KF2 using solely mouse and keyboard.


Joystick input issue

Something wrong with connecting.

I have a serious issue that pretty much renders the game unplayable, when I try to search for servers it gives me about.. 0 - 5 results, and if I somehow manage to find a game through friend or sheer luck, everytime a map changes it disconnects me from the game.

This has happened in every single game I have tried to play in.

I have had issues with browsing servers for years with Tripwire games, but this new beta has broken even the gameplay.


Something wrong with connecting.

Which Companies have the Preview hosted?

I have a GameServer account and they do not seem to have the preview build at this time (have sent them a note), but I was told that only certain hosting companies have the Preview build available.

Would anyone from TWI have a list or if anyone in general knows a company, please post it here.

I would love to get one going in a DC myself, but I prefer to wait for a linux version to setup and have private for friends 24/7.

Thanks for any help.

Spof


Which Companies have the Preview hosted?

Beta server doesn't appear

Hi !

My server has been updated, i can login into the web admin, i see the new map in the map list, but my server don't appear in the server browser. The server was in my favorites, but it disappear.

Did i miss something ?

Thanks by advance


Beta server doesn't appear

Unable to buy anything (Preview 8.15)

Currently we're in a game with six players and it's impossible to select weapons in the trader menu. When you escape out it's also impossible to select any options in the menu. Every player in the session suffered from it.


Unable to buy anything (Preview 8.15)

Flamethrower visual effects

Perhaps this is old news because obviously the flamethrower has been out since EA launch (but I didn't pick it up until now) but, is it just me or are the flames underwhelming compared to KF1?

Full disclosure: I'm playing on the Low-Default settings. But I just remember KF1 flamethrower feel like I was pouring flames. Here it kinda feels like it's just going...whoosh. Like a single stream that goes poof instead of engulfing everything.

Is this just due to the poorer graphics in KF1? Am I just imagining this? lol A lot of topics I see in the forums are about like visceral experience of the firearms. I usually can't relate to those, but this really jumped out at me so I'm thinking I can't be the only one.


Flamethrower visual effects

Exp and Achievements in opt in beta

Will Exp and Achievements gained in opt in beta carry over to main client. I read through the posts in steam community and main site but most i was able to find is one thread about this with an uncertain confirmation. I don't want to waste time leveling perks in optin beta if they are not going to carry over.


Exp and Achievements in opt in beta

FYI devs: You forgot to make achievements visible

You cannot see achievements when you check your own ones, only global.


FYI devs: You forgot to make achievements visible

Crashing on splash screen

I opted in for the build preview, was able to play about 3 games before the game crashed. Since then I have been either crashing at the main menu or flash screen. I reverted back to the old Killing Floor 2 version but the problem still persists. I've verified, reinstalled, deleted my games folder, ran common distributables, uninstalled and installed phsyx, and tried launching option -dx10. Safe to say I'm at a loss and any help would be appreciated.

Quote:

Log: Log file open, 08/26/15 13:09:05
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): Jul 31 2015 15:44:38
Init: Changelist: 1532151
Init: Command line:
Init: Base directory: C:\Steam\steamapps\common\killingfloor2\Binaries\W in64\
[0000.24] Init: Computer: DANPC
[0000.24] Init: User: Daniel
[0000.24] Init: CPU Page size=4096, Processors=8
[0000.24] Init: High frequency timer resolution =3.897223 MHz
[0000.24] Init: Memory total: Physical=16.0GB (16GB approx) Pagefile=18.3GB Virtual=131072.0GB
[0000.33] Log: Steam Client API initialized 1
[0000.33] Log: Automatically setting Steam query port to 27015 (server port is 7777)
[0000.33] Log: Automatically setting Steam port to 20560 (server port is 7777)
[0000.43] Log: Steam Game Server API initialized 1
[0000.43] DevOnline: appSteamInit: Steam Game Server UID: 0
[0000.43] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.43] Init: Object subsystem initialized
[0000.46] Log: CachePaths() took 0.02 Seconds
[0000.46] 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
[0000.47] Log: Unknown GPU : Nii 0x1401

[0000.47] Log: Adapater : NVIDIA GeForce GTX 960

[0000.47] Log: Vendor : Nii

[0000.47] Log: DeviceId : 5121

[0000.47] Log: SubSysId : 694171714

[0000.47] Log: Revision : 161

[0000.47] Log: DedicatedVideoMemory : 1965 MiB

[0000.47] Log: DedicatedSystemMemory : 0 MiB

[0000.47] Log: SharedSystemMemory : 2048 MiB

[0000.47] Log: DisplayCount : 1

[0000.47] Log: "\\.\DISPLAY1" : { "x" : 0, "y" : 0, "width" : 1920, "height" : 1080 }

[0000.47] Log: [AppCompat] Machine detected compatibility level: Composite: 4. CPU: 5. GPU: 3.
[0000.47] Log: [AppCompat] Previous detected compatibility level: Composite: 0. CPU: 0. GPU: 0.
[0000.47] Log: [AppCompat] Writing new compatibility level to ini. Composite: 4. CPU: 5. GPU: 3.
[0000.48] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 960
[0000.48] Log: Adapter has 1965MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory
[0000.49] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
[0000.49] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
[0000.51] Log: Shader platform (RHI): PC-D3D-SM5


Crashing on splash screen

Will clientside modding ever come back?

I'm talking simple stuff, like replacing texture files to get different weapon camos or change characters. People did that a lot in KF it would be a shame if it never comes back.

I'M NOT REFERING TO HEXING THINGIE.


Will clientside modding ever come back?

Hans

I noticed that Hans' twin fangs were not dealing any damage to me last night as well as his gas grenades. At certain points the grenades did do damage to me after his 2nd heal. His melee works fine and messes you up quickly still :P


Hans

Dedicated-PhysX card to Flex

Anyone already tested how much can dedicated PhysX-card help with fps?

I got huge fps drops when they are massive explosions with a lots of guts.

Normally 80-120fps (Ultra -Realtime Reflections, 3440x1440) and when Flex is doing hes tricks and guts+fluids are flying around a screen, fps drops 30-50fps.

