• Killing Floor v10 - Let your team die, they're obviously holding you back
    999 replies, posted
[QUOTE=GHOST!!!!;53186496]Got it figured out and running, problem now however, got no idea if model extraction works through this thing or not, either I just don't have a clue what I'm doing, which is probably the case, or there's another program to handle this shit.[/QUOTE] I don't think you can export models from the SDK, you'll have to use something like [url=http://www.gildor.org/en/projects/umodel]UE Viewer/UModel[/url] for that. If you intend on making cosmetics you can download reference models [url=https://tripwireinteractive.atlassian.net/wiki/spaces/KF2SW/pages/25722883/KF2+Character+Source+Art+Download]here[/url].
UModel doesn't work worth shit for exporting models, it just comes up with an error when you try.
I thought you could export models and textures from the SDK, but you had to save the package or the asset first in order to extract anything.
So last night for the first time in a long time, I had a dream related to a game, and it ended up being Killing Floor. For whatever reason, my unconscious mind made up a new perk, and it actually seemed like kind of a neat idea. Don't read past this if you don't want to listen to some dumb garbage I made up while I was asleep It was called something to the effect of "Operative" and centered on stealth and suppressed weapons, of all things. The basic premise is like this: -As you leveled up, you gained an increased percentage chance that random zeds wouldn't be able to detect you, and would subsequently ignore and not attempt to attack you. -Also as you leveled up, you would gain increasingly massive amounts of bonus sneak attack damage on unaware zeds -Perk grenade was a smoke that would grant temporary stealth to everyone in its radius, allowing you to grant a couple sneak attacks to your teammates, even if they're a different perk -Your stealth chance would increase by doing things like crouching and not sprinting, and decrease by being on fire or covered in bloat acid. Also, the more dangerous an enemy was, the less chance you would have to hide from it. Meaning, clots and bloats would almost always miss you, sirens and husks are more of a 50/50, and big zeds and bosses will almost never miss you. In addition, when a scrake or FP raged, it would automatically detect you. -Perks included things like being able to sprint without breaking stealth, or getting an absurdly massive damage bonus by hitting an unaware enemy from behind with melee Now that I'm conscious, I can see a problem that this might encourage the kind of obnoxious lone-wolf mindset some people in this game have, but I don't really know how my hypothetical dream-Tripwire intended to discourage that.
[QUOTE=GHOST!!!!;53186830]UModel doesn't work worth shit for exporting models, it just comes up with an error when you try.[/QUOTE] Well you may be doing something wrong because I managed to export Foster and DJ Skully model from KF2 with UModel for VRChat, with textures and the whole rig. If I'm not mistaken, when opening KF2 files you had to deselect the Static Mesh option for it to work.
Well I just tried exporting Ana and though it worked at doing so (It was having the same problem as I was having initially with the SDK not working) it seems to have only exported textures and her first person Arms.
[QUOTE=GHOST!!!!;53189207]Well I just tried exporting Ana and though it worked at doing so (It was having the same problem as I was having initially with the SDK not working) it seems to have only exported textures and her first person Arms.[/QUOTE] Then you probably got the wrong model. I remember tho that thanks to the cosmetic system of KF2, the body and the head were two different meshes which I had to join
I just had a thought. Why not replace the current resistance system with a three tiered system (light, medium heavy rather than msg, assault and shotgun), so we could immediately look at a label on a weapon and have a quick understanding of how it’ll react to certain enemies? Saw on reddit the mac11 had its billets set to shotgun, mistakingly or not, so got me thinking)
Please tripwire can u help. With twenty dollars please at paypal.me/tederickp go Killing Floor 2 [highlight](User was banned for this post ("Begging for money" - Mezzokoko))[/highlight]
I wish they would stop wiping my settings after every fucking update. Sincerely, a person with a fuckton of custom binds.
[QUOTE=Hellsing4682;53196638]I wish they would stop wiping my settings after every fucking update. Sincerely, a person with a fuckton of custom binds.[/QUOTE] I think there was a way to fix this by setting your config to read only
Beta update 2 is out. Here are the changes (left out the cosmetic changes). Apologies if it's too long. [quote] Balance Weapons Mac 10 Equip speed is 40% faster Total ammo capacity is increased by 20% Damage is decreased by 16% Husk Cannon Equip speed is 40% faster Magazine size is reduced by 20% Fire Rate is decreased by 110% Total ammo capacity is reduced by 13% Ammo Pickup amount is increased by 25% AF2011-A1 Fixed the fire rate on the dual pistols Fixed the penetration value on the dual pistols Hemogoblin Damage is increased by 50% Zweihander Melee range is increased by 20% Seeker Six Dud round damage is increased by 20% Dud knockdown chance is increased by 25% Dud stumble chance is increased by 42% Bugs Perks and Weapons Fixed a gameplay bug with the Husk Cannon where you could rapid fire it and not consume ammunition Fixed a SFX bug with the Husk Cannon where it would emit a massive particle effect on the screen when fired on an online game session Fixed a SFX bug with the Crovel and Pulverizer where they did not leave blood splatters on the ground after using the inspect animation. Zeds Fixed a gameplay bug with the Quarterpounds and all bosses where they were receiving increased damage from players passed wave 25 in Endless mode Maps Fixed a spawning bug with the DieSector map where Bloats were unable to spawn from certain spawn volumes Fixed a collision bug with the DieSector map where a ceiling was missing collision Fixed a render bug with the DieSector map where the bollard trim draw distance was too low Fixed a level bug with the Power Core map where players would sometimes not teleport to the next arena properly Fixed a level bug with the DieSector map where a dedicated server will spam the log with a failure to load an asset that is not there Fixed a camera bug with the DieSector map where the player camera can clip into a wall during the boss intro scene General Fixed a gameplay bug with Stand Your Ground where the XP reward was not decreasing when losing progress on the Stand Your Ground zone Fixed a gameplay bug with the March seasonal objectives where all the seasonal objectives and their rewards can be earned by joining a game session after wave 25 Fixed a sound bug with the boss music on Endless mode where the music track did not return to ambient trader time music after defeating the boss Fixed a sound bug with the King Fleshpound and Abomination boss music tracks where they seemed quieter than the other tracks Fixed a sound bug with the King Fleshpound and Abomination boss music tracks where their music tracks were playing for the incorrect boss Fixed an item granting bug with the Dosh Vault crates where they were not being granted to players who achieved the proper tiers to receive one UI Fixed a UI bug with the SKIP TRADER button on Versus Survival where the skip trader feature would not work sometimes after switching teams. We removed the button from Versus Survival Fixed a UI bug with the game map parameter options where a player could play the DieSector map on the Survival gametype Fixed a UI bug with the SKIP TRADER button where the “Y” icon on the SKIP TRADER button was missing after the first trader time. This only applies to players using a controller Fixed a UI bug with the last zed alive icons where the icons did not scale properly with the friendly hudscale Fixed a UI bug with the Power Core map where the map preview icon for it was for Krampus Lair[/quote]
I think the hemogoblin buff might actually make it worse, since now you're going to enrage big zeds faster before they can even get debuffed.
