lundi 26 juin 2017

[BUG] Tiny Terror : No shrinking.

They aren't shrinking at all after being attacked.

It's broken.

Fix it immediately

[BUG] Tiny Terror : No shrinking.

Server Takeover Feature

I would like to keep it enabled on my server so that people can play with their friends. But I have 2 problems with it right now:
  1. After a successful takeover, the server just defaults to "normal difficulty" and "7 waves", ignoring my previous settings.
  2. I have Soloplayers doing a passworded takeover. That's what solo offline is for. Can servers really be taken over by solo players? Or did I just look into the admin panel at a moment, when his friends were already gone?
Regarding 1: Are there config settings that let me allow takeovers but restore my settings afterwards?
Regarding 2: If it is possible for soloplayers to do takeovers, how can I prevent it? I don't want to let singleplayers block a server. Is there a way to set the minimum player count for takeovers to 2? I don't want to set the minimum player count for non takeover games on 2 though.

Server Takeover Feature

KF2 Was Better Before The Zed Head-Blocking Mechanic Was Added

Remember the good old days before Zeds had the ability to block their heads?

I just wanted to talk a bit about the Zed head-blocking mechanic that has been in the game for awhile now. For me personally, this change to the game is unnecessary and 'anti-gamer' towards perks that rely on headshots. As a Commando main, I greatly enjoyed the game before zed-blocking was a thing -- now I find the tediousness of losing precious ammo to zed-blocking to be ruining a lot of my enjoyment. The mechanic itself wouldn't be an issue if it wasn't a guaranteed chance of happening whenever a Zed takes damage. In my opinion, it just needs a few tweaks to make it less obnoxious in a game that focuses on being a satisfying bullet-hell shooter.

In its current state, Zeds with blades will always block their heads after taking damage on Sui/HoE. Why is it this way? Were perks like Commando and Sharpshooter too powerful in skilled hands? Before I go further, let me mention that my gripe with headblocking is only with Gorefiends and Bloats. Both are tanky and powerful Zeds already, so why do they have to be more annoying with blocking?

According to the wiki: "
Gorefiends can block gunfire. When shot at, Gorefiends will cross their swords in front of their face to block bullets. When blocking, Gorefiends take 20% less damage, and incapacitating effects are 80% less effective. On Suicidal and Hell On Earth, Gorefiends have a very medium chance to block when shot at."

'A very medium chance?' That's funny, last time I shot at any zed with melee weapons (probably over tens of thousands of times now,) they seem to block their heads no matter what.

The cooldown for blocking is ~2 seconds, making it incredibly easy for zeds like Gorefiends to close the distance on a player. For example: if a Gorefiend gets hit by a stray bullet, he will block his head and start sprinting towards a player. For a Commando, Sharpshooter, Medic, or SWAT with early weapons, you have to wait for the Gorefiend to stop blocking so you can shoot his head off. But by the time he gets in range of you, his block is up AGAIN, and he will keep his head safe then proceed to spin-to-win -- without the player ever having a chance to get a clear shot at his head beforehand.

It just confuses me why adding a mechanic that punishes players who are skilled at headshotting was added. Do Demolitions or Firebugs have to play around this mechanic? No. Do players enjoy dying to 5 gorefiends who all block their heads in complete safety, while sprinting at full speed? No. Do players just want to play a shooter game where they can be rewarded for aiming at heads without anti-fun mechanics punishing them for doing so? Yes.

I know it's very possible to quickly decapitate these Zeds before blocking, but that doesn't mean that even the best players can do it 100% of the time. Zeds will get hit by stray bullets, which then prompts them to block before you can decapitate them. Zeds will lift their swords in mobs and protect each other's heads as well by random chance, making big groups of Gorefiends and Gorefasts a sprinting death-ball of blocking metal.

Here are several suggestions to tweaking the zed-blocking mechanic that I think would help make it insanely less 'anti-gamer.'

(Note that I don't want ALL of these changes, I just want to throw out a bunch ideas)

-Zeds will only block when taking head damage
-Zeds will only block when below 70% health
-Zeds move 25% slower when blocking
-Zeds can only block once every 10 seconds
-Zeds will not block if they are within 1 meter of a player
-Zeds will stumble if their blades are shot while blocking
-Players can shoot off Zed's arms


So, if you manage to read through my wall of text -- Thank you for reading! As a closing statement, I just want to say that I adore this game and I am grateful for all the updates Tripwire has given us. I might come off as another complainer, but I truly want to try and help this game be the best that it can be. So what do you think about Zed-Blocking, do you agree or disagree with my post? Let's make it a discussion thread.

KF2 Was Better Before The Zed Head-Blocking Mechanic Was Added

Patch Scheduled For Tomorrow - 1.01b

We currently expect to push a requred update for clients and servers tomorrow morning to minimize player downtime. The changelog is as follows:

Major Update (Hitching/Stuttering)
  • Addressed ‘hitching/stuttering’ that many players would experience during gameplay on all maps. Please note, this will only address those users who have 6GB+ RAM only. Please also note, players will experience slightly longer load times upon initially launching the game, as some previously ‘streamed’ content is now loaded on game client launch. As always, please be sure to report your feedback on the official Tripwire Interactive RS2: Vietnam forums: http://ift.tt/2uap4rv


Additional Crash Fixes
  • Fixed several crashes that would occur when players loaded between maps
  • Fixed a crash that would occur when in spectator mode


Patch Scheduled For Tomorrow - 1.01b

Killing floor 2 ps4 Killing Floor 2 - Summer Side Show

Смотрел на ютубе этот ивент и просто обалдел какой крутой патч получили пекари! Как я им завидую,очень хотелось бы увидеть его на ps4



Killing floor 2 ps4 Killing Floor 2 - Summer Side Show

Unretarding game mouse settings?

The game isn't really playable with the rediculously slow iron site aiming mouse sensitivity, but if I make my iron sites sensitivity higher, it ruins the non iron sites sensitivity and makes it too fast. Why are there 2 different options for iron sites and non iron sites mouse sensitivites if when you change one setting it also changes the other????

Unretarding game mouse settings?

Competitive PvE Mode Coming?

Recently Orcs Must Die! Unchained added a new Sabotage mode where you try and make it to a higher wave than the enemy team.

So is Killing Floor 2 getting something like this soon? Because Playing COOP is pretty boring atm because a lot of people have mastered the game which makes it boring to play with randoms because I can win pretty easily while sucking, b/c a vet can solo with everyone dead or I'm not good enough to carry a bunch of noobs. However pitting vets against each other to see who makes it to the highest wave is an experience that is always challenging because you're putting your ZED killing skills against an enemy team.

Competitive PvE Mode Coming?

KFKF listen server doesn't work

my open ports and firewall on this screen:
http://ift.tt/2tN6G8F

after opening all 8 required ports no 1 can join my listen server
all mutators turned off
I don't understand y my listen server doesn't work and need some help with it

KFKF listen server doesn't work

[Crash]Game Crashes within 5 minutes of connecting to various servers

Hi All,

I am looking for some help with a issue I am having that makes my game crash within minutes of connecting to a new server. I have tested with 5 or so different servers, also did some testing of general solutions (verify integrity, reinstall, cleared config files from MyGames)

Here is the latest logs:

Code:
Log: Log file open, 06/25/17 20:06:18
Init: Memory Profiling : Disabled
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Log:  ... running in INSTALLED mode
Init: Version: 7258
Init: Epic Internal: 0
Init: Compiled (32-bit): Oct 14 2015 15:31:40
Init: Changelist: 641002
Init: Command line: 
Init: Base directory: D:\Program Files (x86)\Steam\steamapps\common\Red Orchestra 2\binaries\win32\
[0000.13] Init: Computer: EVAN-DESKTOP
[0000.13] Init: User: EvanLane
[0000.13] Init: CPU Page size=4096, Processors=8
[0000.13] Init: High frequency timer resolution =4.101560 MHz
[0000.13] Init: Memory total: Physical=15.9GB Pagefile=22.1GB Virtual=4.0GB
[0000.24] Log: STEAMWORKS initialized 1
[0000.30] Init: WinSock: I am Evan-Desktop (192.168.5.11:0)
[0000.30] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.31] Init: Object subsystem initialized
[0000.34] DevDataBase: Connection to "Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2" or "10.1.20.20" failed
[0038.09] Warning: Warning, Failed to load 'Texture2D EngineMaterials.RandomMirrorDisc': Failed to find object 'Texture2D EngineMaterials.RandomMirrorDisc'
[0042.71] DevMemory: Virtual  memory allocation size: 310.10 MByte (325165056 Bytes)
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[0058.30] Warning: InsertScene: Duplicate scene tag (ROUIScene_ConnectingAndDownloading) detected: NewScene 'ROUISceneConnecting ROGameMenus.MainMenu.ROUIScene_ConnectingAndDownloading' ExistingScene 'ROUISceneConnecting Transient.ROUIScene_ConnectingAndDownloading_0'
[0059.47] DevMemory: Virtual  memory allocation size: 304.45 MByte (319234048 Bytes)
[0081.87] Error: 404: Failed to GET the requested file
[0085.97] Warning: ParticleSystemComponent_27 (template: FX_WEP_Gun_Two.ShellEjects.FX_Wep_A_ShellEject_PhysX_Ger_Kar98) needs update but can't be because it's in TG_DuringAsnycWork and indirectly attached!
[0087.66] Warning: ParticleSystemComponent_18 (template: FX_WEP_Gun_Two.ShellEjects.FX_Wep_A_ShellEject_PhysX_Sov_7_62_54R_Single) needs update but can't be because it's in TG_DuringAsnycWork and indirectly attached!
[0087.72] Warning: ParticleSystemComponent_3 (template: FX_WEP_Gun_Two.ShellEjects.FX_Wep_A_ShellEject_PhysX_Ger_Kar98) needs update but can't be because it's in TG_DuringAsnycWork and indirectly attached!
[0093.28] Warning: ParticleSystemComponent_20 (template: FX_WEP_Gun_Two.ShellEjects.FX_Wep_A_ShellEject_PhysX_Sov_7_62_54R_Single) needs update but can't be because it's in TG_DuringAsnycWork and indirectly attached!
[0097.09] Warning: ParticleSystemComponent_50 (template: FX_WEP_Gun_Two.ShellEjects.FX_Wep_A_ShellEject_PhysX_Ger_Kar98) needs update but can't be because it's in TG_DuringAsnycWork and indirectly attached!