How much dedicated PhysX card helps on Flex calculations?

980Ti @1500/8200
i7-3770K @5000
16Gb @2400


Dedicated-PhysX card to Flex

Misc. Berserker issues

I'm sure it's already known, but a lot of the descriptions of the passives and skills are written incorrectly, such as swing speed increase rate, damage resistance increase rate, the Block skill says 75% when it's (I think) supposed to be 50%, and so on.

Aside from that, a handful of the skills perform improperly here and there.
The Lifesteal skill seems to work only when it wants to, sometimes not working for a small chunk of time once in a while. It also says it works with any weapon, not just Berserker weapons, but a lot of times my off-perk kills don't grant health.
There's also the previously-mentioned issue of my level 15 skills not functioning when playing online, yet they work perfectly on solo.


Misc. Berserker issues

Dynamite

Be good if we could hold the dynamite and let the wick burn down a bit before we throw it, same with grenades should be able to cook them.


*If it is in the game and I've somehow missed it disregard my post.


Dynamite

no servers showing up beta

I just updated the game to the beta and as the title says I cant see any servers.
I tried to go back to the non beta version and there I can still see servers.

I would appreciate help


no servers showing up beta

RS Where is the option to upgrade my RO2 to RS?

Hello there!

I have bought RO2 retail days after it was released and I never could be bothered to upgrade to Rising Storm. Lately I was thinking about doing so, but I do not see the option.

Buying RS with RO2 included anyway for 17.99 EUR is too much for me considering I already paid 39.99$ for RO2 back in 2011.


RS Where is the option to upgrade my RO2 to RS?

Flashlights

So now that the commando and berserker have an innate night vision feature and the release of catacombs, hopefully the first of many tripewire and custom made dark maps, can we get more light sources for the perks that don't have flashlights mounted onto their good guns? Mainly talking about the support. Since they excel at close range, wouldn't it be nice to have a flashlight on the m4 and aa12?


Flashlights

A reasoning on economy and magazine count

As some of you have noticed from the changelog and playing the preview several weapon prices were changes and magazine count has been reduced on several weapons.

To give some perspective, this isn't the first pass on changes in this area and it won't be the last.

Now to give some background:

Ammo, Ammo and Dosh Everywhere. That is what the data was telling us. Players had little motivation to move beyond their tier 1 weapons (they hold up well until the big guys start coming), or use their pistols, and head right for their Tier 4 (the better than average player by wave 3, some by wave 2).

On top of that players were not using weapon pickups to fire them, they were collecting them to sell (not their intended purpose). And the ammo early on saved considerable fill up expense for players. More DOSH in the economy!

This all has a downside of making the game less exciting (and fun over the long term), especially in early waves.

So how can we address this? Well we have several levers we can pull. Cost, ammo, damage, speeds, etc. But experience has shown players don't like you "nerfing" weapons themselves. So we decided to experiment with the cost and magazine size (keeping the weapons feeling as they did before), and reducing ammo/weapon pickups in early waves (they scale back up as the game progresses).

Our early testing has shown that players are now using their pistols more often (much like KF 1) and they are exploring the tier 2 and 3 weapons. Some even opting for the tier 3 over the 4.

Now is what we have done perfect? Unlikely. We will continue to track the numbers and see how players are playing. If the changes pan out like intended we may roll out similar changes to some other weapons, if not, we will try something else.


A reasoning on economy and magazine count

Constant crashing to desktop on Falen Fighters map

I don't remember this happening before on Falen fighters map, anyone has any idea? It pretty much crashes before I fully connect to the server while watching the placeholder pictures, let me know if anyone has a solution, thanks.


Constant crashing to desktop on Falen Fighters map

exp in beta here to stay?

sorry if this has been addressed in one of the many posts by devs that i might have missed but will the exp we get in the beta carry into the regular game.

just curious


exp in beta here to stay?

Ammo too scarce?

So like pretty much everyone here, I dove headfirst into the beta with glee. Most of it's pretty good I'd say, though a couple of the weapons for the new perks feel like they could use a small bump in damage. However, that's not what concerns me the most.

So if you have read the patch notes, you should know that Commando and Support had their ammo pools trimmed. This already seems like a poor idea, but it gets worse. Also mentioned is that ammo crates found on the map now only restore a partial magazine's worth of ammo. From what I've seen, it's about 1/5-1/4 of a mag, which is ludicrously low.

But wait, there's more! It seems like the spawn rates for ammo crates, armor, and weapons that drop randomly on the map has been massively reduced.

So to recap: Everyone carries less ammo now, ammo crates are significantly harder to find, and when you do manage to find one, you're awarded with a pittance of ammunition. Even on Hard I find myself running out of ammo quite easily, especially with the new perks.

I feel like this three-pronged attack on our ammo stores was simply too much. I can't see how HoE would even be possible without at least three supports running the ammo backpack skill now.


Ammo too scarce?

Support ammo nerf?

So I'm kind of curious as to why the pump and the boomstick as well as some commando weapons had their ammo reduced. It was already rough saving shotgun shells on hoe but now oh man. Anyone have any thoughts? Price increases etc dont bother me at all just the ammo reduction.


Support ammo nerf?

the moon in the burning paris level looks like garbage

I should create a master list of tiny nitpicks.
but yeah, if you look at the sky in burning paris, the moon looks like a pale grey sphere with soft edges, as though it's shining through a thick fog, except there is no fog. probably should add something that looks like complete cloud cover or just give the moon some detail.


the moon in the burning paris level looks like garbage

rpg shots dont explode at close range when hitting enemies

which is fine, I've known of a lot of games that do this, realism and all that.

but I just noticed if you fire an rpg directly at the ground by your feet it will explode, which is a little inconsistent. maybe this should be changed.


rpg shots dont explode at close range when hitting enemies

is the firebug way overpowered?

