Killing Floor 2

Killing Floor 2

Zedternal Reborn
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Update: 12 Oct, 2020 @ 4:01am

Zedternal Reborn V6 Hotfix 2

Fixed Features
  • Massive improvements to the omega/custom zed code. They should crash less, perform better, and be less broken overall.
  • Fixed log spam from the division special wave.
  • Fixed log spam from the dosh special wave and increased the dosh amount from 2 to 3 for each stack of dosh.
  • Fixed log spam from the acidic rounds skill.
  • Fixed the skip trader button in the Zedternal Reborn upgrade menu, hopefully.
  • Deleted some useless stuff out of the upks, should save some disk space.

Update: 1 Oct, 2020 @ 8:08am

Zedternal Reborn V6 Hotfix 1

Fixed Features
  • Fixed double upgrades on starting weapons.
  • Fixed some issues with weapon variants not working with starting weapons.
  • Made dual weapon variants defined under DualWeaponDefVariant apply properly even when the WeaponDef to replace does not have a dual weapon class.
  • Some optimizations to the weapon list generation code.

Update: 29 Sep, 2020 @ 8:24am

Zedternal Reborn V6

New Features
  • Due to code changes from Tripwire, magazine sizes for weapons are no longer limited to a max number of 255.
  • Added an all traders toggle, configurable on a per map basis within the Config_Map section. When enabled, all traders will open during the trader round and the trader arrow/trader path will always point to the closest trader available.
  • Increased the max weapon upgrade slots to 4080. This should ensure that even the largest modded weapon lists will be covered by the upgrade system.
  • Added the ?tradertime=XXX launch argument where XXX is the amount of time in seconds. It only works in conjunction with ?wave=XXX command line option.
  • Added StartingDosh, StartingWave, and StartingTraderTime to the map configs within the Config_Map section. These settings will be ignored if the server is launched with conflicting launch arguments (for example, if the map config has StartingWave set to 5 but you start the server with ?wave=10 then the map will start on wave 10 and not wave 5).
  • Added console command OpenZedternalUpgradeMenu to open the Zedternal Reborn upgrade menu. By default it is disabled, it must be enabled by setting Game_bAllowZedternalUpgradeMenuCommand to true in the config under the section Config_Game. If the config option Game_bZedternalUpgradeMenuCommandAllWave is set to true in the config as well, then you can use the command at any time and not just during the trader round. You can open the console in game with the ` key.
  • Added a new special wave override array to the config. You can enable the new option by setting SpecialWaveOverride_bAllowed to true under the section Config_SpecialWave. There is also an example located within SpecialWaveOverride_SpecialWaves which should help demonstrate how to make your own overrides. Note that you can not put two of the same special wave for an override, attempting to do so will simply spawn one. Also, the special wave must be present in the normal SpecialWave_SpecialWaves array to be registered properly for the overrides. This simplifies and speeds up the code that controls special waves.
  • Rebalanced the precious Winterbites and Healthrower against the new Tripwire values.
  • Added precious variants of the Minigun, Mine Reconstructor, HRG Arc Generator, and HRG Scorcher.

Fixed Features
  • Got Zedternal Reborn working with the current code base (v1105).
  • Some improvements to the lobby back-end code to prevent log spamming.
  • Fixed starting weapons not working with weapon variants. Now if a starting weapon is replaced with a variant, the player will start with the variant weapon instead of the original weapon and the variant will appear on the map as an item pickup.
  • Possible fix for Tiny Husks crashing the game. Also optimized the Tiny Husk code.
  • Fixed an index issue in WMPerk that caused weapon upgrades to misbehave and may cause crashes in rare cases.
  • Added some logging in RewardSurvivingPlayers to log dosh granted at the end of the wave to the team and individual players in order to make debugging easier.
  • Fixed custom boss zeds from breaking the zed spawning by marking them as a large zed instead of a boss.
  • Fixed grammar and spelling in the FrontLine skill description.
  • Fixed reloading mechanics of under-barrel grenade launchers when the grenade magazine size is greater than 1.
  • Lots of code cleanup and optimizations, especially in regards to server to client replication.

Update: 12 Aug, 2020 @ 1:42pm

Zedternal Reborn V5 Hotfix 3

New Features
  • Completed the lobby UI. Now the leave game button has been replaced with a page cycle button, which will cycle between pages of 12 players if there are more than 12 players in the game. Also increased the perk level counter from 2 digits to 4 digits.

Fixed Features
  • Added exception to Extra Ammo skill to make it actually work for C4 pickup rates.
  • Updated platform text on the scoreboard for bots.