[Crash]Game Crashes within 5 minutes of connecting to various servers

please..?

me and my friend got killing floor 1 from the humble bundle 1 day free offer and we are having lots of fun we didn't know kf 2 was out but we really need it and we have no money..can anyone please give us 2 codes for it ?

please..?

Having trouble posting

I've tried to make a post 3 times, and each time it just dissappears. What's up?

Having trouble posting

Weapon Skins and Other Cosmetics

Hello!

I've been enjoying KF2 since PC early access. I recently started up on PS4 to play with some friends and I'm pleasantly surprised at how well it runs.

One of my only gripes with the PS4 edition is a lack of cosmetics. I wouldn't mind unlocking them again, or even paying for them outright, but the drop rate is just too slow for me to get anything meaningful, as crates seem to almost never drop for me.

Are there plans to add individual cosmetics and weapon skins to the PSN store? Please take my money!

- Love your games, thanks!

P.S.

Dropping weapons is needlessly complicated.
Please let us assign drop weapon to one of the two TouchPad buttons.

< 3

Weapon Skins and Other Cosmetics

Online Mode Brazil


Here in Brazil, we can't play online, looking for a match.
And also we can't invite friends to play together.
Whenever I press the button to invite a friend, nothing happens. And to find match online, never find anyone in any region.
We're limited to playing alone only.

I love this game, congratulations for the great game.


Online Mode Brazil

Not a Glitch, But Damaging to the Community

Groups of 4 or 5 people can bully/eject people at will because they have enough votes to do as they wish.

A friend had a room empty out on wave 1. I joined. We cleared waves 2-4 together. We were nearly finished with wave 5 when a group of 4 joined and immediately voted and kicked us both. I have a video which includes player IDs (which I won't openly post).

I've experienced this abusive form of squad play in The Division and it ruins the game experience. I know that it is tough to police this sort of behavior; however, there should be some protection for the people already playing. If the group didn't want to play with others, they should have left, not hijack someone else's game.

Not a Glitch, But Damaging to the Community

RPG Reload Bug

I noticed that sometimes after you fire an RPG and switch to your main weapon before you reload or as you're reloading (still needs testing) and switch back to the RPG it wont let you reload, even with 1-2 left to shoot. I tried dropping the RPG and picking it back up, but there's another bug that causes it to disappear as soon as you drop it.

RPG Reload Bug

dimanche 25 juin 2017

Weekly Outbreaks for all difficultes

TWI can you guys unlock all difficultes for Weekly Outbreaks? pretty please.

Weekly Outbreaks for all difficultes

Username change?

Hello,

I'm guessing this is the correct area to put this. I'm a new poster but old lurker. Would it be ok if I have my name changed.

Looking to chip in on the KF2 community.

Username change?

Welcome Screen Image not showing.

Our server banner will not show in-game but the rest of the welcome screen is visible. I have tried 8/16/32 Bit PNG's, JPG etc. Does anyone know exactly what is needed for the image to show. Some Photoshop settings i can copy?

Welcome Screen Image not showing.

Random game crashes since Summer Sideshow Event

I had 3 game crashes since the Summer Sideshow Event. I had no crash at all for the entirety of 2017 prior to the event. Did not change any drivers or settings.

Windows event viewer doesn't show anything, it's a game crash to desktop with the bugsplat window (2 of them to be precise) coming up.

I have no idea what's causing it. The last 2 times was on Evac Point as Sharpshooter when I headshotted a Scrake. Right now it happened on Volter Manor during Hans, me being Berserker.

Random game crashes since Summer Sideshow Event

Huey M60s appear to not work after a helicopter crash.

I recently had a situation happen where I was attempting to drop troops off on the southern rice fields in SongBe only to be hit by an RPG. The way the RPG impacted the helicopter caused everyone except me(the pilot) to die. It also destroyed the main rotor blade and the engine, but everything else was still intact.

After exiting the chopper and taking cover behind it I realized the enemy didn't realize I was still alive, to capitalize on this I decided to get back in the crashed chopper and man the M60 that was facing their position(the right side). I started opening fire, shooting directly at a couple of enemies that were moving slowly and were completely stationary. To my disappointment rounds didn't seem to connect with the targets at all, in fact I'm pretty sure in retrospect I wasn't even firing bullets at all as there were not even visual bullet impacts on the ground near them.
This all ended about 5 seconds later when the sniper(one of the guys I was shooting at) noticed the M60 firing(pointlessly apparently) and shot me.

In other words a potential epic moment in the game was completely ruined by the apparently buggy nature of the M60s on a crashed Huey.

Huey M60s appear to not work after a helicopter crash.

Please make the trader radius smaller than support/demo resupply radius

It's impossible to educate all players to stand farther back from the trader. No matter how many PSAs/announcements there are, there will always be new/noob players who don't read them.

Rather, this should be solved by game design by decreasing the trader radius and/or increasing the resupply radius.

An alternative solution is to give the resupply interaction priority, then make it non-interactive if you've already resupplied or have full ammo. This will cause players to incidentally perform the optimal behavior of resupplying before buying ammo when they mash the interact button.



Please make the trader radius smaller than support/demo resupply radius

Required ports for clients?

I recently changed to a quite restrictive firewall which requires me to specify all outbound ports I want to use and now I can only see about 4 servers in the server list (with all filters off). I already tried to open the UDP ports 7777 and 7779, which I found in a forum post, but that didn't help.

Required ports for clients?

Just play

I'm not gonna bull**** you. Just tell you where and how to connect and play! Enjoy!




__________________________________________________ ________________
OPEN STEAM AND CLICK OK IN CONNECTION WINDOW

Just play

Weapons disappearing when dropped into water, in trenches and in normal terrain

Weapons when dropped into water, be it by getting killed or be it dropping it deliberately makes them disappear. This is most prominently experienced in the river on Hue City. Sometimes it happens on Cu Chi as well. It weird why weapons should vanish in what is at max kneedeep water.

When being killed in trenches, be it Song Be, be it Hue City or be it Cu Chi, weapons vanish. Also enemy weapons vanish upon killing their holder.

It also happened to me in normal terrain or buildings. Killing an enemy and his weapon would vanish from the wooden floor. Or in some case he did not even drop his weapon at all.

Weapons disappearing when dropped into water, in trenches and in normal terrain

The new update for ps4

I have killing floor 2 for my ps4 but I dont have the new summer update.

The new update for ps4

samedi 24 juin 2017

Combat Zone behaviour after time has run out

Pretty sure combat zone protection was removed in RO2 when the time ran out. We are starting to see attackers retreat to their combat zone protection when time runs out. Which is fine if there are only a few mins left in the game and if its a tight match but I have seen it with 13 mins left and the defenders with 100 men left V 2 attackers.

Server doesnt use lock down so this is one downside of that.

Removing combat zone protection at zero time would be a solution. But make it a server side option.


Combat Zone behaviour after time has run out

Better sprint animation system

I noticed for awhile that the sprint animations for every weapon are mostly there own animations. A better way to do this system that I think that would be much more custom weapon friendly would be to have a set of different styles of sprinting eg. 'To the side and sway left to right' or 'Upright and swing forward and back' then link this base animation based on what the weapon wants and blend the animation in with the weapons base pose.

Halo 1 does this with the weapon move bob and turning lag so I know it's possible

Better sprint animation system

Alert showing up when selecting weapon I am already using

When playing on Song Be (I doubt the map matters), I had my MG out and decided to take a quick look at my inventory using my mouse wheel (which does not automatically switch). After taking stock of my inventory, I mouse-wheeled up to my MG (which I was already using) and a blank alert/hint window on the right side of the screen popped up and didn't seem to want to go away on its own. You can see the alert here:
http://ift.tt/2sEma0n

When I selected 1 (or switched to another weapon using the number keys) the alert went away. I tried this several times to make sure I could reproduce it (and that it wasn't just a fluke) and it happened every time.

I just brought up a new game and went into free play and could reproduce it every time, though it does go away after a while on its own. If I use my sights or switch to any weapon (including the current one) it closes the window. This appears to happen on any weapon or item in my inventory.

Alert showing up when selecting weapon I am already using

Song Be Super Strong Plants

I was just playing on Song Be as a transport pilot and came in for a landing in the river south of Echo. I ended up landing on one of the small groves of plants that stand around 8-10 feet tall that are along the river bank. However, the collision model seems to treat these plants like a large rock, at least to the helicopters. You can see what ended up happening to my helicopter when I landed:
http://ift.tt/2sDR6xU

This seems like a very unusual property of these plants, unless somehow they are growing with titanium stalks. I feel like the collision model for these should be updated so that hueys can land on top of them instead of crashing into them.

Song Be Super Strong Plants

Ammo display sometimes not aligned correctly

I just noticed that my ammo display while playing as a NVA RPG wasn't showing correctly. You can see the ammo for my SKS in the bottom right showing below the icon instead of beside it.

Here's a link to a screenshot I took of it: http://ift.tt/2sEdgjo

I was playing the game at 2560x1440 resolution if that matters. I have previously played at that resolution without this issue. I'm unsure if it's intermittent or not (I didn't die and respawn much that round).