Just testing this a bit and it seems like I can do waaaaaaaaaaaaaaaaaaaaaay more damage with the microwave gun than a support class with a fully loaded AA12 could ever hope to achieve

playing on normal with both the demo and firebug classes. they don't really compare, demo seems to be more geared towards aoe damage obviously so it's hard to compare, but a full RPG, hitting hans directly with a rocket, and having that rocket explode every time, can't kill hans, really only takes him into the yellow health, while a full microwave gun can take hans all the way into the red, deep into the red, (probably can kill him, I missed a little)

It's ridiculously fun, but like,

Just playing with it for a few seconds you can tell its one of those guns that's bound to get nerfed


is the firebug way overpowered?

Nvidia FleX Thoughts

This is not a complaint thread. It's a thoughts, feedback and experience thread.

Well, this feature is beautiful, disgusting and rather heavy on my poor GTX 970. I ran a test earlier and the frame drop, while not considerable, is certainly noticeable.

With both FleX fluid and gore enabled. I ran the FPS counter and shot some heads off, immediate loss of around 3 or 4 frames, it's strangely noticeable too. I am running on Windows 10 but I suspect it's just FleX that's heavy.

Next, I upped the ante a little; I used the C4 and M79 'nade launcher. Although still a noticeable performance loss (say around 10-12 FPS) the game is still playable. Whether i'll continue to use FleX though... i'm not sure.

However, it is a nice addition and makes the game feel a lot more visceral. The head popping is glorious as are the showers of goo and intestines that erupt from a well place nade.

Anyone had similar experiences? I also appreciate that the recommended GPU is a GTX 980. I filmed some footage with the FPS counter, let me know if you want me to upload it.

Discuss.

My rig specs:

GPU: Nvidia GTX 970 (MSI Twin Frozr IV)
CPU: Intel i7 9600 @ 3.2ghz
Motherboard: EVGA X58 tri SLI
Soundcard: Soundblaster Z
RAM: 12GB Corsair DDR3 1600 mhz
O/S: Windows 10 Pro
Monitor: AOC G2460PQU G-sync


Nvidia FleX Thoughts

Trench gun is underwhelming

I feel like we should start singling out the various problems with the beta build now. I'd like to start with the new trench gun. Man does this thing feel weak in terms of power and sound. I loved the trench gun last game and it was my favorite firebug weapon, but now it just feels like an overrated fireworks shooter. From my experience on hard difficulty with 6 people, the damage seems a bit lacking. I can't quite one shot gorefasts in the upperbody as easily as last game. The stumble power seems to be pretty good with it though, for I can stumble sirens in one hit. The sound is just extremely underwhelming. No real sense of power coming from it. Feels like a fiery confetti cannon at most. Also the pump sound is pretty quiet too. It seems like the SG500 has a really quiet pump too. Might be an audio bug.


Trench gun is underwhelming

mardi 25 août 2015

why are none of these vehicles damaged

so this car crashed through a brick wall and there is no front end damage. a lot of the vehicles in this map are like that. one has a bus on top of it but is completely undamaged. I know this is a tiny environmental detail that doesn't affect gameplay, but it's my first impression of the map. there are a lot of cars which appear to have been in wrecks but none of them are showing any damage at all. maybe they should be a little more crumpled?


(edit: removed image, because I don't know what I'm doing when uploading images and it turned into a big, long block of text somehow, sorry about that. was talking about the new evacuation zone map, and all the vehicles seen therein)


why are none of these vehicles damaged

Evacuation Point recommends death

Being on top of the building after killing the last zed leads the map to recommend you jump off the building to get to the trader.



Evacuation Point recommends death

Mag and Slide stop moving on AK-12

After emptying the mag on the last few zeds, I reloaded normally with the AK-12, bought the Scar, then when I switched back to my AK-12, the mag read 0, and it also stopped cooperating with the animations. I had elite reload, if that matters at all.

The only thing that fixed it was selling the weapon and buying it again.





Mag and Slide stop moving on AK-12

KF1 Music Mod, and general KF2 Audio Modding

Hi, I reverse engineered a bit of the sound files used for KF2 and managed to make a KF1 Music Mod a while ago (like on May, I held on releasing because SDK, but still no SDK :P)

Made a few videos explaining how to install, and how to make your own audio mods in case you are interested:
https://www.youtube.com/watch?v=mPSS...3Qiuta&index=7

My mod removes all KF2 songs and replaces them with KF1 ones, also adds per-map playlists, and boss music that changes as the boss moves through damage phases.


EDIT: Maybe this could be on Finished Mods as a soundtrack mod too, I leave it to the mods to decide.


KF1 Music Mod, and general KF2 Audio Modding

FLeX creates invisible wall

Category: Code, level design, other (don't know what exactly)

Reproducibility: Always

Summary: Invisible wall in front of Dosh Bling on Evacuation Point if FleX is activated

Description: If you go from the spawn directly ahead then you will eventually come to a few yellow emergency tents on the right. In one of them is a Dosh bling. If FLeX is activated it is impossible to shoot it. It is like an invisible wall in front of it. You can even see the bullets hitting the "wall".
turned FleX off and left the others settings untouched and i could shoot the dosh without a problem. I turned FleX back on and it was impossible again.

I tried that a few times more with all perks, always with the same result.
I also tried it offline and online on the TWI Servers... the same.

Config: Ultra with Flex set on Gibs only

My System(if it is relevant):
Intel Core i5-4690k (4 CPUs) @ 3.5 GHz
Nvidia GeForce GTX 970
16GB RAM
Windows 7 64-bit


FLeX creates invisible wall

Mark my planted C4

Something like this. Currently there is no way to know if I still have any C4 on the ground or which of many in a pile with others is mine.


