Killing Floor

Killing Floor

DooM 3 Monsters - ScrN Edition
144 Comments
Akela 4 Apr, 2024 @ 12:38pm 
Oh haha, that makes more sense if it's "Promoted" and not "Roberta" lmao. It'd be nice if in the future there was a way to disable that. Not a huge deal, though.

Thanks again for the help and all the responses!
[ScrN]PooSH  [author] 4 Apr, 2024 @ 10:52am 
1) No. Actually, it says "PROMOTED!" (from Battlefield Friends)

2) Currently - no. But maybe those will get removed in future version. Initially, those were debug lines, forgotten to remove before the release.

3) We're aware of the Fat Zombie lighting bug but hadn't found a way to fix it yet.
Akela 3 Apr, 2024 @ 4:28pm 
I have three more D3/ScrN-related questions, if you don't mind!

1.) Is there a way to disable the ScrN level-up sound ("ROBERTAAAA")?

2.) Is there a way to disable DOOM 3 bosses talking in text form? Cyberdemon saying things like, "Say hello to my little friends" and "I'm out, see ya later" is a bit odd lol.

3.) Is there a fix for Fat Zombies looking glitchy when shining a flashlight on them? They're the only D3 enemy model I've noticed this with. https://i.imgur.com/SwPs3Be.jpeg
Akela 3 Apr, 2024 @ 11:50am 
Awesome, thanks for the help!
[ScrN]PooSH  [author] 3 Apr, 2024 @ 11:36am 
All required mutators are loaded automatically. If you check ScrnGames.ini at the respective game number, you'll see:
# Doom3 Long Game
[20 ScrnGameLength]
GameTitle=DooM
Author=ScrN
Mutators=ScrnDoom3KF.Doom3Mutator
Mutators=ScrnD3Ach.D3AchMut
...
Akela 3 Apr, 2024 @ 11:01am 
Ohh I see now, I wasn't using that voting page, I was just trying to start it with the mutators. Thanks!

Using that, should I still keep the DOOM 3 Achievements mutator in the list or is that also loaded automatically?
[ScrN]PooSH  [author] 3 Apr, 2024 @ 9:09am 
If you have installed the latest bundle, there should be game configs available on the map voting page. Select "20. DooM 3 Demons" or "21. Pure DooM".

Many settings in ScrnDoom3KF.ini are deprecated by the new enemy spawn system. Check KFMapVote.ini and ScrnGames.ini for details.
Akela 1 Apr, 2024 @ 5:28am 
I have the bundle installed! But it didn't include the ScrN DOOM 3 mutator, only the ini file for it. Unless I'm missing some other method of starting that mode after installing the bundle?

So I manually installed the ScrN bundle + this DOOM 3 ScrN Edition, I select ScrN Floor mode, and for mutators I use ScrN Doom3, ScrN Balance, ScrN Server Veterancy Handler, and my ini is edited so that the min and max percentage is set to 100. I still mostly get regular zeds. I've also tried using the DOOM 3 version of Zed Manager that supports ScrN, and no luck with that either. :(
[ScrN]PooSH  [author] 1 Apr, 2024 @ 5:07am 
@Zach Fett
Download the bundle - it has everything preconfigured.
https://steamhost.cn/steamcommunity_com/groups/ScrNBalance/discussions/2/483368526570475472/
Akela 31 Mar, 2024 @ 10:42pm 
Oh and I assume "ScrN Doom3 Ach" should to be added to the mutator list while playing against D3 monsters, right?
Akela 31 Mar, 2024 @ 10:38pm 
Probably a dumb question: What is the correct mutator setup to run ScrN Balance + ScrN Server Veterancy Handler + DOOM 3 Monsters all together?