Ammo display sometimes not aligned correctly

Freezes Computer on game startup

I have been getting the following bug on and off since the game's release. I have so far been unable to identify any common thread as to why this crash is occurring and what causes it to reappear. Upon pressing play in steam I am presented with a popup titled "Problem Ejecting NVIDIA GeForce 650M" with text in the text of the popup being "The 'Nvidia GeForce 650M' device is not removable and cannot be ejected or unplugged." with a button stating Ok. When this occurs my entire computer freezes and a static comes out of my headphones. I cannot Alt+Tab, Ctrl+Alt+Delete, or Alt+F4 to get out of this I must force power down my computer. Until today, upon restart steam would show that Rising Storm 2 was uninstalled (all files still on computer) and on reinstall would merely identify files on disk quickly and then reinstall. The problem would temporarily be fixed by deleting the ROGame folder in Documents\mygames\Rising Storm 2, not deleting the folder would have it freeze again. Today, however, Rising Storm 2 did not show itself as uninstalled in steam and deleting the ROGame folder has not fixed the problem nor did verifying the integrity of the game files. Attached is a picture of the error. After the most recent crash I did not delete the ROGame folder and there is no .log or .dmp in the Logs folder.

Thanks in advance for any help you can give me.
{"data-align":"none","data-size":"custom","height":"303","width":"536","data-attachmentid":2298606}

Freezes Computer on game startup

[Feedback] Tragic Kingdom

As always, I hope what lies below will be self-explanatory. Feel free to list yours.
  1. Make the lights flash to denote the power loss is imminent or soon to happen.
  2. Add more activation button to all traps to improve their usability.
  3. Remove low-quality trees in certain areas to improve the sightline clarity.
  4. Remove all vertical barring, except the four corners, on the outdoor cage trap so players may better shoot from either side.
  5. Perhaps add a second generator so this map could be less one-sided than others?


[Feedback] Tragic Kingdom

Making Private LAN Servers.

Hello, i'm new there, and I don't know if it was said earlier or not, but I would like to known if there's any chance that you guys would ever give us back an option to create our own Private server, or LAN server like it was in KF1 using TCP/IP connection, or just LAN network via cable.

What i mostly enjoy on this game is to play with my friends only, on our private servers, which was possible in KF1, but now, you can't create your own server besides long and time n space consuming, not properly working dedicated servers, which will not work for me either since i don't have public IP.

I don't know your real decision why you don't add the Creating LAN game option here, but me and thousands of other ppl would be really grateful you can add it back to KF2. Please Tripwire, make it done. Regards, your long time player.

Making Private LAN Servers.

Question about what is allowed by server when asking for donations

There is a server that is modded. When joining that server text comes up that tell us that we only get 50% xp and that we have to donate to the server to get 100% xp.

What I was wondering is if this is allowed by you guys. I know people cant charge for mods, and you guys only sell things that are cosmetic in nature. So to me it seems like that their practice of forcing someone to donate to get full xp would be like selling a mod but of course its not my opinion that counts, Its yours.

Question about what is allowed by server when asking for donations

How to disable summer sideshow zed skins?

So I've heard that summer zeds are server-side setting and would like to disable them on my server. Is it even possible? I've had a look on PCServer-KFGame.ini but haven't found anything related.

How to disable summer sideshow zed skins?

vendredi 23 juin 2017

Boss countermeasures against Benny Hill style kiting

I like the change that bosses now rather break unwelded doors than opening them politely. It's a good change that makes the chase more intense. Don't know when that changed because I hadn't played in a while.

I noticed that the patriarch can be kited too easily around objects and has problems with corners. With Hans it is less of a problem, because he throws grenades and is relentlessly attacking (though the grenades could be more accurate in such cases). Would be cool if Pat would start dropping some mines or spawn Zeds when being fooled like that. An alternative would be to give him a speed boost in that situation, but that could go terribly wrong when bugged.

This could be limited to Sui + HoE

Boss countermeasures against Benny Hill style kiting

Killing floor 2 ps4 1054

Товарищи разработчики или тот кто имеет 100% информацию о том когда будет обновление на ps4 1054 скажите пожалуйста какого числа и какого месяца?


Killing floor 2 ps4 1054

Tunnel showing up on map after switching to US team

I recently played a game where I was playing on the NVA team as a squad leader on An Lao Valley. At some point I switched teams (I don't recall if it was an end of round thing or not). Prior to switching, I placed a tunnel north of the Delta objective. After switching teams, I noticed that my map still showed the tunnel I placed on my map. Here is a screenshot that I managed to take while piloting the Loach: http://ift.tt/2tZepjk

Tunnel showing up on map after switching to US team

Bugsplat/Crash/ Game failing to launch.

READ ALL BEFORE COMMENTING
Has anyone found any new ways to fix the issue?
Update 1.01 once again was a resounding failure with once again no insight and brushed off with cheap words "Fixed several crashes"
The same garbage they've been spouting for months with every update.
2 Days ago the game worked for me every time I started it up, 24 hours later it fails every attempted start up with nothing in the slightest being changed.
I feel like this is groundhog day.
READ BEFORE COMMENTING.
The issue DOES NOT LAY with my computer specs, my graphics card, integrated graphics, my BIOS step up, any back ground applications running, PC security/protection/, updated drivers, verifying cache, steam issues and deleting certain files.
I SEND CRASH REPORTS EVERY TIME.
I have emailed the devs for support but they offer no help only insisting I get a refund which is impossible because I have over 15 hours of playtime.
Crash logs all report everything is normal up until the loading of the main menu.
The game is fully compatible on my computer, I have over 20 hours of game play.





Bugsplat/Crash/ Game failing to launch.

Forced Controller Bindings

After the latest patch, binding are now forced on xbox 360 controllers. I used xpadder to map my controls but now they are overridden by the game. Please fix

Forced Controller Bindings

Discovered an issue with administrating linux server

I had a game that was full 6/6 players. Wanted to join as a spectator, but I had forgot to setup spectator slots for this particular server. Didn't want to ruin their game so I logged into web admin and entered the following command in the console.

set gameinfo maxspectators 2

This gave me 2 spectator slots without having to restart the server... wrong.

Anytime a new played joined the server they couldn't select a perk. This happened during the current game and every game there-after. I had to manually restart the server in order to correct the issue.

Discovered an issue with administrating linux server

Bayonet/Melee Issue

If you are Vietnamese, pick up an m16, equip the bayonet, and melee someone it still shows up as a regular melee kill not a bayonet kill. Also, other people see you as swinging the rifle butt whereas you see yourself doing the stabbing animation.

Bayonet/Melee Issue

How to lock the server configuration

I got a very strange question about setup dedicated server:

Evertime server player win or failed, the server will auto randomly set server config like game length/difficulty even gamemode. for example I setup a HoE 10wave server, after any win/failed, the server randomly set to 4 wave and normal, any help about this?

How to lock the server configuration

Game crash bug

It doesn't matter if I'm ingame or in loading screen or on main menu, My game randomly crashes. This is the error message,:


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

OS: Windows NT 6.2 (Build: 9200)
CPU: GenuineIntel PentiumPro-class processor @ 3203 MHz with 4095MB RAM
Video: AMD Radeon (TM) R7 370 Series (4)

General protection fault!

History: UD3D9RenderDevice::ReadPixels <- UD3D9RenderDevice::Present <- UGameEngine:raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 726F6F6C 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Any tips/What should I do?

Game crash bug

Character/Perk Loadouts

Pretty sure something like this must have been suggested. Or you already have it on some wish list. Just in case Id like to see some mechanism that allows players to setup and save:

1. multiple permutations of certain skill selections, for a given perk, for certain circumstances
i.e. Comando perk skill all left for solo play or all right for coop play.

2. multiple permutations of gear assignments for a given character.
i.e. Alberts SWAT getup or Alberts priestly look.

Players should be able to save a number of variant setups and perferbly name them. If not have some predetermined meaningful naming strategy.
Cheers

Character/Perk Loadouts

Can't play tragic kingdom

When I join any server hosting this map I get the following error. I can't even play a stock map, what is going on? I verified the files on steam and still the same error.



Can't play tragic kingdom

Two bugs which stays forever

1) Reloading cancel. When u have two pistols and u cancel the animation with a bash after u have reloaded the one gun.
2) When u have a skill offers u more ammo (like "prepared" for commando) and u go to the trader, u cannot see the difference. You must escape, go again to the trader and now u can see and buy the extra ammo.

Are these two cases bugs, or are there for another reason? Cause if there are bugs i remember them at least one year now.

Two bugs which stays forever

Summer Sideshow Zeds question?

Do they have their own files, or are they edited from the original? I would like to know because I want to add them as stronger enemies in my server. thanks.

Summer Sideshow Zeds question?

Team Kill Penalty for Snipers and Scoped Weapons

Hello folks,

team killing happens, yes but for a sniper who has a scope to see beyond the normal view distance of others, team killing is a no go. It was already pathetic to get waxed by them in RO2 and RS at ludicrous distances even a normal soldier could tell the difference between German, Soviet, Japanese or American. In RS2 I expect severe counter measures for the team killing by a sniper.

First TK: -50 score points + 40 seconds respawn penalty
Second TK: -100 score points + 120 seconds respawn penalty
Third TK: -200 score points + 180 seconds respawn penalty
Fourth TK: -400 score points + 5 minute respawn penalty

I'm drop dead tired to get killed by some joker who grabs sniper only, believes himself THE hotshot on the server and happily team kills.

Team Kill Penalty for Snipers and Scoped Weapons

Bring some classics

It would be cool to have some of the classic maps and/or weapons brought back in KF2.
​​​​
For instance:

MAPS: West London, Farm, Mountain Pass and Aperture.

WEAPONS: M32 Grenade Launcher, Husk Gun, MAC-10, Dwarfs!?! Axe, Zed Eradication Device, Tommy Gun, Seeker Six, MKb, Scythe.

BONUS: It would also be really nice with a daytime/dawn version of the current Farmhouse or the classic farm map.

Thanks for taking your time to read and let me know your thoughts on this or other stuff you would like to have added.

Bring some classics

jeudi 22 juin 2017

How doesn't VAC work in KF2??

I playing in a server, then 2 players joins, they are all sharpshooters.

And they use the same name :

IB1_UnTrusted930073 (ID: 76561198191727994, this guy has one VAC ban record)
lB1_UnTrusted930073 (ID: 76561198008291698 , his clone)

After one wave after, they both holding railgun and not shooting just aiming zed, but their kill counts keep increasing.