Mark my planted C4

Streaming new beta with first impressions

Streaming it on Twitch for those away from your computers. My first look at it. Tell me what you think too so we can discuss live. :)
http://ift.tt/1EVjGY4


Streaming new beta with first impressions

Sound/Interface issues (Build 1009)

Figured I should post this here rather than in the update thread. These are just a couple of bugs I found whilst playing the beta build 1009.
  • Music is oddly loud on title screen but quiet in-game
  • Downtime music plays even when the wave has started
  • All pop-up based interfaces are warped and to the right (like the WAVE INCOMING, WAVE COMPLETED, and the vocalization wheel)
  • New RO2 character uses DJ Scully's voice (though I reckon that's just for the beta)
  • Firebug's starting weapon has no firing sound (or maybe it's just really quiet)
  • Reload sounds in first-person are quieter and mostly in the right channel, except for the pistol (may have been intentional, but I kinda liked it better when they were louder)


Sound/Interface issues (Build 1009)

What are your feelings on the beta update? (here are mine)

-Catacombs map is wayyy too dark, but I have a feeling it was intended to be that way, considering the name, but still... Unreasonably hard to see, imo, and it just makes me not want to play it because it literally feels like taking shots in the dark

-The microwave gun is the best thing I've ever seen but I do miss the husk gun and the MAC10 very much </3 it would be nice to have an automatic firebug weapon

-The ammo reduction on certain weapons is confusing to me; what was the reason, exactly? because if you play suicidal or HOE, it already felt like weapons could use MORE if anything

-What's with the glowing Scrake chainsaw thing? and the glow-y Fleshpound... thing? What is that? Lol

One last thing: While I was playing earlier, there was one last person alive on our team during the boss fight, and he had a LAW, and he fired about... 20 rockets into the boss, but he never died, and he was on the final stage the entire time, and it was incredibly frustrating; I'm worried that either A) that was a bug or B) the boss doesn't take ANY explosive damage, which is silly...


What are your feelings on the beta update? (here are mine)

Berserker bonus not working

Playing as level 25 Berserker on Hard, I notice all but my level 15 skill attributes are working, though only online. Playing offline, everything checks out fine, but I go online and the Furious Defender and Block skills don't work.

Tested the +75% damage after blocking against against a Clot with the crovel, didn't kill it in two hits.

Furious Defender wasn't speeding up my swing speed when I had it activated, thus I swung slower than the original swing speed prior to the beta release.


Berserker bonus not working

Have to redownload between each build

Apparently when I switched back from the beta to the live build, I need to redownload the live build. It's the same thing vice versa. Is it supposed to be like this because it's a pain to redownload all of it again.


Have to redownload between each build

Berserker swinging super fast after Zed-Time

Bug is animation, other

I'm sorry, I do not have any pictures of this one as it's instant.

My berserker has the zed-time skill for full movespeed and faster swinging. I don't know if this is even connected.

I was swinging the pulverizer when I noticed this.

When zed-time stops, if the berserker is beginning or in the middle of a swing it will speed up at the same rate as zed-time for a split second. So the next swing comes through at mega speed or even 2 mega speed attacks at once have happened to me.

This was a 5-6 player online game on Burning Paris that I noticed this.


Berserker swinging super fast after Zed-Time

No Random drops and increased Zed speed

Minor gameplay issue. Playing the beta on steam, Windows 7, Playing as a Perk level 0 Demolitions on Burning Paris, normal difficulty. I have searched the entire map and can find 2 ammo boxes at max, no weapons, no armor, opposed to the traditional 10 or so along with armor and weapon drops.
Along with this, the attack speed of the zeds seem to have increased by half. Clots, Bloats, slashers and others are charging me at a far faster speed than they usually do on normal difficulty.


No Random drops and increased Zed speed

Real time reflections create visual artifacts on Microwave gun scope

Category: 2d art, 3d art
Reproducibility: Always
Summary: Microwave gun scope have visual artifacts with real-time reflections enabled
Description:

Real-time reflections On:

Spoiler!


Real-time reflections Off:

Spoiler!


Online/Offline: Only tested offline.

My specs are
Windows 7-64bit
i5 3570k
GTX 770 (355.60 Driver)
8Gb RAM


Real time reflections create visual artifacts on Microwave gun scope

Destroyed door stays standing visually - No gameplay effect

Bug is animation I think.

I welded this door on Evacuation on one of the upper levels, it only has 1 narrow ledge connecting to it which leads to outside. I welded it to 100% and left it to be destroyed as I played the wave. It was broken, zeds came through as usual but the doors were still up.

After the fight I went up to it and saw this:



It looks like the door has been knocked down but only played the very first part of the animation.

I'm not sure how to replicate it but if it helps I was using both the flamethrowers all around that area quite a lot.

This was an offline/solo game.


Destroyed door stays standing visually - No gameplay effect

Flamethrower fire stuck flaming in mid-air (3rd person)

The bug I think is 3d art and/or emitter.

Unable to reproduce it, don't know how it happened, sorry!

Was playing in Evacuation online when I ran past this:



It was the full flamethrower firing animation but just floating in the air. It interacted with clots walking through it but only visually, didn't set them on fire.

I wasn't the one firing there so I didn't see this bug trigger, I'll post again if I see it more!

Was an online game, standard, in Evacuation. 5-6 players.


Flamethrower fire stuck flaming in mid-air (3rd person)

Are there no beta Servers for South Korea, Japan and China?

If I am correct, there are currently no beta servers (preview 8.15) for South Korea, Japan and China so I have no choice but to connect to servers that have 200+ ping, and I know it will be unplayable due to severe lag. Playing Killing Floor 2 alone isn't fun either, so players from East Asia actually cannot fully experience the entire beta.


Tripwire, are you going to add beta servers for South Korea, Japan and China? If not then East Asians may have to wait until the actual update release, and even then we don't know the date of the update release either. It is somewhat disappointing after the long wait for an fresh update.


Are there no beta Servers for South Korea, Japan and China?

Anton uses DJ Scully voice

As the title states, Anton uses DJ Scully's voice for both first person and third person.


Anton uses DJ Scully voice

Caulk gun reload animation bug and potential pathfinding error

The new update is GREAT but I got this bug and another potential bug;

Category: animation
Reproducibility: Unattempted - might re-occur when reload cancelling
Online bug.

Description: Halfway through this video you see me reload cancel from the caulk gun to the pistol, after this point and for the rest of the game the animation for my caulk gun wouldn't play properly (the cans not leaving their housing)

Caulk animation bug

The other one may or may not be an error so I decided to just throw it in this post. I noticed zeds falling straight past the broken window of the ferry instead of getting into the room like one or two managed to do. When we were downstairs they fell onto the bus and walked off just fine, but in that room they consistently fell past. Just seemed unintended to me

Pathfinding bug


Caulk gun reload animation bug and potential pathfinding error

How do we update dedicated server to match beta?

