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[0017.23] Warning: Property bSkipPostTickComponentUpdate of PointLight is not serializable for package: ..\..\KFGame\Cache/670421536/0/BrewedPC/KF-Deck17_V1.kfm
[0017.23] Warning: Property bSkipPostTickComponentUpdate of PointLightMovable is not serializable for package: ..\..\KFGame\Cache/670421536/0/BrewedPC/KF-Deck17_V1.kfm
[0017.23] Warning: Property bSkipPostTickComponentUpdate of PointLightMovable is not
[0017.24] Critical: appError called: ReadFile failed: Count=-1 BufferCount=-415860 Error=appGetSystemErrorMessage not supported. Error: 0
[0017.24] Exit: Executing UObject::StaticShutdownAfterError
[0017.24] Log: appRequestExit(1)
./startserver.sh: line 1: 22150 Aborted (core dumped) ./Binaries/Win64/KFGameSteamServer.bin.x86_64 KF-MoonRaker?game=KFGameContent.KFGameInfo_Endless?Difficulty=3
Any idea?
You're very welcome
The map scale increase was completely intentional, and necessary. Unless you’re a fan of being completely overwhelmed by zeds immediately after the wave starts, you wouldn’t want it to keep the original UT scaling. (The KF1 version also had the same scaling as this map)
This was originally a PvP map, it was never designed for a wave based Horde Mode like Killing floor.
So long story short, No I don’t have any plans on creating a version with the original scaling.
Hosted on HplssDmcrcy|Ranked|HOE|50+CustomMaps|32Players
IP: 23.24.240.133:7777
https://steamhost.cn/steamcommunity_com/groups/hopelessdemocracy
When it comes to custom maps the workshop has a pretty good interface, it also has the benefit of hooking directly into the game as well as servers. Something that people may be unaware of if they haven’t uploaded anything to the workshop before is that it also provides a very detailed Statistics page [i.imgur.com] for the authors.
However with all that being said there are *MANY* draw backs and lacking features that I wish the workshop had, some of which are; the inability to provide a direct download to the workshop file that hooks in to the ranking and statistics of the item, as well as the generally poor support for anything that isn’t a map or otherwise “drag and drop file” .
Now with all that said I am definitely looking forward to what you’re putting together and will give your “playground” a try once it’s up and running.
(Stupid character limit XD )
While I respect the Steam Workshop, I feel it's very limited in design for you authors/designers/modders... I will be creating a feature-rich playground for you folks over at the bizzy playhouse website, where you can update your maps freely, have ranking, post special instructions for your users... It's still under development, but rest assured, it's coming...
There will be no cost to join, even TW developers are welcomed to have a home at the website too... :)
You’re not allowed to double post on the Workshop, it would also cause the file the submission to lose its ranking on the Workshop. Not to mention people would then have to subscribe to a new item just to get the updated version.
Each time when you want to update the map
just make a new steam page
then problems solve
Alright that's good to know.
Honestly,this problems is very rare
Do you have problems with other Workshop maps, or just the ones I’ve uploaded?
have to do it on my way
del all Cache!!!!! lol
Change Log
As of right now I don’t have any plans to port any more KF1 custom maps, I am instead focusing my attention towards KF1’s base maps.
My only problem with this map is that there are a few ai problems where some of the enemies will get stuck at a box and refuse to move and there's also a husk that seems to be having trouble getting around a box near a red teleporter in every round and only starts running at you once you go to the red teleporter
It's still a great map and really fun to play. I also love the teleportation mechanics.
The map does not play “Hyperblast-Redux”, not because I don’t want it to, but because I’m unable to get any custom tracks working properly in KF2.
(This is something Tripwire has yet to allow in community made maps)
So if you want to hear some custom tunes in community maps make your voice heard on the TW forums and hopefully we can get this feature enabled.
@Frenzied Penguin
Thanks
...on that note any interest in adding Hyperblast?
To port maps into KF2 I use:
- 3DS Max [For fixing the inevitable tilde wave of problems with the exported mesh, as well as prepping for export to UDK]
- Photoshop & Quxel [For texture re-mastering as well as fixing up problematic textures]
- Substance painter & Designer [For creating custom materials as well as painting any custom geometry I’ve created]
Applications that are used on occasion:
- Autodesk Mudbox
- Adobe Illustrator
- Nuke
- Form-Z
- Speedtree
i have a"?" : maps ar created for kf2 only in sdk or any other programs ,like blender ,3dmax ,etc?
I’m glad I could help bring back a piece of your childhood.
Getting the AI to path through the teleporters is fairly simple, it’s just that you don’t see them used very often.
@ Flupp1, damn_pastor, Ramare
I currently don’t have any plans to port any more Unreal Tournament maps as I currently have other projects on the go, However I may revisit some in the future.
Change Log
You most definitely can use the map on your server. :)
Hope you enjoy the map.
Glad you like the map.
I am aware that the lava is annoying, however that was intended and will not be changed unless it becomes a major hindrance to level flow and playability.
Rest assured that this will most likely be the only map I ever put out that has a feature such as this.
@Glowth
Thanks for subscribing, hope you like the map.
@NekreS & Эндрю
A detailed explanation of why the map size is so big can be found as a pinned topic under the “Discussions” tab
Link to Topic
I had just one problem. The lava. It killed me when a Crawled pushed me into it.
I think, in HoE or Suicidal it would be a really annoying thing.
I suggest put a glass onto it. The view won’t get damage and the problem will be solves as well.
I’ll stay tuned.