Update: 5 Aug, 2020 @ 12:11pm

Zedternal Reborn V5 Hotfix 2

New Features
  • Added a 12 player lobby screen to help with large servers. It is currently not fully implemented yet, but basic functionality is there for now.
  • Added a new scoreboard for ZedternalReborn that has been adapted from GearShift's scoreboard from his modified Zedternal codebase. This scoreboard is the default one now and has been tailored specifically for Zedternal and has additional features over the vanilla one. It also supports more than 6 players now.

Fixed Features
  • Fixed up some GUI menus not working due to a change in the Tripwire source code shifting all the locations of said menus.
  • Updated texts for the start screen and for the Custom difficulty.
  • Cleaned up code.

Update: 22 Jul, 2020 @ 11:17am

Zedternal Reborn V5 Hotfix 1

Fixed Features
  • Fixed special wave selection logic. Now two identical waves will never be selected, and if the selected special wave was used last time, it will re-roll the selection.
  • Fixed Predator special wave not killing predators at end of wave. Also made the number of predators that spawn change depending on the number of players instead of spawning 3 all the time.
  • Fixed compatibility problems with a lot of special waves. Any special wave that changes the zed's head or body has been fixed when working together, and will not exhibit any strange sizing issues anymore.
  • Made Bobble Zed and Hard Skin work together.
  • Made Titans and Tiny Terror work together.
  • Fixed redirection downloading problems with ZedternalReborn_Menus.upk.
  • Renamed ZED_Omega.upk to ZedternalReborn_Zeds.upk in order to match the rest. All code references have been updated.

Update: 18 Jul, 2020 @ 4:29am

Zedternal Reborn V5

New Features
  • Added config option Game_GrenadePrice to set grenade price, by default it is set to 40 for all difficulties.
  • Added config option Game_bArmorSpawnOnMap for enabling armor item spawns on the map, by default it is true.
  • Added config option Game_DeathPenaltyDoshPct for setting the percentage of dosh lost on death from the current wave income, by default it is set to Tripwire values. A value of 0.00 (0%) means no penalty for death and a value of 1.00 (100%) means all potential wave income will be lost on death.
  • Added objective holdout zones support for ZedternalReborn. A new config section called Config_Objective has been added to control this.
  • Added Objective_bEnable to enable and disable objective holdout zones, by default it is true.
  • Added Objective_Probability to set the probability of an objective triggering on a wave. Valid inputs are between 0.01 (1%) and 1.00 (100%).
  • Added Objective_BaseMoney to set the base money received when completing an objective fully. Valid inputs are any positive number.
  • Added Objective_PctOfWaveKilledForMaxReward to set the percentage of the wave killed from the zone to get the max reward. Valid inputs are between 0.01 (1%) and 1.00 (100%).
  • Added Objective_DoshDifficultyModifier which multiples the base money by this number to set the dosh received. It is set by difficulty and any positive decimal number is valid.
  • Added Objective_DoshDifficultyModifierIncPerWave which increase the dosh multiplier over time based on waves. It is set by difficulty and any positive decimal number is valid.
  • The full algorithm for the max dosh reward is: Objective_BaseMoney * (Objective_DoshDifficultyModifier + Objective_DoshDifficultyModifierIncPerWave * Current Wave Number).

Fixed Features
  • Fixed item spawns on some custom maps not being updated by ZedternalReborn. Armor only spawns will also be preserved on maps that have it unless armor spawns are disabled, in which case the spawn will be replaced with a weapon spawn.
  • Upgraded the menu code to prevent players from clicking on items when new items bought are still queued to be synced with the server. Should stop having windows pop up with synchronizing... text being displayed due to spam clicking.
  • Made the timer shorter for iterating through ZedBuffs at the top of the screen, should now take much less time to go through the entire list.
  • Code cleanup and some optimizations.

Update: 3 Jul, 2020 @ 7:58am

Zedternal Reborn V4 Hotfix 4

New Features
  • Added new console launch argument for max players, ?players=XXX, where XXX supports between 1 and 128 as a valid input.

Fixed Features
  • Override a huge majority of inventory management code to support weapon counts above 255 in the trader without crashes.

Update: 29 Jun, 2020 @ 2:04pm

Zedternal Reborn V4 Hotfix 3

Fixed Features
  • Fixed the trader when buying/selling weapons above 255.
  • Optimizations to replication, should cause less lag for the client.
  • Fixed item pickups not displaying properly when first entering the game on multiplayer.
  • Fixed the main menu in game going to the useless KF2 perk menu every time it is opened. Now it will default to Match Overview.

Update: 27 Jun, 2020 @ 4:53pm

Zedternal Reborn V4 Hotfix 2

Fixed Features
  • Fixed weapon list using byte addition instead of int addition, it should replicate weapon lists more than 255 now without looping.