Can anyone please explain with basic steps on how to update our dedicated servers so we can host the new maps?

I did the following within steamcmd.

app_update 232130

app_update 232130 validate

It told me the the server was up to date in steamcmd, however when i try to host any kind of map it tells me otherwise, when i try to join my own server it says something among the lines of "the server you are trying to join is out of date, please update server".

Please advise.

Many thanks!

-KF2 Addict


How do we update dedicated server to match beta?

Custom ini settings no longer work

Hi

I installed the new update, and the MaxDeadBodies, MaxBloodEffects, MaxGoreEffect settings in the KFGame ini file no longer make a difference in game. Setting the file to read only didn't resolve the issue. Does anyone know how to resolve this?

Thanks for your time.


Custom ini settings no longer work

v1009 - BSK Smash skill bug

Just a coding oversight but the Smash skill (lv20) for BSK is currently set for 1.0 instead of .3 as intended thus giving BSK heavy attacks a 100% bonus rather than 30%.

Online/Offline: Both


v1009 - BSK Smash skill bug

Crawlers won't attack

I cannot post detailed description as I have not encounted bug myself, but I saw someone posting video of it:
https://www.youtube.com/watch?v=rL2Yrn3E0TQ


Crawlers won't attack

Is teleportation off completely?

If not:
a) berserker is so strong that HoE feels easy
b) it's seriously nerfed


Is teleportation off completely?

Heads up - Custom Weapon Skins

just want to let you guys know custom weapon skins seem to be broken atm

http://images.akamai.steamuserconten...95519BDAA51BF/ (wesker luna's samurai edge)

http://images.akamai.steamuserconten...B0AC05B0386D5/ (Dead bots Digital Camo aa12)

if anyone has any solutions hit me up and ill edit it into this post.

:cool:


Heads up - Custom Weapon Skins

Whats with all the PW servers?

So, I'm trying to play some of the Beta and it seems like every damn server available that is under 200ms ping is freaking password protected.

It's incredibly annoying, and rather selfish if I say so myself. At this point it's basically unplayable for me, I get very little enjoyment from playing solo and I'm not about to deal with insane ping rates.


If you operate a server, can you please make it public so players like me can actually play the Beta?
Will TWI themselves operate any dedicated servers?


Whats with all the PW servers?

Khmer Rouge faction/Cambodian campaign?

I think for a future expansion for the Khmer Rouge could be awesome.


Khmer Rouge faction/Cambodian campaign?

[wip] NOMERCY

If the title gave you an idea well I had made this a few weeks ago it's really early stage probably got like 1-2 hours on it, it's the map from L4D NoMercy episode, the map is based off the Hospital rooftop, map will be done slowly when ever i have time to get it done. will post progress when ever i feel there's enough to show.

Spoiler!


[wip] NOMERCY

How to load

Hi
can enyone tell me how to load this pachages??
i want to use them but i cant
thanks

Attached Images
File Type: jpg help.jpg (74.3 KB)


How to load

KF-NantesMadness Beta01

Hi all,

This card is an adaptation of my native city. I fully all modeled and textured by me. But there's a problem. Knowing that KF2 SDK , can not accept the "Custom texture" .

I had to use the tutorial a player ( http://ift.tt/1hrNcQr ).

Which removes light textures and some bumps ... I add assets KF2 for garnish a bit more, but that does not satisfy me. The record I had in the SDK satisfy me much , but I can not offer you the unfortunately. I hope you like it.

Good game



DL Link : http://ift.tt/1NAbXqp


KF-NantesMadness Beta01

new Berserker passives incorrect

The new Berserker passives (or their description) seem to be wrong.
In the description of the resistance it says (0%/level).
In the description of the melee attack speed it says (5%+.4/level) and I have 10%, but with 25 level it should be 5%+.4%*25=15%.


new Berserker passives incorrect

Old-school medic dart solution

Why not make the auto lock-on .5 - 1 seconds longer, and make manual darts still hit like they used to in the previous game?
That way could adapt to a certain playstyle, if you know you're gonna hit your darts, you're going to dispense them more often.
vice versa if you're uncertain in your abilities you can just wait for a few milliseconds longer and hit them, making sure you don't miss any.

Thoughts?


Old-school medic dart solution

Will there be a physical copy brought out?

Not sure if this has been asked (i checked - briefly) but...

Will KF2 have physical copies distributed through retailers like Amazon or Game? (For PC)

And will there be a collectors ed.? (with a miniature of Hans, mug or T-shirt etc)

- Yeah I know if there is likely to be after proper release.

Just asking.


Will there be a physical copy brought out?

Killing floor 2 website

just reminding that the kf2 website needs to be updated with new perks

or are you waiting until its out of beta branch?


Killing floor 2 website

Origin of Scrake

That explains everything.





Origin of Scrake

RO2 {MERC} vs (U)

The match {MERC} vs (U) will be played on Saturday, the 29th August at 8PM CEST / 6PM UTC

Server: TWIL CD Bolt Cup EU #1 - GamingDeluxe.co.uk (for both matches)


RO2 {MERC} vs (U)

KF2 Build 1009 Preview Changelog

New Maps
  • Catacombs
  • Evacuation Point

New Perks
  • Firebug
  • Demolitions
  • Berserker- completely reworked

New Weapons
  • Caulk ‘n Burn
  • Dragon’s Breath Trench Gun
  • Microwave Gun
  • Molotov Cocktail
  • Firebug Firemans Blade
  • HX25 Grenade Pistol
  • C4 Remote-detonated explosive
  • M79 Grenade Launcher
  • RPG-7
  • Dynamite
  • Demo Utility Knife
  • Dual 9mm
  • Zweihander (unlocked by owning Chivalry)

New Characters
  • Anton Strasser (unlocked by owning Red Orchestra 2/Rising Storm)
  • Tom Banner (crossover character unlocked by owning Chivalry)