Also I see his clone "lB1_UnTrusted930073" just follow the "IB1_UnTrusted930073" and stop intermittently and keep aiming zed, just like a robot.

They both ended up 600+ kills in that game, a sharpshooter can kill that many?
Also....they kill the boss from within 10 second!!

We tried to vote-kick, but it didn't work because the votes aren't enough to trigger kick.

He even said : "Try to improve your skill lol", "I will tool-assisted your mom". and keep laughing at us because he won't be punished.

We taste a boring fight because they killed everything.



How does VAC won't auto-kick cheater in KF2??

My name : рокегмап (• _•) (ID: 76561197983573936)

How doesn't VAC work in KF2??

Summer Sideshow + Weekly Event

For some reason i can not see the new 'skin' of the zeds on the new map, also i have completed both weekly events so far ( Under Pressure and Head Shot ) on Multiplayer also in Single player and i did not get any reward.

I've been told that the deal with me not being able to see the new zeds is 'cause of my internet, which is slow but not THAT slow, regular Brazilian internet i suppose.

I wasn't able to find any solution around internet.

Summer Sideshow + Weekly Event

Cant Connect to own Server

So I haven't had a problem hosting my own kf2 servers before. I've managed to get workshop maps working with it as well, but this time my server has been flooded with an error i cant find a fix for.

So my console would be flooded with this error until i get the, "Connection to host lost", msg ingame. I believe other players can connect as ive seen my server being taken over. I just cant join myself. Any help would be appreciated

Cant Connect to own Server

Killing Floor 2 - License Expired

So I open up my steam for the first time since Sunday to find my Killing Floor 2 license has been expired.

I am sharing the game from a different account that I don't play on and have clocked up just shy of 70 hours and leveled up a good few of my perks in that time. I log on today to find that the license has expired on the leveled account.

The license is still working fine on my mail account that the game was gifted to me on, but it has not even been played there and none of my perks are leveled.

Any one have anything legitimate I can do to continue playing on my leveled up account that now says license expired? Is this a technical glitch because the steam store is acting up due to the steam sale?

And before you ask, I have seen the posts and articles online of this happening to people who troll and/or hack. I can ensure you this is not me, as I am not that type of person.

Kind Regards,
Kevin

Killing Floor 2 - License Expired

Creating an unbalanced server (More players and/or tickets, reinforcement waves, etc)

Hi people,

How are you doing?

I want to create a server to play a co-op style game, or even to play it alone when I'm not into the usually nerve-racking experience found in multiplayer.

But as the bots are not the brightest, I thought that the experience could be much more enjoyable if I gave them the numerical advantage.

Can I somehow tweak the server settings to achieve that? In particular I'm looking at giving them more reinforcement waves during countdown matches.

Thank you in advance.

Creating an unbalanced server (More players and/or tickets, reinforcement waves, etc)

scopes not working

sniper scopes not working every 2ish spawn. its actually an image and not magnifying anything, just showing an image when pressing rmb

scopes not working

Display of door health / Overall door integrity

I've noticed Killing Floor 2 has made amendments in it's welding system to prevent doors from being abused. I'm not so sure myself, but based on tests I've run doors appear to have a health value supposedly to prevent areas from being held too long, or support from gaining afk exp. This could also be a bug, but it seems consistent so I'm led to believe it's not.

While I think this is a nice feature, it's also lacking in context for players. I've seen on multiple occasions doors go from 100% integrity to 0 for no apparent reason. This can easily be passed off or assumed to be a bug. I think it would help to have some sort of display of how much health the door has so events aren't so spontaneous for players. It could also promote strategy since they'll have to plan their offense, defense or escape once the door goes down.

Display of door health / Overall door integrity

Sound too loud by FAR

This game is unplayable for me, sorry, this is really no joke but the sound of the helmet cracking when getting a headshot is so overly exagerated, I have to lower the sound to a level where I dont even hear my own gunshot anymore so that I dont have my ears bleeding when getting a headshot.
Dont you know that you NEED a maximum volume, in some countries people can SUE YOU FOR THIS.
Check my settings http://ift.tt/2swiPAn
I play a lot of games and other shooters, but this, man this is just a joke, people with decent eary get DEAF IN NO TIME..

Sound too loud by FAR

Poor performance, AA Issues, pop-in and low SLI usage

Hello, long time fan of TWI games and I took part in the beta tests for RS2:V to be honest quite disappointed that so many performance issues have slipped through the alpha/beta despite being reported. At this point, the game is unplayable for me. In any case, my problems boil down to these issues;

1. Performance. I am getting sub 30fps (never above 40fps) at times regardless of Ultra-Low settings!
My rig is as follows;

2x EVGA 970 SC ACX 2.0 in SLI
1700x Ryzen AMD
16gb DDR4 @ 2133mhz
RS2:V is installed on a Samsung Polaris NVMe M.2

I had similar performance which I reported during the beta (except the last phase it ran great!) but ironically it ran more consistently on my old i5 2500k on a single 970. My brother also reports poor sub 30fps performance (and this is on all maps), again regardless of settings, on a similar setup except with a Ryzen 1600x / single 1060 GTX. I would expect from an Unreal Engine 3.5 based game to have a stable 60 fps, only dipping during intense combat on this kind of setup.

2. AA - or lack thereof, I have practically no AA or extremely poor AA (especially noticeable at distance) with FXAA on ultra. I have tried creating a new profile in NvInspector, NV control panel, using the Killing Floor 2 / RS 2 profile with VN executable. I have tried forcing SMAA/MSAAx8 through global/profile/NV Inspector settings and turning off in-game AA. Nope, nothing works.

3. SLI, same as above. Sometimes it works, sometimes it doesn't (I have it currently forced to use AFR2) and has a variable impact on performance. In the last beta before going live I was getting excellent performance (constant 60 / ultra) with both cards working as intended.I have followed various guides on Steam/Reddit and this forum but no joy.

4. Despite having super dynamic resolution enabled upto 4k Vietnam only picks up 1080x1920.

5. Pop in - since the patches this week the pop in has become ridiculous. Literally, things popping a handful of metres away from me. Again my brother is having the same issue. It's particularly bad on foliage with low poly/resolution quickly turn high and back as I look around.

6. Steam Overlay / FPS / Afterburner OSD only works some of the time.

7. Hit reg feels really off, could be the poor performance I am having but I feel that there's a significant delay between me clicking and my weapon firing.

8. Sound quality is low and isn't outputting to surround. I have a 5.1 surround headset and I've tried forcing 3d sound via the SoundBlaster control panel but it's not working.





Poor performance, AA Issues, pop-in and low SLI usage

Zed Head cover animation bugged since the Summer Event, possible desynch

Since the beginning of the Summer Event (more specifically, with the new model set), Zeds that go into a defensive posture after taking head damage, such as Gorefasts & Gorefiends and Bloats, have begun covering their head immediately when a shot connects with their head rather than after OR are displaying the wrong animation for their current status, as now they can also get shot, albeit occasionally, through their blades, while previously it was not possible to do so from directly in front. This causes shots that seemingly connect with their head to bounce of as if they had connected with the blade instead, preventing damage (easily verifiable while playing Commando and checking Zed health bars).

To my observation, high latency seems to exacerbate the issue.

Zed Head cover animation bugged since the Summer Event, possible desynch

SoundCues are broken

Category: Sound
Reproducibility: Always
Summary: SoundCues are broken and will play sounds at full volume and only from the left speaker.
Description: Marco alerted me of this when I asked a few questions, it appears that SoundCues have become broken some updates ago and it's incredibly annoying as the sounds play at full volume no matter how far you are from the source and the sound will always play from the left or right speaker. I hope this gets fixed as it ruins a good amount of nice custom mods.
Online/Offline: Both

SoundCues are broken

Stuttering/Memory leak still obnoxious after patch.

System:
i5 3570k
gtx 970
8gb ram
250gb ssd (samsung)

The first game starts out fine. Each continuous game the stuttering gets longer and worse. Sometimes the pauses are half a second or more, it's almost impossible to play.

Stuttering/Memory leak still obnoxious after patch.

Do someone know the name of the french voice actress of the trader ?

Hey
Do someone here know the name of the french voice actress of the trader ?

sorry for the bad english

Do someone know the name of the french voice actress of the trader ?

King and Mini Fleshpounds -Might- be Permanent

If you consider it, the weekly event for King Fleshpound and Mini Fleshpound has the default Fleshpound models, not festives. I speculate it may be TWI's answer to more large Zeds and a new boss.

King and Mini Fleshpounds -Might- be Permanent

The Descent spawns still bugged

Today we had a crawler who just wouldn't spawn in that map with the circular stairs going down. We waited roughly 10 minutes before killing ourselves for a restart.

Apparently, according to the dead teammates, the crawler spawned on map 1 (we were at wave 2), died, respawned on map 1, died, respawned on map 1 again... Endlessly. It only did that after a while tho. Before that, the zed icon showed that it was trapped in the area behind the grid, where a table (?) blocks the stairs.

Can provide a screenshot if needed.

The Descent spawns still bugged

Can't Connect to Servers and Error Upon Closing

I had no issues in the beta waves but since release I have been unable to join a server, I get this message: http://ift.tt/2tSr2MX
Also, when I close the game I get this error: http://ift.tt/2sUUiWk
I have verified the game files with Steam, reinstalled the game multiple times, deleted the "my games" folder and made exceptions for the game in my antivirus and firewall. None of this has worked.