At most I can get some D3 demons to spawn during waves, but I still have regular zeds mixed in there too. I've already looked over the ScrnDoom3KF.ini and it looks like it shouldn't be doing that so I dunno what I'm doing wrong.
NikC- 4 Jul, 2021 @ 4:34am 
Btw thanks for not providing individual archives and sharing that huge 2-3 part pack. Compilation from sources is much faster :csdsmile:
Sacred Myths 22 May, 2020 @ 9:03am 
change log?
HUGE GUTS 21 Jun, 2018 @ 1:46pm 
Installed KF and this mod just today, as it was my favorite long time ago, and I got a problem. Only bosses (both midwave and final) spawn, no matter how I set up spawntimer and monsterpercentage parameters. Did latest KF updates break something or this is only on my end? Original v04 spawns stuff just fine, in case this helps.
[ScrN]PooSH  [author] 22 Aug, 2017 @ 11:04am 
No, it is not whitelisted. It allows progression in ServerPerks mode.

Btw check this out:
https://steamhost.cn/steamcommunity_com/groups/ScrNBalance/discussions/2/483368526570475472/
Ghostface 22 Aug, 2017 @ 10:10am 
sorta?
Ghostface 22 Aug, 2017 @ 10:10am 
so does this mean that this mod is whitelisted then?
[ScrN]PooSH  [author] 22 Aug, 2017 @ 10:09am 
@Zer0Flare yes, all your mentioned issues were solved here
JewelQael 22 Aug, 2017 @ 10:02am 
ah forgot to add I use Marco serverperks
JewelQael 22 Aug, 2017 @ 10:00am 
I had a problem with an old version of this one mutator and idk if it's fixed here?

1. Doom monsters didn't give money when killed.
2. Doom monsters didn't level up any perk at all.
3. Pat always spawned as ending boss, never a Doom boss.
Ghostface 30 Jun, 2017 @ 7:44pm 
could you make a Zed soldiers SCRN edition?
Boltte man 13 Dec, 2016 @ 8:07pm 
I'm guessing that's a no...? :(:ftired::sadpanda::steamsad:
Nihilism. 13 Dec, 2016 @ 5:37pm 
Thanks dude! :)
[ScrN]PooSH  [author] 13 Dec, 2016 @ 12:25pm 
@JosephPlays Yes, there are Big Bosses and Big Maps. Big Bosses can not spawn on small maps. Big Map list can be modified in Doom3KF.ini
Nihilism. 12 Dec, 2016 @ 7:17am 
Do certain Doom 3 bosses spawn on certain maps?
Boltte man 4 Dec, 2016 @ 7:03pm 
If not, can you make one? I will test it out for you if you need someone to test it as I sorta need a fix for this anyways(as I like the idea of endgame boss to be one of the Doom 3 bosses instead of the usual patty)! :P
Boltte man 4 Dec, 2016 @ 7:00pm 
Ok, so finally got around to testing this. Yes it does fix it, however it's only suited for a server that's 100% Greylisted, mine has both Whitelisted and Greylisted options, so it doesn't really help the Whitelisted part of it....

I tried it with it only on the D3KF mode and then off for the vanilla mode(as I thought it would work reset zed squad upon map change, but it does not by the looks of it as you need it to be running on the next map for it to work) and it didn't work, this time, all the zeds were invisible!

Is there one where it resets the zed squad at the end of the game(instead of at the start of the game)? Like whenever team is wiped or survives, zed squad is reset to default? Because with that, then I might be able to work it out with only the D3KF mode and hence leave the vanilla side untouched and hence allows perk and achievement progression.
Boltte man 23 Nov, 2016 @ 9:08pm 
End *wave* mini bosses are fine as apparently that doesn't affect vanilla mode, so I guess the only way to meet your hand crafted Doom 3KF bosses is at the end of the each wave...which is also configurable in the Doom3KF.ini file, for if you want 100% chance of mini boss to spawn or 45% chance which is the default value I believe.
Boltte man 23 Nov, 2016 @ 9:05pm 
Oh, just went onto the Zed Manager's workshop page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=98914871 and saw this "Mutator isn't whitelisted".....oh...well it may *not* be whitelisted but could still allow perk and achievement progression(such as was with ServerColor mut that lets you colour your server name and this said mut is *also* greylisted but still allows perk and achievement progression...) which I'll find out once I get back from finishing my game of Metro Last Light.......heh....