New Features
  • Zeds now have normal, resistant and weakness zones - via damage type on skin type
  • After Action Report - detailed stats at the end of a match
  • Kick Voting
  • Map Voting
  • Dual Wielding (9mm’s being the first weapon for this)
  • NVIDIA’s PhysX FleX Technology (for NVIDIA GeForce 770’s and above cards)
  • Killed by messages
  • Ability to equip multiple cosmetics per character
  • Shared Content system - when one user has access to a weapon others in the server have access to it
  • NVidia GeForce Experience integration


Perk Tuning:
Berserker Skill Tree Changes
  • Level 5 Skills
    • Poison (+40%) Resistance
    • Sonic (+40%) Resistance
  • Level 10 Skills
    • Lifesteal (5 HP / Kill)
    • Increased Max Health (+100%)
  • Level 15 Skills
    • Melee Attacks (+15% Speed) & (+15%) Damage
    • Blocking increases next attack (+50%)
  • Level 20 Skills
    • Parrying an attack increases attack speed. (+20% for 10 sec.)
    • Heavy Attacks do (+30%) more damage & increased knockdown (+30%)
  • Level 25 Skills
    • [Zed Time] Move in Real time, increased attack speed (+50%) & parry causes knockdown
    • [Zed Time] Move in Real time, increased weapon stun power (+100%) and stumble power increased (+100%)

Berserker Passive Changes
  • Increased Berserker Weapon Damage
  • Increased Melee Attack Speed
  • Increased Movement Speed
  • Increased Damage Resistance
  • Not being able to be grabbed by clots
  • Night vision (this will be a toggle if you have a weapon with a flashlight so you can have both)



Support Skill Tree Changes
  • Level 5
    • Removed getting grenades from supplier perk.
  • Level 15 Bombard
    • Tweaked skill to stumble zeds, M4 has the strongest stumble power and can stumble Fleshpound.

Commando Skill Tree Changes
  • Level 5 Skills - Tier renamed to Supply
    • Large mags has moved to replace the old night vision skill choice
    • Backup is now a Level 5 skill
    • Backup bonus damage has been increased to 60% (Works with Dualies)
  • Level 10 Skills - Tier renamed Weapon Handling
    • Impact and Tactical Reload moved here
    • Level 15 Skills - Tier renamed Awareness
  • Leadership has been added - This skill makes your team reload 10% faster
    • Callout is now at level 15
  • Level 20 Skills
    • Single Fire skill has been moved here

Commando Passive Changes
  • Night Vision is now a passive skill (this will be a toggle if you have a weapon with a flashlight so you can have both)
  • Weapon damage now increases 1% every level


Improvements/Additions:
General
  • Made it easier to time parries for players with higher ping.
  • Some Zed attacks are now unable to be interrupted by parried (damage is still mitigated)
  • Larger Zeds have attended ballet and can now turn quicker
  • Made changes to Zed spawning and placement systems
  • Zeds no longer enjoy player company when few zeds are left
  • Matchmaking will now try and put you in a server with people instead of just the lowest ping
  • Ammo and Weapon pickups are reduced in early waves (you may find ammo)
  • Added ability to knock down all zeds even the boss


Zeds
Husk
  • Backpack will explode after a damage threshold is reached
  • Now suicides a bit faster
  • Shoots can now be interrupted via stumble/knockdown/stunned/panic/poison
Bloat
  • When headless puke now sprays from the neck (visual only)
Hans
  • Is now more resistant to explosives (but vulnerable to microwaves)
  • Is now a bit more inaccurate with firearms
  • Has a bit more cooldown between gun bursts
  • Melee attacks now have pushback on them
  • Melee attacks now have a bit more cooldown between chains
  • Hit reactions now look more fluid (and less jerky)
  • Grenades now have a UI warning
  • Has a visible shield when he goes into hunt mode
  • Shield visibly deflects bullets when in hunt mode
  • Stumble animations are now quicker and take less time to recover.
  • Knockdown animation added
  • Unique parried animations added
Siren
  • Siren scream is now interrupted on stumble/knockdown/stunned/panic/poison
  • Sirens now scream less frequently, but does more damage per pulse
Fleshpound
  • Fleshpound now wants to hit something before dropping out of rage (like in Killing Floor 1)
  • New rage sprint animation added
  • 3 EMP grenades will now trigger incap - This is reduced used to be 5 to incap.
  • Stumble animations are now quicker and take less time to recover.
  • Knockdown animation is added to zed.
  • Unique parried animations added.
Scrake
  • Stumble animations are now quicker and take less time to recover.
  • Knockdown animation is added to zed.
  • Unique parried animations added.

Weapons
  • Eviscerator has new functionality
    • Ability to block and parry
    • Laser now projected down range from the weapon
    • Now more responsive from firing to dealing damage
  • Backup knives
    • Increased damage slightly
  • Crovel
    • Increased damage slightly
    • Tuned damage line trace to be more accurate with the animations
  • Pulverizer
    • Increased damage slightly
    • Tuned damage line trace to be more accurate with the animations
  • New melee attacks (bound to the bash key) for all melee weapons
    • Stabs and Pushes
  • Improved Hit Detection on all melee weapons and bashing
  • Parry system now requires weapon strength to be higher than zeds to parry
    • Weapon Parry strength
      • Knife = 1, Crovel = 3, Katana = 4, Pulverizer = 5, Zweihander = 5, Eviscerator = 5
    • Zed Parry Resistance
      • Clots = 0, Crawler = 1, Stalker = 1, Siren = 1, Gorefast = 2, Husk = 2, Bloat = 3, Scrake = 4, FP = 4, Hans = 4
  • Can now interrupt reloads by using ironsights
  • Can now interrupt reloads by throwing a grenade
  • M4 now carries 8 shells in the magazine
  • M4 reloads have been adjusted (animation and timing)
  • Tweaked double barrel shooting anims
  • Several weapon idles have been tweaked
  • Added functionality so ammo pickups can give partial mags
  • Flamethrower changes to bring it inline as a Tier 3 weapon
    • Ammo more expensive
    • Does more damage
    • Ground fire will now give XP bark
    • Flamethrowers now receive partial mags from ammo pickups
    • Fire now passes through teammates
    • Added to the Firebug perk (no longer in offperk weapons)