Can't Connect to Servers and Error Upon Closing

KF Update 1054

We have just set live a required update for clients and servers with the following changes:

Weapons Balance:
Commando
  • Stoner 63a
    • Damage increased 20%
  • Scar
    • Damage increased 10%

Support
  • M4
    • Weight reduced to 7 blocks
    • Hip recoil reduced 13%
    • Reload speed increased 20%
    • Elite reload speed increased 20%

Sharpshooter
  • Centerfire
    • Adjusted position for reloads to not block the center screen as much
    • Fix camera bob on sprint run to not be so extreme

Bug Fixes:
  • Fixed Scrake enrage issue
  • Fleshpound now properly enrages at any point in the game at spawn time if requested, Boom mode now properly de-enrages at all times
  • Players should now be able to more reliably matchmake into Weekly Event servers
  • Fixed typo with Summer Sideshow player "Accesosory"
  • Jagerhorn now also properly unlocks via Digital Deluxe as well as game group membership


KF Update 1054

Hotfix Is Live

This hotfix contains the following changes and is a required update for clients and servers:


Player Vote Kick System
  • Vote kicking is now default to Team-Only. This means that by default, servers will allow vote kicks only for members of your own team (This item was erroneously listed on the 1.01 changelog but was not included with that patch.)


Bug Fixes
  • Players will no longer receive a black screen when force re-spawning off of a commander. (Previously, players would have to use the 'suicide' command in the console to fix this issue)
  • A memory leak that affected all players has been fixed. (we will continue to review all reported memory leak feedback)
  • Easy Anti Cheat has been updated. This update will address those players who were receiving “authentication timeout” issues


Hotfix Is Live

Emergency Patch Released?

Was a new patched pushed out automatically this morning for servers? Our #2 server is no longer showing and when I try to connect to it states that it has downloadable content that I do not have.

Emergency Patch Released?

The translation of Simplified Chinese language of KF2 is sh1tty!

^^topic

All chinese gamers brought out their middle fingers.

Example:"If someone' KIA it's a good idea to pick up his weapon and drop it at the trader." In the Simplified Chinese version, it became "sell it at the trader"
Example #2: All perk descriptions have misused the chinese characters of "Sharpshooter" as "perk".

The translation of Simplified Chinese language of KF2 is sh1tty!

Cousteau Plantation




A map inspired by the John Wayne film, "The Green Berets". Available on Steam Workshop and for download below. Please share any feedback or suggestions below.

Steam Workshop: http://ift.tt/2sXud9M

Direct Download: http://ift.tt/2sWS6yi

The map will "work" offline with bots. You can launch it by pressing ` or F3 and typing open VNTE-CousteauPlantation. Once in game again open the console and type addbots 32 or however many you want to play with.




Some more screenshots: http://ift.tt/2twwmpY

Cousteau Plantation

M79 Round change

Just a small bug.

I've noticed that when you pick the duel HE/Buckhot loadout for the M79 Thumer there can be a small bug.

If you switch ammunition from one type of shell to another, and then enter the "Climb obstacle" animation mid way though the reload (After they put the new round in, but before he shuts the breech) the colour of the shell will be the colour of the new type, but the shell will have the properties of the old type.

For example if I switch from a HE shell to a buckshot shell, and climb obstacle mid reload, the shell will still contain the green colouration of the buckshot shells when I ammo check, but will fire and use up ammunition of the HE type shells. He will then continue to load HE shells like he never changed.

No pictures or vids, but is very easy to replicate in the weapon range.


M79 Round change

Some suggestions for this game

Dear developer team:
I have been a big fan of your games since the Red Orchestra 2. I pre-ordered it. And when I heard that Rising Storm 2 came out. I bought it immediately without waiting for it to go on sale. What love most about those game are the weapon handling, it feels so realistic.

One of my friend's uncle who fought along side with North Vietnam Army as a part of Chinese aid program. When we gave him to have a try at this game, he excited to tears because how realistic this game is and brought back a lot of memory. He spent a large part of his young helped North Vietnam as a combat engineer. He was suggesting (since he can't speak English, I will have to write here for him) that there were a lot of weapons which were not used in game. It will be more fun to add them. For example: the Type 63 assault rifle, Type 54 SMG, Type 59 pistol, L1A1 Rifle, CAR-15, F1 SMG and so on. Adding those weapons into the game can give player more choices to best suit to their like and play styles.

Also we can add more uniforms in "Character" section. Uniforms like Chinese uniforms, Australian Uniforms and so on. Because the Vietnam war were not fought only between the US and Vietnam, many other nations had participated. Adding those uniforms can attract more players, because they can fight as their own countrymen. China sent over 170,000 soldiers into that conflict, for every 3 soldiers you see on the north side, 1 of them is Chinese. My Australian friends are eager to play the game as Australian too.

3rdly, we can have some realistic equipment too. For example, weapon jam. M16 family can have a very small chance to get jammed at random. Players can unjamm them by pull the cocking mechanism (or whatever that is called in English, basically press "R"). NATO forces can also have the flak armor or bulletproof vest. According to my friend's uncle, those vests can reduce the enemy rifle's effective range by about a quarter. For example, AK has an effective range of 400m, for somebody who is wearing that vest, AK's range is reduced to 300m. I know we never fight at the range of 400m in this game. But we can slightly reduce the damage received by the wearer of the vest.

Please give our suggestions some considerations. Thanks very much in advance. And sorry for my poor English.

Some suggestions for this game

mercredi 21 juin 2017

Cobra Exploit on Hill 937

On Hill 937, a player may enter the pilot's seat of the Cobra and simply not move it at all, whilst continuously firing rockets and being re-armed. The position in which is spawns happens to be perfect for rockets fired to land just on the opposite side of objective A. This allows a player to infinitely fire rockets into the approach of A, and will prevent any other players from being able to use the Cobra without a role or kick vote, which will likely not succeed unless the pilot is getting several team kills.

Cobra Exploit on Hill 937

Pr0nSt4rs Gaming Community is growing!

We now have a dedicated server for our 64 man Free BBQ, punch and pie! (216.52.143.8:7777) Let me tell you that the pings are phenomenal, and flying a chopper has never felt so smooth! We have also added a 48 man Block Party! Custom Maps server (74.91.113.173:7779) for the purposes of testing in the community as well as changing up the monotony of the same few maps all the damn time! This is also a call out to any Modders, Mappers, and Admins out there looking for a chill place to hang - come chill and hang!

We're also putting together some Public Events for some friendly competition! We're curious to see how the rest of you play this game and what caliber of teamwork exists out there.

So stay tuned and remember; Forgiveness is divine, but never pay full price for late pizza!

See you in 'Nam!


Or visit us on discord! http://ift.tt/2sVGcoj


Pr0nSt4rs Gaming Community is growing!

VNTE_JungleRaid Alpha release/ Feedback

This is a map I have been working on since the SDK released. I have no prior experience with UDK but I am a seasoned user of hammer editor.

This map is a territory map based on a fictional location. It is ready for testing. The VC attack and there are 6 objectives. It really just needs balancing and testing.
I tried to integrate every good thing from the pre-existing stock maps into one solid map. Keep in mind as of writing this, this map has never been played on a server. However all the objectives, kismet, and spawns/spawn protection have been tested to work.

What's left:
- Lighting
- Balance Tweaks
- More objectives
- Polish
- Radios and Commander Roles

Known Issues:
- Minimap is slightly misaligned

Preview:


Minimap:
https://ibb.co/gV8Wq5

Scenery:

https://ibb.co/nzqGOQ
https://ibb.co/iZNkHk
https://ibb.co/etoEA5
https://ibb.co/hLfGOQ
https://ibb.co/f5dQHk
https://ibb.co/dF9zck
https://ibb.co/edbCxk
https://ibb.co/noRjA5
https://ibb.co/bGZhxk
https://ibb.co/cFCD3Q
https://ibb.co/mTWHV5
https://ibb.co/eB6vHk
https://ibb.co/hMzROQ
https://ibb.co/mkhfiQ

DOWNLOAD LINK FOR SERVER OWNERS:

http://ift.tt/2srIeeE


NOTE: There are unfinished unfinalized areas. I also have not built the lighting but it looks very good even without shadows. I will be building the lighting soon. (Once I decide on the final lighting look and finish interior lighting.)

WHAT I NEED:
Testing! Tell me what's unbalanced so I can adjust tickets, time or spawns.

CREDITS:

-Me
-BloodMalice (Admin of Bloodbath) Thanks for the help rigging objectives
-nymets1104 (Good video tutorials for the SDK.)

VNTE_JungleRaid Alpha release/ Feedback

New game mode idea.

I have a suggestion on a new game mode i would like to see. Instead of having only a maximum of 10 rounds have unlimited rounds,you play until you die. Have the Zombies get stronger and stronger each round and slowly introduce the buffed zombies from the hoe difficulty. Then every, i dont know...5-10 rounds have a boss that gets stronger too! maybe add them both together at later rounds? or is that too much? You could even have different variations of the bosses that fight differently and force you to change your playstyle abit in order to beat them?

Special rounds could happen once in a while where you'll have only fleshpounds spawning or the chainsaw guys(forgot their name) and if you beat them you get a random buff to help you out for a certain amount of rounds or permanently but only have a limited number you can have active at one time.

New game mode idea.

Different Smoke Colors for Different Assets

Just an idea I had (more for immersion/variety reasons than actual game play) but what about different smoke colored smoke grenades for different assets? I've heard commanders asking SL's what kind of support they want for their strikes, so this might eliminate the time it takes for a commander to see what a squad needs. The color would link directly to that specific asset

For example
Purple - Arty
Yellow - Spooky
Red - Napalm
Green - Recon

It's probably more work than it's worth, but it's just an idea.

Different Smoke Colors for Different Assets

Mg glitch in prone position

I don't know if other experienced this, yesterday after the patch, on An Lao playing as machine gunner each time I would strafe while prone my sight would rise as if I was standing then drop back to prone. I don't know if other players see me in a standing position while it happens.
N.b. I also experienced the black screen after resurrection glitch

Mg glitch in prone position

464 SPX and HZ12 Aiming Off

Category: Animation

Reproducibility: Always

Summary: Both of the new guns don't aim right.

Description: 464 SPX and HZ12 have misaligned animations when you aim down their sights. Their sights get steadily held in the wrong spot, not quite indicating the center of the screen, where the shots go. The 464 shoots right of where you aim it, and the HZ12 shoots low and left of where you aim it.
These added green crosshairs indicate where the center of the screenshots were.