I think they should fix the firing speed on the Husk Cannon because due to the nerf it received on it's firing speed if you fully charge a fireball and launch it it has a half-second delay before firing it.
Honestly the husk gun feels really good to use right now. Maybe putting in a "release" animation would make it feel better.
Is the husk cannon kinda wimpy when tap firing it post nerf? I noticed they reduced the firing rate but never had a chance to try it out.
Two things which annoy me slightly. [IMG]https://steamuserimages-a.akamaihd.net/ugc/921422768050170331/80353782B995DF5874974E5062444AF8F2A8391C/[/IMG] The clipping error on the bullet in the chamber on the SCAR. [url]https://www.youtube.com/watch?v=xK1GfZwIQYU[/url] [url]https://www.youtube.com/watch?v=AlZ9K42nzf0[/url] Is it me, or did Tripwire re-use Patty's minigun sound for chopper miniguns in RS2? I think it's the same exact sound but I'm a bit tone-deaf. I know they had a different sound, but it was changed after players complained the old sound was too obnoxious and could drone out radar locks or "We got triple-A in the area, people! Watch for SAMs! [B][I]MISSILE! BRACE![/I][/B]" etc. Just feels lazy to be re-using sound effects like that.
I really like the husk launcher, but something about the model and animations just feels... weird.
[QUOTE=Toybasher;53202118] Is it me, or did Tripwire re-use Patty's minigun sound for chopper miniguns in RS2? I think it's the same exact sound but I'm a bit tone-deaf. I know they had a different sound, but it was changed after players complained the old sound was too obnoxious and could drone out radar locks or "We got triple-A in the area, people! Watch for SAMs! [B][I]MISSILE! BRACE![/I][/B]" etc. Just feels lazy to be re-using sound effects like that.[/QUOTE] It is not you. If it wasn't bad enough, most of their weapon sounds are being taken from asset packs bought from the internet - the same one that CSGO and PUBG use - just as lazily as the former and nowhere near as creatively as the latter
[QUOTE=NitronikALT;53202146]It is not you. If it wasn't bad enough, most of their weapon sounds are being taken from asset packs bought from the internet - the same one that CSGO and PUBG use - just as lazily as the former and nowhere near as creatively as the latter[/QUOTE] [url]https://www.youtube.com/watch?v=V8-YgPCmUDg[/url] Supposedly they recorded actual weapon sounds for KF2, though.
[QUOTE=Toybasher;53202164][url]https://www.youtube.com/watch?v=V8-YgPCmUDg[/url] Supposedly they recorded actual weapon sounds for KF2, though.[/QUOTE] Still waiting to hear any of these in game.
Always thought the AK12 sounded exactly like someone hammering a nail.
I had a daily to damage one player as a Siren in VS. It took me eight hours. I could NEVER find players to play with, I'd NEVER spawn as Siren, I had to beg them to let me damage them otherwise I'd just get mowed down before I could get within screaming distance, and the one time I DID damage, I crashed and it didn't count. Eventually I got a friend to help me earn it. I got fucking pajamas, AGAIN. [IMG]https://i.redd.it/btfxl97bzij01.png[/IMG]
[video=youtube;hT7x1NvGf5k]https://www.youtube.com/watch?v=hT7x1NvGf5k[/video] I absolutely fucking DEMAND that this get added to the soundtrack for the summer horror show. C L O W N C O R E
[QUOTE=Zakkshockv2;53203021] I absolutely fucking DEMAND that this get added to the soundtrack for the summer horror show. C L O W N C O R E[/QUOTE] Damn, somehow that sound would fit the game perfectly.
[QUOTE=pebkac;53203232]Damn, somehow that sound would fit the game perfectly.[/QUOTE] It sounds so fucking zYnthetic. it's perfect.
Just so people don't try to follow the other thread that was made while the slow migration took its sweet time doing its job.
KF1 Soundtrack > KF2 Soundtrack
Oh hey, new account for Newpunch. It's'a'me! Zakkshock!
Remember to merge your accounts if that is your thing.
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