dimanche 19 octobre 2014

KF I want to get some modding practice/exp for KF2.

I've modded some games before. Usually just small scripting and textures.



Now I want to try making maps/models. Should I just grab UDK3 and just start playing with it?




RO2 TE-Derevnya Oktobrskaya

Here's a map I've been working on mainly as practice in the SDK.



I wanted to try making a map in a slightly more rural setting, and so I was experimenting with using exported heightmaps from satellite data, but that unsurprisingly resulted in terrains that were far too large in scale for me to feasibly handle at this point. Eventually I trimmed everything down in a large mountainous area to just a single hillside, and focused on filling this out a little. The general aesthetic I was going for was of a locale at the very southern reaches of the German advance into the Kuban region and which has been relatively untouched by previous fighting.



The map still lacks many things like covernodes and I need to redo most of the foliage, but its getting close to playable, so I might post in the workshop soon to get some feedback, especially on balance. But it may be that this map ends up just being a springboard towards further maps as there are many things I have learned making it which I would like to change in the future. Here are some pictures.




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Gunshot sound effects

Just dont make them sound as weak as they do in RO2, please I beg of you... RO2 sounds are great, and I do love the game but when I fire the k98 and it sounds like someones clapping their hands, it saddens me :rolleyes:




KF Realtime Shadows Mutator

Hello fellow community,

I also gave it a try to create projector-based realtime calculated shadows on Unreal Engine 2. They are not perfect for sure, but the best I could make out of the technology.

The shadows are disabled by default, so you have to enable them before getting started. I decided to go that way, to avoid potential FPS drops to clients (that don't have them installed themselves) connecting to a server running the mutator. As this is a client-side feature there is no stress at all on servers running the realtime shadows mutator!



Realtime Shadows Mutator has been whitelisted in v1061!



Description:
This mutator adds real time calculated shadows to players and monsters.

This only works if shadows are enabled (full shadows) in the main game.

The shadows can be configured to your liking by altering the configuration file directly (which will be created after on the first run) or using the ingame interface when playing Solo (Mutators tab->Configure Mutators). Your settings will also be used when playing on servers running this mutator.



Special Thanks:
I want to thank all of my mates that have participated in beta-testing especially Agent_Vealckowsky and brett1890.

Also Squirrel 'Matt Farber' Zero for creating the foundation.



Download:

Steam Workshop

Solidfiles




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KF Lag since update 1062

Since the 1062 update, i'm getting latency, like if I had a very high ping, but my ping is alway aroud 60-80 even 20 on certain servers, but i'm still having issues.



I'm often seeing zeds and players hugging walls like if I had connection problems, then they teleport to where they are suppose to be. Almost only happen when there is 5+ players on server, sometime doesn't happen at all.

Its not my computer, I was able to run on high setting, now even on low i have this problem.



Happen more often on Toy master servers.



Thx




KF 22patch mismatch

HELP!

I cant play online.

When I try joining a server a message pops up saying "failed launching URL package `22patch`version mismatch" and I get disconnected.

Please help me. :confused:




Question: Scaling of Enemy Health

Hi,



How do scaling work in Killing Floor, if for example if 6 people were on a server and lets say 2 people died in ongoing round...



do the enemy still have as much health as it were against 6 players or do it downscale to 4 people?