Online/Offline: Both

464 SPX and HZ12 Aiming Off

Gong Sound on Cu Chi

Post patch 1.0.1 there is a audible gong sound on Cu Chi, it is the only place I have heard it so far and I was not the only one to hear it. I think it is either an RPG or the M79 producing this noise, but I was always too far away to exactly determine what is causing it.

Gong noise heard 3 times:


Someone else comments on hearing it (to prove I'm not insane) @ 01:14:



Gong Sound on Cu Chi

Right click sometimes double clicks?

Sometimes when im playing the Iron Sight button/Right Click double clicks, ive cleaned my mouse reinstalled it even reinstalled RS2 completely and i still happens.
This only happens in RS2 and War thunder does anyone else have this problem or know a fix?

Right click sometimes double clicks?

New servers! EU North&East

Us finnish players have very pings in Ps4 kf2 Europe server. It would make playing this game in online much nicer and enjoyable if we had an server a little bit closer to us. Also Russian, Polish, Estonian and Swedish players would also like this too.

New servers! EU North&amp;East

Why do i have 88 ping and everyone else 40?

Why is that my PC has speed of 50 Mbps download and 20 Mbps upload, but my Ps4 shows speed of 50 mbps download and upload speed of 4.6 Mbps.

I'll rather play with my PC Kf2 where i can find games with 40 ping on me.

Why do i have 88 ping and everyone else 40?

Your Patch Broke My Game

I keep getting black screens since the patch was released. After dying, the UI can bee seen, however everything else is black. Happens almost every game now. Needs an immediate fix.

Your Patch Broke My Game

How do I install custom maps onto my server?

I conceed and I need someone to point me in the right direction please help me
Link to any comprehensive guides or jus some nice person want to write one out for me?
Cheers, G.

How do I install custom maps onto my server?

[MP]Leveling system above 25


It would really take a leveling system above 25, for example with a star system, which would reward players for their entries, to show who the veterans are on the game. So good idea?

[MP]Leveling system above 25

Achievements for winning a "Headshots only" game in Suicidal and HoE, for every maps

Wow ! This weekly mutator is a blast !

I can't believe how KF2 become so much harder with headshots only. I have 700 hours, all achievements won with a solid group of friends, but winning those two simple Hard games in 7 waves was a very cool challenge. And during the fight, I couldn't stop thinking "If this is Hard mode, I can't imagine how hard it could be on Suicidal or HoE".

I'm still in favour of an higher difficulty than Hell on Earth. But having two more achievements by map, challenging us to win a game in Suicidal and HoE in "Headshots Only" game mode... I can't imagine how much hundred of hours I will spend on KF2.

Achievements for winning a &quot;Headshots only&quot; game in Suicidal and HoE, for every maps

mardi 20 juin 2017

Browse server bugged ?

What happen ? is the servers down ? Or are u releasing a patch ?

http://ift.tt/2sR6qrZ

Browse server bugged ?

Unable to upload to steam workshop, error code 2.

"OnShareFile failed with error code 2
Error uploading file. Make sure you got a valid connection to Steam."

Any idea's? It makes a spot on my workshop inventory, but its blank with no file, image, text, or anything else.

Unable to upload to steam workshop, error code 2.

Language change

Hi! Just got KF2 on PS4 and the Russian localization is awful. How can I switch to English?

Language change

PS4 Glitch: Can't Buy Medic Pistol w/ other perks

Tested on the berserker, every time I try to buy a medic pistol in game, it makes me buy a different starter weapon, like the shovel or varmint rifle. It never works for me, but i want to heal others with other perks besides the pistol, without having to use the syringe.

PS4 Glitch: Can't Buy Medic Pistol w/ other perks

4 New Weapons, 3 New Maps, 3 New Enemies, and a few new gameplay options. {Please?}

It's been awhile now that i have had the urge to post about this
Hoping that maybe these things, or types of things could be added

----------------(Weapons)-----------------
First off, the weapons

1: Spas 12 Shotgun
{http://ift.tt/1ChO1ig}

Used by support, it has 16 rounds, and is a 12 gauge, so it has 12 pellets per shot
semi fast with decent damage, clip reloaded, instead of 1 shell per second

2: Aug rifle
{http://ift.tt/1IMRAUa}

used by commando and swat

it has 42 rounds, and can alt fire a single shot, or automatic primary

3: Flame MP5 or Flame dual Tec9's
{http://ift.tt/1M3V1I1}

Used by Swat and Firebug

I really really kept wishing that there was a SMG that shot fire bullets
And the Flame MP5 would have 45 rounds per clip
It has 2 alternating fires, a 3 round burst, or pure automatic
Each bullet is an incendiary and can set enemies on fire

{http://ift.tt/2syaw5D}
Or it could be a tec9 that we can dual wield
each tec9 would be fire, but with 40 rounds
and you could purchase 2, to dual wield with 80 rounds
Dual flame tec9's would be kind of awesome to be honest

*Remeber those fire smgs in Left 4 dead 2? those were awesome
*Maybe dual flame tec9's could even be used by the gunslinger

4: Dual Shock Scimitars
{http://ift.tt/1fWGm4D}

Used By berserker

These would be a unique weapon

You may purchase 1, then another, to dual wield both of them
Depending on how many you have equipped, changes their animations and combat style

Single attack is heavier hitting, but dual wielding increases attack speeds
it will not shock on basic and heavy attacks
But on the alternate fire mode, right stick in, it plunges forward for a piercing move
The piercing move shocks any targets hit
and like the pulverizer each blade has a clip
5 rounds and 15 extra per sword, so when you have 2, its 10 and 30

The piercing shock attack has a chance to stun and nearby enemies will also be hit
Similar to the berserkers shock grenades

---------------------Maps---------------

Generally the concept behind each of the 3 maps draws from current maps already


1: Zed landings Volcano

This map is on fire, on the mountain of the Zed landings map
It has a burning forest with a cottage as its central point
There are small rivers of lava, and you are able to overlook the mountain that is erupting
Staring down into the pool of lava erupting outward
This map takes place some time after its eruption, perhaps


2: Snow Black Forest

I really think it would be nice to have another snow map
And a snowy forest concept would fit almost perfectly
A bit wider and more open than black forest, this map would have a ski resort
Or something like that, much much snow to turn red XD

3: Poison Crawler Vat facility

This map is a horzine lab with tons of poison and toxic chemicals
There would be huge tanks filled with liquid poison, similar to hans' backpack xO
This map would also spawn in more poison white crawlers than regular maps
The green hue fills the air, and sometimes rooms will malfunction and fill with poison
You must move from room to room, similar to descent
But you can return back to a room that has been cleared out
*A room malfunctions and gives a timer as it fills with poison
You must get out of it, then it slams shut and locks itself
It will clear out, and vent the poison out, players and enemies locked inside will die
It is a serious hazard, but easy enough to avoid


4? as a possible 4th map, perhaps it could be a power plant
or even a nuclear power plant, a dam or some sort of electrical map


-----------------Enemies-----------------


These 3 have been in my head for a long time, ever since i got this game
A bat, a wolf, a snake, basic concepts, but half zed - half animal


1: The bat is a support class enemy
This one is just a zed with no legs, he has arms that are bats wings
and a bat like head, he flies around and screeches
His scream increases the attack and movement speed of nearby zeds by 10%
He will bite at you, or fly at you to tackle you
IF you dodge his tackle he will hit the ground stunned for awhile
Or you can shoot him out of the arm with a clean head shot

2: Wolves, wolf based crazed zeds that rush at you
They have rabid wolf bodies with human like zed heads
a cage masks their eyes, they have about as much health as a clot
When you hear a howl a horde of them will rush out at you, 7-12 in 1 go
they will primarily target the weakest and strongest players in a match
whoever has the most or least kills
An alpha, white wolf has twice as much health and is 10% bigger than the others
He can grab the target and pin him down, you must mash buttons to escape and smash his head
When you escape his grab it kills him, and he only does 1 damage per second that he has you pinned down

3: Snake Zeds
Legs have been replaced with a snakes tail
They are smaller and slimmer in size, female forms, like gorgons
They can slither on walls and roofs, and drop down on players
They will swipe and claw at you, and can spit a bile like poison
their bile poison is more concentrated than a bloat, and deals damage on hit, and may slow you down for 3 seconds



4: Maybe we could get a new boss, an aerial one that flies, and lands sometimes
I really wish we had a 3rd variety to our boss rotation, maybe 3 or 4
or maybe the patriarch could get a tweak to his health by lowering it by 5-10%



-----------Gameplay Changes-------------

1: This is a small change to the hud count
When you press the Touchpad to check game stats
All you see is kills assits and dosh, but why not also heals
Heals should be added to the stats page along with kills and assists, for medics
So it would probably look like this
Dosh - Kills - Assists - Heals - Ping, just a tiny new addition

2: New Wave options

currently we only have 4 - 7 - 10
But now it would be 4 - 7 - 10 - 15 - 20 - Unlimited
On unlimited, there is no boss wave, and the game continues on until you all die

3: Enemy Spawn options

Before a match starts, if it is private, then we can set spawn restrictions on enemies

This would include, which enemies spawn, and how many can spawn
This option was in Killing Floor 1, but is absent in 2

You would be able to have a new option, Spawn Amount
100% (Normal) - 120% (20% more per wave) - 150% (50% More per wave)
this only increases the amount of enemies that will spawn per wave, not individual amounts at all

Option 2, is a new menu where you can tick on or off which enemies spawn during your matches
Like turning off bloat spawns, so none will spawn during the match at all
or sirens, fleshpounds, skrakes

These customized options will add more life to Killing Floor 2
Personally i think it would be awesome to turn off all spawns except Skrakes and Fleshpounds
Maybe this could create a new thing in the online servers to have events, like bloat swarm or siren swarms
the spawn amounts would also be affected as well, depending on which enemies are ticked on or off



4: New Overall Player Level Perk System

This would be a new additional system of 5 perks for players overall levels

Overall player level is a collection of all perks levels

these would be small optional perks that increase stats for all classes

probably new perks like,

Overall Level 25, The base First Two Perks

*1
+10% health and 5% movement speed to classes

*2
+10% damage and 5% damage resistance to classes

Overall Level 50, The second perks

*1
+10% health and 10% faster reload speed

*2
+10% health and 20% bullet penetration to classes




The essential point is that when a amount of total perk levels is reached, you get an overall perk bonus
It will apply to every class, and there would be 5 perks obtainable this way

1 - 25 Total, 2 - 50 Total, 3 - 100 Total, 4 - 150 Total, 5 - 200 Total

It would be pretty easy to obtain all 5 overall player level perks, just by leveling every class to level 20
But it would take some time, and it would be a kind of cool incentive to work towards
If the perks were worth it


Maybe 1 perk could focus on boosting the players 9mm pistol
and another could increase our grenade pool by 3 or 5





Thank you for reading these ideads, have a nice day xP

it would be nice if any at all were looked over and thought about




4 New Weapons, 3 New Maps, 3 New Enemies, and a few new gameplay options. {Please?}

Gunslinger skin

In celebration of the upcoming film adaptation of the Gunslinger series, could we get an Idris Elba skin for Donovan?

