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Just server ^
great work btw
Nothing game-breaking in my opinion but Zekaryth might be onto something.
That being said the update is very much appreciated, bloat death looks a lot better.
It seems that everything is working perfectly fine now, besides shooting ZEDs with specific weapons, pistols especially. Whenever I line up a shot with any pistol in ZED time, the game kind of just lag spikes and crashes, I can show the crash log if needed. This does happen outside of ZED time as well but it mainly happens inside it. I've got 3 crashes in the past 15 minutes because of that.
According to a friend however, the bullets have no clue what they are hitting? It's a tad bit annoying, I don't mind restarting, but...it happens too often.
Tried the mod, it works like a charm. Kind of want to play KF1 even more now xD
You're sweet, thank you so much! Especially for the fast response! ^.^
Killing Floor 1 does not save stats when running most mods, and because of this, someone by the name of Marco created a mod called ServerPerks, which saves Perk statistics locally on your machine(or server if you're hosting one). You can find it on the Workshop here!
P.S. I think what makes the mod/older zeds more satisfying is probably the sound effects whenever you hit/kill a zed. It just feels so glorious hearing pellets smack a zed out of existence :D
First of all I really wanna say that this mod is immensely fun and an amazing throwback. Something about it just feels MUCH more satisfying than Vanilla KF1.
However...as someone new to modding this game...is it normal for Leveling Progression to not save? I'm playing with this Mutator while leveling up my Support. Once I activated it, I've noticed the progression going up, but once I fail the wave / exit the game, the progress just reverts back to what it was like before. I've lost like 30k door welding points this way.
Now, regarding the server, I am hosting it via SteamCMD. I host the server on another Windows user so that Steam directly logs in, I launch the server, then I go back to my other user where I launch Steam once more and THEN the game.
Is there a way to solve/fix this? I am running a couple of mods, but neither of them should conflict with this mod whatsoever. This is the Mutloader.ini after removing this mod:
bDebug=true
Mutator=KFPatHPLeft.MutPatHPLeft
Mutator=MutKillMessage.MutKillMessage
Mutator=KFARGChat.KFARGChat
Mutator=AllTradersMut.AllTradersMut
Mutator=AdminPlus_v4.AdminPlus4Mut
Mutator=SetPlayerLoadout.SetPlayerLoadout
Mutator=CountryTags.CountryTags
Mutator=MutVisibleSpecsX.MutVisSpecs
Mutator=DropAllWeapMut.DropAllWeapMut
Mutator=KFShareCash.KFShareCashMut
Mutator=ZedKillCount.ZedKillCount
Mutator=FPSpinMut.FPSpinMut
By the looks of it, it seems to crash directly after firing the Desert Eagle. I've had crashes like this before by firing other hitscan weapons, but it's not common(?) enough to worry about it, and it does happen regardless whether you're running any mods or not judging by some reports on the forums of people having this happen in unmodded Killing Floor.
https://pastebin.com/aqs7mpm9
The Bloat puke-death emitter is intentional as that is how behaved in the Killing Floor mod. I am, however, currently working on including a list of options to choose from, including enabling/disabling features from the original mod(such as that bloat emitter and various other things).
Thanks for the feedback!
I'm using both the chaingunning and explosive FP, regular kfmod FP is too ugly to be seen up-close IMO XD
Some things I noticed that would be nice if improved:
* crawler walk anim is too slow for their current ground speed (probably a problem with other zeds but mostly noticeable with crawlers)
* bloat post-death puke emitter lasts about twice as long as you would reasonably expect it.
https://youtu.be/ItSdKJu7KXE