If it does turn out that it *does* completely disable perk and achievement progression well then I guess the only fix I have to resort to and is the only one I am currently using is to set end game boss for D3KF mode the normal vanilla patty ONLY.
Boltte man 23 Nov, 2016 @ 8:56pm 
Oh yeah, GSP stands for Game Service Provider in case no one reading this has any ideas. So yeah, should be 24/7 operational unless it's under maintenance....
Boltte man 23 Nov, 2016 @ 8:54pm 
So for anyone else who's reading this, feel free to come join and see for yourself and or stay a while and have fun whilst you're here... The server is located in Australia so AUS players are fine connecting to it but overseas players may have a ping of over 9000! Oops, one too many zeros, the scoreboard only reads a maximum of 999 even if you do actually have a ping over this amount.

Is Zed Manager whitelisted or at least allows perk and achievement progression for when I load it for vanilla play(so that I can force it to reset zed squad)? ...or I could find it out myself....
Boltte man 23 Nov, 2016 @ 8:54pm 
I don't have the server run on just the one game mode, I have different vote options for different modes like that you see. ☺ I've also managed to integrate Toy Master mod to it as well as Objective mode and all it's difficulty. You can check my server out, here's the IP: 45.121.208.12 and find out for yourself if you think I am lying about the different mapvote options that can be picked! The server is operational 24/7, is dedicated type and hosted by GSP and NOT from home...heehee...

Boltte man 23 Nov, 2016 @ 8:51pm 
I know Doom 3KF is not whitelisted! :P I have a seperate mapvote option for vanilla play, so you'll see something like "Vanilla play - whitelisted mode" (for my server it isn't really named this but this is just an example title) (and then various difficulty levels, like for example: "Vanilla play - HOE", "Vanilla player - Hard", etc,.) and "Doom 3KF - greylisted mode" (for my server it isn't really named this but this is just an example title) (and its varing difficulty levels as well so for example: "Doom 3KF - Suicidal", "Doom 3KF - Normal", etc,.)in the map vote option - yes my server is rather adventouros!

[ScrN]PooSH  [author] 23 Nov, 2016 @ 12:48pm 
Doom3 mod is not whitelisted, so you are not getting vanilla perk progression anyway (you see the progress in game, but it is gone on map change).
And yes, Zed Manager can help you to solve this problem.
Boltte man 22 Nov, 2016 @ 7:51pm 
Hm, ok so I would need a mut/mod to force reset zed squads on every map change. Is there such that's made seperate from the ScrN Brutal KF Bundle that also allows perk and achievement progression(as I have both whitelisted and greylisted modes on the same server)? Is the Zed Manager this that I've seen mentioned somewhere in the 12 pages of comments?
[ScrN]PooSH  [author] 22 Nov, 2016 @ 10:52am 
If you are interested in technical details, then there was a major change of zed spawn system in vanilla game (IIRC back in 2013) which broke almost all custom zed mutators. This one still works (thanks to different spawning system), but vanilla game does not reset zed squads on map change anymore, therefore all custom zeds remain from the previous map, even if they are disabled in the current one. If zed is not properly loaded, then it will be invisible on client side.