Gunslinger skin

KF1 weapons?

There's a lot of weapons that I miss on KF2:

[Support]
HSG-1 Shotgun

[Demo]
Pipe Bombs
M32

[Sharp]
Stronger X-bow
M99

[Firebug]
Incendiary MAC-10
Husk Gun (But a stronger version)

[Medic]
M7A3M

[Berserker]
Axe
Scythe (Maybe?)
Dwarfs!? Axe

[Commando]
FAL

[Generic]
ZED GUN 1/2

KF1 weapons?

Bug Web Admin

Hi,

Offline viewer and admin


Bug Web Admin

Fade to black from headshot persisting after respawn

I was playing as a sapper on SongBe, and got killed with a headshot from around 40m away when advancing onto point B. My screen faded to black as usual for headshots, but once I respawned at Whiskey ten seconds later it was still black. I could still see my hud, tactical view, and map, but everything from my character's eyes was black. I could still move around and fire my weapon, so I was fully spawned in. After deciding to plant a sapper mine at my feet and shoot it, I respawned again and this time my screen was normal.

Just leaving this here, I posted about it in the changelog announcement for today too. This has never happened to be before today's update.

Fade to black from headshot persisting after respawn

How do I install custom maps onto my server?

I conceed and I need someone to point me in the right direction please help me
Link to any comprehensive guides or jus some nice person want to write one out for me?
Cheers, G.

How do I install custom maps onto my server?

Menu Theme looping

Now, I love Run Through the Jungle. It's great, and not as expected as Fortunate Son. However- I thought that not having it repeat was a great decision. I was sorry to see that was a bug, and not intentional.

I started to get sick of it when it looped in the beta. I'm worried that once I put a few hundred hours in the game, I'll have heard it enough to just be annoyed by it. It's an issue that affects songs with lyrics a lot more than instrumental pieces.

So, my suggestion- have Run Through the Jungle play once at game start (or randomly), and use other, more ambient music from the game the rest of the time.

Menu Theme looping

Remove ally markers

They make the game less hardcore. You no longer have to evaluate uniforms and the way in which your enemies run (weapon in only one hand or both). The answer to your doubt is now always handed on a platter by bright triangle markers, even when the character you're aiming at is far away. That's goddamn stupid in my opinion.

Remove ally markers

Which item will stay/disappear after Summer Sideshow end?

I want to ask developer, if I collects these items, which will disappear? which will stay?

I just want to know...

List -

1. Weekly Rewards
2. Season Rewards
3. Ticket Rewards
4. TragicKingdom
5. Zed skins

Is the sun symbol item only can use in Summer Sideshow?

The rocketman helmet didn't has sun symbol , is it a item will not disappear after summer sideshow?

The weekly rewards will disappeared too?

Which item will stay/disappear after Summer Sideshow end?

VNTE-CambodianIncursion Feedback and Suggestions

Hello there,

I am working on a remake of the famous Battlefield Vietnam Map "Cambodian Incursion/Ho chi Minh Trail".
I didnt stay totally true to the original, it's more an interpretation on how that map could look like nowadays.
I stayed true to the keypoints of the original Map, so prepare for a battle in a dense forest, an temple, native villages and the shrine.

At the moment the Vietcong are defending against the US-Army( the way Ho-Chi-Minh-Trail worked out). The Cambodian Incursion will be added later.





The Map is currently in prealpha(remember this in your feedback)

At the moment the most needed feedback is on the Objective Layout itself. But feel free to tell me everything else except LIGHTING. I know it sucks but that is just because I cant build with lightmass.



VNTE-CambodianIncursion Feedback and Suggestions

Patch 1.01 Is Now Live



The first post launch update is here! This is a required update for clients and servers. The full changelog is as follows:


General Changes & Updates
Gameplay
  • Changed the way tiebreakers work on Territory mode - now the team which captures the most points will win in a tiebreaker situation, not the team with more points.
  • Made it vastly easier to pick up dropped weapons
  • Now by default, sprinting from prone will no longer return the player back to the prone stance when the player stops sprinting. You can change this setting in the gameplay options
  • Various tweaks to various weapons’ collision, correcting the distance to walls at which certain weapons ‘lower’
  • Reduced player movement speed while climbing ladders
  • Reduced friendly fire penalties for commanders
  • Increased the default pre-round delay from 10 seconds to 30. FYI, this will reset all servers to this new default time.
  • Various tweaks to the order in which some items are listed in the inventory
  • Tweaks to mouse sensitivity when using iron sights after adjusting slider values in settings


Maps
  • Removed one specific tree from the landing zone in An Lao Valley, per a request from reddit user SprayAndPlay. We agree with you, sir!
  • Added more solid cover to Objective A on Cu Chi
  • Improved the lighting inside Objective B on Compound
  • Extended artillery protection zones to cover the entirety of the US spawns on Hill 937


Art
  • Added a red tunnel preview mesh which displays during the cooldown following the destruction of a spawn tunnel
  • Improved the mesh for destroyed squad tunnel. Destroyed tunnels will very much look destroyed now
  • Improved the animations when sprinting with grenades to avoid ‘foot sliding’
  • Improved the third person animations for sprinting uphill with a sniper rifle equipped
  • Improved the saturation and readability of the overhead maps
  • Added an idle pose to the SVD when the magazine is empty, preventing the bolt handle from sliding forward incorrectly
  • Bullet decals now stay on objects and surfaces on all maps for longer across all graphics settings


GUI
  • The ‘After Action Report’ has been modified to show separate round end and match end slates. This makes it less confusing on which team exactly won
  • Enlarged the ‘Change Camera’ text on the spectator view


Audio
  • Updated the AK single fire sound to more closely match the full auto fire mode
  • Updated the sound of the Bird Dog recon plane
  • Improved the attenuation of grenade bounce sounds


Player Vote Kick System
  • Vote kicking is now default to Team-Only. This means that by default, servers will allow vote kicks only for members of your own team


Bug Fixes
Crashes
  • The game client will no longer crash when shooting Cobra rockets at a manned Dshk
  • Fixed several crashes that would occur on game start
  • Fixed ‘Garbage Collection’ crashes on server travel. This will solve the majority of crashes at map change for all players. As always, please be sure to continue to report crashes as they occur. Please also include your email address in the bugsplat report along with as much detail as to what you were doing right before the crash occurred


Gameplay
  • Fixed the ‘Sprint-Fire’ exploit/bug
  • Fixed an exploit where enemies could use DShKs inside spawn protection
  • Fixed an issue where the Spooky Gunship damage zone could appear desynchronised from where it appeared to be firing
  • Fixed an issue where U.S. players would sometimes be unable to spawn on Squad Leader
  • Fixed an issue where shotguns would fire ‘low and to the left’ of their intended target
  • Fixed an issue where following team swap players would miss initial spawn
  • Fixed an issue where players could throw grenades from ladders
  • Fixed an issue where the screen would be permanently red if players left the combat area and then returned back to play
  • Fixed an issue where the game would hitch momentarily as a player died
  • Fixed an issue which caused Napalm canisters to occasionally land off-target
  • Fixed various issues with the role voting system not removing players from the role, or being blocked from re-selecting a role at their death
  • Fixed an issue where following team swap, there would be a delay before the next round would begin
  • Fixed a bug prevented the ‘Vehicle’ VOIP channel from working
  • Fixed grenade animations being skipped when players are prone
  • Fixed an issue where M79 smoke grenades’ smoke would pass through walls/terrain
  • Fixed an issue where players could fire the Mosin Nagant before the reload animation ends
  • Fixed an issue where commanders would receive assist points for Loach Spotting rather than the Loach pilot
  • Fixed an issue where the ‘constructing tunnel’ animation could be interrupted and then restarted, resulting in multiple tunnel meshes being displayed
  • Fixed an issue which prevented players from using the scroll wheel on the Huey Door M60 to switch between positions
  • Fixed an issue where dying with an attempt to leave a helicopter would leave players with a completely dark screen until bringing up the escape menu
  • Fixed an issue where the RDG1 smoke grenade appeared in the Equipment inventory group rather than the grenade group
  • Fixed an issue where the ‘Daisy Chain’ achievement would not unlock
  • Fixed an issue where the XM21’s bayonet would not count towards the ‘5 Bayonet Kills’ achievement
  • Fixed an issue which caused the ‘Oh Baby, A Double’, achievement, to unlock under incorrect conditions
  • Fixed an issue where the achievement ‘Help Is On The Way’ would not unlock if players were in the spawn queue on Skirmish
  • Fixed an issue where squad leaders who were also playing as Marksmen would receive an extra set of binoculars
  • Fixed an issue where ammo checking with manual bolting would cycle a round in code, but not in animation