Weapon Economy
  • AA12 price increased
  • Commando ammo price increased
  • Nailgun price decreased
  • Pulverizer price increased
  • Eviscerator price increased

UI/FX
  • New FX trails for all Zed Attacks
  • Changes to armor in Trader Display UI. Now shows total armor plus bonus armor
  • New Parry notification FX for successful parries
  • Attack that cannot be parried are represented with FX around their attack animations
  • Improved Hans introduction sequence
  • Added new FX for when Hans is draining health to indicate he can’t be damaged
  • Clarity pass on some weapon and skill descriptions
  • Streamlined GFX options menu. Revert popup is only displayed if we want to display a performance warning, restart warning or revert countdown. All other changes take effect immediately. If the user hits "Back" with unsaved changes, it will prompt the user and ask for save confirmation.
  • ZED Obliteration effect significantly improved, more blood, more gibs, affects persistent blood more


Audio
  • Improvements to melee weapon sounds
  • Addition of skin types for enemies. Metal, electrical, etc…
  • Enhancement of gore sounds!
  • Major improvements to the sound occlusion system
  • Explosions now with more explosion(y) level sound!
  • Global mix improvements

Editor
  • Conformed Landscape to work with Splatter Maps, KF2 lighting and PhysX 3x integration
  • Removed Terrain actor from tree (Terrain not supported in Killing Floor 2)
  • Added Workshop upload tool
  • New Workshop content to support creation of character cosmetics and weapon skins (this is for inclusion with the game, mod workshop is still being worked on)
  • Added SDK maps to test workshop content
  • Persistent blood now works on unlit translucency


Bug Fixes:
General
  • Fixed perk rounding bonus error
  • Fixed an issue where the Husk suicide would prevent players from respawning.
  • Fixed occasionally not being healed by Medic Grenades
  • Fixed slashing damage not decapitating zeds properly
  • Fixed zeds being unresponsive in broken glass remains
  • Fixed an issue where ragdolls were sped up if using Variable Frame-rate
  • Fixed an issue where Hans’ damage was scaling based on amount of players
  • Fixed an issue where you could switch away from “Strength” perk and keep weight
  • Fixed an issue where healing wasn’t working properly offline
  • Fixed an issue where people could exploit controller config
  • Fixed an issue where grenades wouldn’t heal you if they were inside a dynamic object.
  • Fixed custom maps download percentage not updating “OK!”

Weapons
  • Fixed an issue where players were able to duplicate weapons
  • Fixed an issue where perk skills would not change fill all ammo price
  • Fixed an issue where the rapid fire skill wasn’t shooting at a faster rate
  • Fixed issue where hands would come off the Pulverizer
  • Fixed issues where hands would come off the Crovel
  • Several weapon notifies updated to be more accurate
  • 3rd person quick heal now better matches 1st person
  • Fixed Eviscerator saw jitter
  • 3rd person nailgun reload now better matches 1st person
  • 3rd person flamethrower reload now better matches 1st person
  • Fixed IK issue with hands on the AR 15
  • 3rd person katana animations now better match 1st person
  • Fixed issue where some 1st person weapons would jitter in slowmo
  • Reloads now complete once the magazine is in the weapon instead of when the animation settles.
  • 1st Person weapons now use uncompressed normal maps

User Interface
  • Fixed keybinding issue with localized controls
  • Fixed selling incorrect weapon at trader pod
  • Fixed some text not being localized
  • Fixed an issue where skill tree unlock popup could persist
  • Fixed issue where player and steam avatars appeared twice in party UI
  • Fixed several keybinding issues when rebinding to already used keys
  • Fixed an issue where the server browser filter for “Not Full” was showing full servers
  • Fixed several issues where sound was not playing in the UI

Audio
  • Fixed Audio stuttering issues
  • Hans is no longer obsessed with talking about hunting when everybody is dead

Maps
  • Fixed zeds not being able to jump on tables in Volter Manor
  • Fixed exploits in Outpost
  • Fixed exploits in Biotics Lab
  • Fixed portal entry handlers in Biotics Lab
  • Fixed exploits in Volter Manor
  • Fixed Reverb Volume implementations in maps
  • Fixed some impact FX on water in Burning Paris
  • Fixed some lighting issues in Burning Paris

Zeds
  • Fleshpounds can now jump when enraged
  • Fixed an issue where the Fleshpound would never rage if all of his attacks were parried.
  • Fixed an issue with Fleshpound LODs on low settings
  • Fixed an issue with Husk LODs on low settings
  • Fixed an issue where zeds wouldn’t attack players standing in destructible meshes
  • Fixed some animations problems with crawlers while walking on slopes
  • Fixed an issue where you wouldn’t get XP if a husk suicided
  • Fixed an issue with Hans where he would enter a falling state forever
  • Fixed several gore related issues
  • Fixed instances where zeds wouldn’t animate properly in multiplayer causing them to appear as if they were teleporting
  • AI Pathing improvements by fixing bad AI states

Crash
  • Fixed a crash for users that had old Steam avatars of a different size
Known Issue
  • Evacuation point in the editor has map warnings
  • Several localized text strings for perk skills have not been updated yet, however the English is correct. These skills are Flaratov and Sacrifice.
  • Rare crash when obliterating bloats when FleX is set to high.
  • Microwave gun "cooking" effect remains on dead bodies that are not obliterated
  • After Action Report: Headshots are not always properly recorded in the "personal best" section
  • Rare crash using the voice command widget
  • Occasional crash when getting server details on the server browser


KF2 Build 1009 Preview Changelog

Door damage idea

We have weld health and door health as two separate things...

so why have weld health depleting destroy the door? Just pop it open, and have the door health running out be the only way to destroy it for real. Then add something so the zeds attack a closed door once to throw it open, rather than just opening it, so if you're spamming closing doors without welding they still get destroyed eventually.

Other good things are teleportation fixes and making door hp visible in some way, perhaps by introducing damage states for doors... but I think both of those have been talked about to death.