ScrN Brutal KF Bundle fixes all the bugs mentioned above, that's why it is compatible with almost any custom zeds.
Boltte man 21 Nov, 2016 @ 4:51pm 
So is there no actual fix besides making the entire server custom only and no vanilla mode(s) - which I'm guessing is why the ScrN Brutal KF Bundle *works* with this mod?
[ScrN]PooSH  [author] 21 Nov, 2016 @ 11:34am 
Sentry was removed due to compatibility issues.
Sloth Bear 20 Nov, 2016 @ 8:28pm 
How do I spawn in the sentry???
Boltte man 19 Nov, 2016 @ 4:20am 
oops typo, damn can't edit comments... -.- "to spawn so that means all end game bosses are patty in all D3KF games,"
Boltte man 19 Nov, 2016 @ 4:18am 
But that bundle looks like overkill and too much for me...hahaha I just want to do mine step by step and thus have more control over customization - if I'm not happy with one thing, I can remove it and if I am happy, then I keep it. Does that bundle have a fix for this vanilla issue(or is the fix just pure custom mode and no vanilla mode? - as my server has both vanilla modes and custom together which works for the most part until that endgame boss issue which I found out recently when playing with a bunch of people and wondering where the hell is the patty and then got one shotted and I was like where was he?? And yeah...you know the rest...)? Am I able to just take that part out and port it into vanilla/custom server or not if it does?
Boltte man 19 Nov, 2016 @ 4:18am 
Oh, so it's a known issue? Hmmm :/ I've kinda found a temporary fix which results me commenting out the Doom 3 end game bosses and only allowing the normal patty to spawn so that means all end game bosses are not patty in all D3KF games, which means it *should* be ok for vanilla once you switch back. I was hoping that you will find a fix for this but it would appear it is a known issue and can't be fixed...?

Custom monsters spawn in fine, just the end game bosses that screw up if it's NOT the patty as the game assumes for vanilla play, patty spawns but for some reason or another, it tries to spawn in the last boss that was used from Doom 3 KF mode....and if the last end game boss ISN"T the patty, then it tries to spawn one of the D3 bosses and then makes him invisible!
[ScrN]PooSH  [author] 19 Nov, 2016 @ 3:54am 
Yeah, vanilla is bugged when it comes to support of custom monsters. After playing Doom3 mode you have to restart the game/server before switching back to vanilla. Or you can try the following mod which supports everything:
ScrN Brutal KF Bundle .
Boltte man 18 Nov, 2016 @ 8:43am 
Hi, I have issue, it would appear the vanilla playthrough end game bosses are dependent of what the nedgame bosses are for Doom3KF mode...for example if the endgame boss was patty, then yeah patty will spawn fine for vanilla playthrough when yo uswitch game modes. BUT if endgame boss for Doom3KF was a doom 3 boss, then when switching over to normal vanilla play, it tries to spawn THAT boss but idk, fails and the result is a completely invisible, practically unkillableable as we can't see where it is and may summon minions and which makes us all wipe as we can't kill them either as they're also invisible - even a lvl6 Commando cannot see them with their special ability.....
Boltte man 27 Oct, 2016 @ 1:32am 
ok yep it appears to have fixed that, thanks!
Boltte man 27 Oct, 2016 @ 12:49am 
Oh, I thought you didn't need the original Doom3KF.ini file and its .u, .int, and .ucl files, lol I left them out! Hahahaha It apparently still works with just only the ScrnDoom3KF.u, .int and .u files. I guess I'll have to copy the Doom3KF.ini file back then. Hah.

I'll try that out, thanks!
[ScrN]PooSH  [author] 26 Oct, 2016 @ 11:59pm 
Option to enable Patriarch in Doom3KF.ini:

NormalBosses=KFChar.ZombieBoss_STANDARD
Boltte man 24 Oct, 2016 @ 4:51pm 
Otherwise please fix for less bloat in the log file, thanks!
Boltte man 24 Oct, 2016 @ 4:47pm 
Also these two lines:

Warning: Failed to load 'Class ScrnDoom3KF.Patriarch': Failed to find object 'Class ScrnDoom3KF.Patriarch'
ScrnDoom3KF: Unable to load end game boss class: ScrnDoom3KF.Patriarch

I'm guessing there used to be an option to turn on ScrN Patty instead of the Doom bosses? Or is this just pointing to a null reference that you've removed?