Maps
  • Fixed an exploit on Hue City where NLF players could shoot into US spawn from a rooftop west of Objective C
  • Fixed an exploit on Cu Chi where players could get onto an unintended rooftop and snipe players approaching Objective C
  • Fixed an exploit on Song Be where players at objective B could crouch through a tunnel wall and shoot players
  • Fixed a rooftop on Hue City which had no collision, allowing players inside the model. This also fixed a number of exploitable rooftops across the map.
  • Fixed collision on the outer wall of Objective F on Hue City to prevent exploits
  • Fixed an exploit on Hue City where the player could mantle onto unintended rooftops in the shanty town around Objective C
  • Fixed an exploit on Hue City where players could get into unintended areas in the stairwell of Objective B
  • Fixed an exploit on Hue where players could prone under the citadel walls and see enemies crossing the moat
  • Fixed the issue with Cu Chi where the U.S. failing to capture F in the first round of a match could break the map for subsequent rounds
  • Fixed various snags, stuck locations and collision issues across all maps. This will provide for a smoother and streamlined experience
  • Fixed an issue where smoke effects would appear transparent on Hill 937 when viewed from certain directions
  • Fixed an area of the tunnels under Cu Chi which players could stand under Objective D and capture the point
  • Fixed various areas where players could see through the map in the tunnels under Hue City
  • Fixed an issue where NVA players could mark artillery on US spawn after Objective B had been taken
  • Fixed an issue where players would teleport/mantle across the map when vaulting over walls on various maps
  • Fixed various clipping and floating art issues across all maps
  • Fixed various small holes and seams across all maps
  • Fixed an issue where a door on Hue had no collision and allowed players into unintended areas
  • Fixed an issue on An Lao Valley where some mountains would not fully destroy helicopters on collision
  • Added collision to a bush near objective C on Cu Chi inside which players could hide
  • Fixed an issue on Hue City where players could mantle onto an unintended rooftop across from Objective A
  • Fixed an issue where the US could lose artillery protection for their spawn area when attacking objectives D and E on Cu Chi
  • Fixed overly dark tunnel lighting and odd shadows in the Cu Chi tunnels
  • Fixed an issue on Cu Chi where trenches would cull out too early and players could see through the map
  • Fixed an area on Cu Chi where players could see under the map under the steps of Objective C
  • Fixed an area of Compound where players could crawl through a gutter and fall out of the map
  • Fixed an area where players could fall through out of the map in US spawn on Hue City
  • Prevented players from being able to reach the low poly houses to the far-South of the play area on Song Be
  • Players can no longer walk on barbed wire South of Objective G on Song Be
  • Players can no longer clip through the roof of the destroyed house in Objective G on Song Be
  • Candles now properly illuminate the dark room at U.S. spawn on Song Be
  • Fixed a pit on Hill 937 into which players could fall and become stuck
  • Fixed an issue with Territories mode on Compound where the U.S. team could fire into NLF spawn at Objective A
  • Made it easier to access the radio in Objective G on Cu Chi
  • Fixed a blocking volume that prevented free movement in a hut in Objective A of Hill 937
  • Removed an unlit poster hanging in an underground room on Hill 937
  • Fixed the ‘screen dimming’ error, present on Hue City in the tunnels near C
  • Fixed an issue where players could see the underside of a rock face in the Northern valley of Song Be
  • Fixed a small terrain mesh with no collision at Objective B on Song Be
  • Fixed several instances of floating/clipping/incorrectly placed grass on Song Be
  • Fixed the overly dark/floating grass in some areas of An Lao Valley
  • Moved a dresser which was clipping through an open door on Cu Chi


Art
  • Players manning the DShK will no longer appear as if they are missing geometry
  • Bullets now correctly penetrate bamboo fences
  • Bullets now properly penetrate the chain link fence on Song Be at Objective G
  • Modified the collision on the ramp out of the tunnels on Hue at Objective C to prevent players from being snagged or stopped at the tunnel mouth
  • Fixed the stretching issue present on the hands/arms of corpses
  • Fixed various instanced of ‘light bleeding’ which caused rocks to appear white where they intersected with the ground on An Lao Valley
  • Fixed an issue where characters’ feet could sometimes behave strangely when operating the DShK on Cu Chi and An Lao Valley
  • Fixed an issue where the M79’s sight floated above the gun model during reload when viewed at range
  • Corrected the collision length for the Mosin Nagant from 1 meter to the correct length of 1.23 meters
  • Fixed an issue where various 3rd person player attachments would cause incorrect character lighting in some areas
  • Fixed an issue where the smoke trail behind a crashing cobra would pop away rather than fade out
  • Fixed an issue where pressing RMB would interrupt machine gun reloads and allow players to move around/glitch the animation
  • Fixed an issue where the player’s arms would clip with the camera when using the RPD
  • Fixed a bug where the spawn tunnel preview mesh would become locked in position when players began charging with the pick mattock
  • Fixed an issue where the Cobra’s FFAR rockets would not display smoke trails correctly
  • Fixed an issue where the DShK’s shells would bounce back and forth towards the muzzle of the weapon when ejected
  • Added a glow effect to the drainpipe that NLF players can climb to reach the roof of Objective A on Cu Chi
  • Fixed an issue where characters would not perform the throwing animation for grenades when prone and leaning to the right
  • Fixed some trees on An Lao Valley missing collision


WEAPONS
  • Potential fix put in place for static images appearing on the sniper scope rather than the rendered scene. Please report any further instances, with as much detail as possible, if this you still have this occur. You can report your bug at: http://ift.tt/2syheKO under the Rising Storm 2: Vietnam section


GUI
  • Fixed an issue where the ‘Friends’ tab of the server browser would not list servers
  • Fixed killfeed options ‘Only Own Kills’ and ‘Only Squad Kills’ not working
  • Fixed an issue where the Commander ‘Star’ icon could become stuck on the Radioman’s first-person camera
  • The ‘Filters’ panel in the server browser no longer defaults to open
  • Fixed an issue where the incorrect icon would appear on the ‘Digging Tunnel’ progress bar
  • Fixed an issue where kills with the XM21’s bayonet would display the wrong kill icon
  • Fixed an issue where the killfeed displayed a skull icon for flamethrower kills caused by fire on the ground
  • Fixed an issue where the enemy commander’s name would be used when using the Northern Forces’ ambush deployment
  • Fixed an issue where the last claymore detonated would not clear from the tactical view
  • Fixed an issue where Players’ own claymores/C4 didn’t show up on the HUD unless they were very close to the planted explosive
  • Fixed an issue where no HUD indicator appeared for players using vehicle chat in the Huey
  • Fixed an issue where pilots outside helicopters could still see the Vehicle Chat HUD identifier
  • Fixed an issue where team member icons appeared at map origin before initial spawn
  • Fixed an issue where the player count number for teams changed orientation depending on resolution for the NLF and NVA
  • Fixed an error where total wins could go above 100% on the player stats screen
  • Fixed an issue on non-16:9 resolutions where ‘Select Deployment Location’ exceeded the given space for that text
  • Fixed an issue where issuing an order to a friendly objective would cause the icon for that objective to be layered ‘behind’ other icons on the compass widget
  • Fixed an issue where the grenade counter would default to the M61 grenade regardless of team
  • Fixed an issue where US shotguns would display an incorrect ammo count for remaining shells


Audio
  • Fixed an issue where the radius on player screams was too small, meaning they would appear not to play to players at range
  • Fixed an issue where death screams would still play after players’ bodies had despawned
  • Fixed an issue where no sound played when an RPG hit a helicopter
  • Fixed an issue where the Main Menu music would only play once rather than loop
  • Fixed an issue where the M18 smoke grenade audio would still play after particles had stopped emitting
  • Fixed an issue where the RPD had no sound for its ammo check
  • Added a missing sound to the RPG’s handle switch at the end of its reload animation
  • Fixed an issue where pistol sounds would not be muffled inside tunnels on Hill 937
  • Added missing audio to a waterfall on An Lao Valley
  • Fixed an issue where river sound effects would fade out as you approached a waterfall on An Lao Valley
  • Players no longer play ‘Artillery Incoming’ voice lines when M79 rounds hit


Miscellaneous Fixes & Updates
  • Fixed an issue with reserved server slots leading to incorrect ‘Server is Full’ errors
  • Changed the game’s default display from ‘Borderless Windowed’ to ‘Fullscreen’ to prevent players from losing mouse focus during gameplay
  • Fixed an issue with the Members feature not reserving slots on servers
  • Extended various tunnel volumes to encompass the entire tunnel across all maps, this fix will also prevent players from failing to unlock the ‘Tunnel Rat’ achievement in these areas
  • Refined third person weapon lowering
  • Players’ stats now properly save if players vote to switch maps mid-round
  • Corrected the spelling of ‘Requires Password’ on the Filters section of the server browser
  • Changed the wording for Empty/Full servers on the Server Browser filter options
  • Fixed an issue where players could not change their spectate view target after selecting a spawn point while waiting to deploy
  • Corrected the description of the in game ‘Folding Stocks’ tip
  • Changed the wording on ‘Framerate Smoothing’ option to ‘Limit FPS’ in Advanced Graphics Settings
  • Although fixed in a previous patch, the issues with the AC-47’s sounds are now fixed



Optimization Passes
  • Completed a network relevancy optimization pass on Song Be
  • Fixed an issue where the commander’s tactical view would cause log spam when viewing Squad Leader icons at distance
  • Fixed log spam when launching the client with the Compact Communication Widget enabled
  • Fixed log spam connected to pilot battle chatter


Web Admin
  • Fixed an issue where ‘Use Captures for Tiebreaker’ server option would not change the tiebreaker logic
  • Fixed an issue where the ‘Use Map List’ setting would not save
  • Removed an unused and unlabelled column from the Current Game page


Localization
  • Fixed an issue where Cyrillic text rendered too small to be readable on the player level indicator
  • Fixed an issue where in German, the ‘refresh all’ button in the Server Browser would appear translated, and then switch to English



The teams at Tripwire Interactive and Antimatter Games continue to work towards even more improvements as well as additional content. For more information on what is coming in the future, check out the Roadmap on Trello, here: http://ift.tt/2twbj64.

Patch 1.01 Is Now Live