So, what do y'all think?


Door damage idea

A Message for Tripwire (xpost from reddit)

i'm kinda angry at the moment so i'm just gonna keep this short and preferably free of the taint of my agitation. SO! people who have never played kf2 before have gotten to playtest the next update before those that have experience with kf2. these people have, apparently, also had say in what things should be changed in the game. well, i've got some news for you, tripwire! that's the build you should have given to us, your playerbase. you want us to have a say in how content comes out in the end? you need to give it to us a little bit raw. you don't cook a steak to well done for a customer before they've even told you how rare they want their meat. the things we would have you change are best changed while you've not yet cooked it to completion. it doesn't do you any good if you're serving a well done steak to a customer that wanted it bloody, what happens in the end is you have to throw the steak away and start over again. that should never have to happen, throwing away your work. so, while you may only want to give us completed content, please remember that we can't convey what we want if you're acting in anticipation of it rather then as a reaction to it.

original post over there: http://ift.tt/1hc7XyH

i am not good at forums. sorry if this is not ok.



A Message for Tripwire (xpost from reddit)

Paid for DLC in Killing Floor 2

Tripwire should stop handing out free playable characters in KF2.

Sounds CrAzY but let me explain my thinking.

For years to come I hope to see Killing Floor 2 grow, improve, and evolve to the games peak potential. This is only possible if Tripwire Interactive has sufficient funds to continue work on the game. That is not new information to any of us, but let me remind everyone of this unfortunate example - Unknown Worlds Natural Selection 2, a promising game that died quickly. After the games release Unknown World realized there was not enough money to continue NS2 development so they started a fundraising campaign to donate to them. Seriously. In short, the team did not reach the end goal thus handing the responsibility of the games future development over to the community.

Admittedly, I HATE paid for weapons and maps! Fortunately there is strong evidence to support that TW will not be doing such in KF2 (except the cross promotional loophole). As KF2 stands now there are enough (quality) playable characters to satisfy new players, but as time goes on they may want to branch out and find "their character". Team Fortress 2 and Chivalry are great examples of that principle, and it works, People Pay For Cosmetics. The advantages here are that seeing double characters in game is less likely, higher quality characters, continued support for KF2, potential for tons of new characters, and no need for other paid content!

This scenario is a win win for Tripwire and fans and I would bet TW already knows this. What are your thoughts on paid for DLC? Tell Tripwire here, if you can, offer real solutions because great games are not made off of good will alone. To wrap this up, No more free characters we have a good selection now. Characters and characters alone ought to be the only paid for DLC of KF2.


Paid for DLC in Killing Floor 2

KF-Port



a medium sized map with a port/dock theme made for the gamebanana kf2 mapping contest

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

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

let me know if there's any issues and any feedback is appreciated

hope you enjoy


KF-Port

What would I be coming back to?

Hey all - just checking in..

I haven't played (or even been on steam) in 4 or 5 months.

With the migration some have begun taking to KF2 what type of server population should I expect when I boot this game back up? Summer is almost over so it's time to start gaming again. :D


What would I be coming back to?

Phosphate plant in multiplayer campaign?

Just played the game for the first time in a long time, hopped into the 40-1 Rising Storm multiplayer campaign server running the Phosphate plant map.

There clearly is some big balancing fault in that map, because the attacking japanese team got only two light mortars while the defending american team got FOUR flamethrowers. The flamethrowers alone racked up over a hundred kills in the A and B objectives. Needless to say, the attacking team ran out of tickets and time as early as the C objective, while the defenders still had hundreds of tickets left.

Now, I get it that some maps are definitely harder to attack as japanese, because of the asymmetrical gameplay. But seriously - four flamethrowers on a defending team? I think that's a bit overkill


Phosphate plant in multiplayer campaign?

Redirecting servers - question to the devs and ppl who know this stuff

"Redirects" as most of us know work as follow - you join a server running a map you dont have. Download starts and if you have decent broadband and are not far from server location you have game on your machine in 15-60 seconds. Instead of taking file from game server directly you fetch it from a super fast redirecting server.
Now map file goes to C:\Users\UserName\Documents\My Games\RedOrchestra2\ROGame\Cache and may look like this (example) FB7769184C5E77D6C363C58EC9AECDC3.uxx
Next time you play this map you dont need to download again and your game knows where is a map file located. I assume that this file must have some informations that that tells the game where is should be used.

To the point - there is no problem with the maps but there is a massive problem with the mods that contain more different files.
Basicly even if you put all required files on redirect and your client downloads it still you are not able to play your mod on game server.
You will crash or some content wont be displayed properly (weapons , skins for example.)

So we have all the files in mentioned before cache folder but when you connect to the server your game doesn`t know where to look for them.

I see this problem as the biggest blockage to all comunity created mods.
Only few percent know what to do - where to subscribe, what file edit etc.

My question is - how does it all work? Why player game knows where to find map files but doesn`t know where to find mod files?
Can it be fixed or corrected or maybe it`s not so simple as it seems?

Mods please dont move this thread as it will get more attention in here :)


Redirecting servers - question to the devs and ppl who know this stuff

KF-DistrictOne (Day Version)

Beta trial of the Map made by the community member of our Server,who is to shy to post it somewhere lol.

About the Map :

A District industrial area,with overgrown feeling of foliage as the apocalypse of zeds went on,there was nobody left to take care of this area.

The member who made this wanted to go abit towards the post-apocalypse looking map like KF1,as she disliked the ''Present Day'' looking maps of KF2.

The map will also come out as Night Version at some point !

Map Info :

- Offers In-Door and Out-Door gameplay
- Medium Size
- Works good for Custom Servers
- Challenge in Solo

Screenshots :

http://ift.tt/1haXHH0

http://ift.tt/1U3TN4L

http://ift.tt/1haXHqw

http://ift.tt/1U3TNl3

http://ift.tt/1haXIuw

http://ift.tt/1U3TOFR

http://ift.tt/1haXIuz


Download (11 MB) : http://ift.tt/1haXHH9


KF-DistrictOne (Day Version)