Killing Floor 2

Killing Floor 2

Killing Floor 1 Game Mode
125 Comments
AKA_Trunk Monkey 18 May, 2022 @ 11:41am 
Anyone interested could probably download the version of KF2 that works with this mod. It's possible to set up a server, but advertising the server would be an issue.
mushy 23 Jun, 2021 @ 11:09pm 
bug splat ;P
sev 4 Mar, 2020 @ 5:27pm 
homie right below you said it doesn't so probably not
Hakurei Reimu 4 Mar, 2020 @ 3:20am 
does it still work?
For The Love Of Fire 2 Nov, 2019 @ 4:52pm 
doesnt work anymore
K-Smooth 11 Oct, 2018 @ 2:15am 
I'm interested in trying this mod, it sounds fantastic. Is that possible update coming soon?
Star  [author] 25 Aug, 2018 @ 1:54pm 
Busy with work and im out on a trip now but ill try to update it real quick with the new guns and stuff when i get back home in a few days
Gear Shift 24 Aug, 2018 @ 10:49pm 
Wish this was updated. Still fun to run on my server though.
Fate Ebxyr 15 Jun, 2018 @ 2:37pm 
I love you -Patrick Star
Rascal 18 Oct, 2017 @ 4:45pm 
You should start a bugs or a suggestions discussion for this mod. I have a few things I'd like to mention.
Star  [author] 23 Aug, 2017 @ 7:37pm 
I use the command line too cause you can't do certain things without it (at least you couldn't a while ago)
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X 23 Aug, 2017 @ 1:19pm 
Looks like it, I've only tried it with the commandline upload tool though. The Config directory for .ini files should also be next to BrewedPC (not under BrewedPC\Packages\) in my experience.
Star  [author] 23 Aug, 2017 @ 1:07pm 
Oh they support INTs now? I'll try it like that with the next update. I'll try to push one out tomorrow, kinda busy with other stuff today.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X 23 Aug, 2017 @ 11:17am 
And I see you've probably put KF1.int in ...\<upload-dir>\BrewedPC\Packages\Localization\INT\ (as described here [tripwireinteractive.atlassian.net]) putting them in ...\<upload-dir>\Localization\INT\ (so Localization next to BrewedPC instead of a subdirectory of Packages) instead worked for a mod I'm developing, so you may want to try that instead. Then they should "land" in ..\My Games\KillingFloor2\KFGame\Localization\INT, so I reckon a pre-pasted KFGame.int won't overwrite the original... YMMV.
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X 23 Aug, 2017 @ 11:15am 
I'm just testing it on a small test server, need to test more but no more crashes so far! \o/

Still having door related problems on the KF-KF1 maps though (trader doors not opening, doors looking open when shut).

I was able to join my server with my client unsubscribed (and cache cleared), then my client automaticly downloaded it from the workshop so that is working nicely. I did have to do the .int file thingy though.
Star  [author] 23 Aug, 2017 @ 10:18am 
Thanks for the feedback, I was thinking the player speed was a bit high too, but I didn't actually play a full match in HoE so I wasn't sure.

I changed the 9mm and made everyone spawn with it so I'll look into the issue with spawning 2.

Also I didn't replace the guns from the random pickups with the modified ones and the trader doesn't have the originals of any modified guns so you won't be able to see or sell them in the shop, so I'll try to find where the pickup list is and fix it so it spawns the intended weapons.
Fentiman 23 Aug, 2017 @ 9:23am 
By the way I encountered a couple of bugs. I started out as Gunslinger so this might not happen for other perks, but I spawned with two 9mm's. They weren't dual 9mms but instead took up separate slots. Also I wasn't able to see a few weapons in my inventory. I picked up a medic pistol and pump shotgun and was unable to see or sell both of them.

Great mod so far, it's a nice change of pace from the usual KF2 gameplay, keep up the good work dude
Fentiman 23 Aug, 2017 @ 9:23am 
It's working much better than before, I was able to play an entire match without crashing. I kind of feel that the mod makes the game a bit too easy though, even on suicidal. I'm not sure how you'd balance this out... Maybe try lowering the player movement speed a little more? I think knife movement speed should stay the way it is.

Also if this is possible without too much work, I think you should consider making it so that shooting in zed time is hitscan rather than projectile-based, just like the first game, and maybe try removing the annoying zed-blocking mechanic if possible. And one last thing, maybe try removing the ability to cancel a reload animation? I'm not even sure if that's possible with the way the game is programmed, but if it is I'd consider giving it a shot.
Fentiman 23 Aug, 2017 @ 8:26am 
Thanks man, I'll give it a go!
Star  [author] 22 Aug, 2017 @ 8:48pm 
Ok It's updated to work with the most recent version of the game, and has all the weapons added to the shop.

Remember to copy paste the .INT files from the mod's directory into your steamapps/common/killingfloor2/KFGame/Localization/INT folder, as well as the contents of the PasteMe File into the top or bottom of KFGame.INT in that same directory (open with notepad).
This will ensure your text in the game appears normally and not KFWeap_Whateverweapon.INT
Star  [author] 22 Aug, 2017 @ 7:42pm 
Was tryin to make a new weapon but it's too complicated for now so ill just push out the update
Fentiman 22 Aug, 2017 @ 10:54am 
Hey dude, how's the update progress coming along?
Luca 17 Aug, 2017 @ 10:21am 
Brilliant idea! going to try this out surely is amazing
lazzozd 15 Aug, 2017 @ 1:00pm 
N!CE
Star  [author] 12 Aug, 2017 @ 9:23am 
They probably changed a decent amount of things I'll have to fix, and some client server replication issues (client sees door as open where server says its closed)
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X 12 Aug, 2017 @ 9:01am 
Great, I'm really looking forward to it!

Don't know if it helps, but I found this in the server log:

[0984.08] ScriptWarning: Accessed array 'KF1_GameInfo_0.AIClassList' out of bounds (11/11)
KF1_GameInfo KF-Farm.TheWorld:PersistentLevel.KF1_GameInfo_0
Function KFGame.KFGameInfo:GetAISpawnType:0016
[0984.08] ScriptWarning: Accessed null class context 'TempSpawnList'
KFAISpawnManager_Long KF-Farm.TheWorld:PersistentLevel.KF1_GameInfo_0.KFAISpawnManager_Long_0
Function KFGame.KFAISpawnManager:GetSpawnListFromSquad:022C
[0984.08] ScriptWarning: Accessed null class context 'TempSpawnList'
KFAISpawnManager_Long KF-Farm.TheWorld:PersistentLevel.KF1_GameInfo_0.KFAISpawnManager_Long_0
Function KFGame.KFAISpawnManager:GetSpawnListFromSquad:026E
[0986.51] Log: === Critical error: ===
Fatal error!

And on some maps, initially the doors look open but are actually closed, not a big deal, just thought I'd mention it.
Fentiman 12 Aug, 2017 @ 8:34am 
Thank you, I'm excited to see what you come up with
Star  [author] 12 Aug, 2017 @ 1:17am 
I've been getting back into modding recently so I'll probably fix this up to work with the newest version and add some stuff within the next week or so
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X 11 Aug, 2017 @ 8:14pm 
Trying to setup a server with this mod + a bunch of kf1 ported maps. But unfortunately it crashes after the start of the second wave and before that the trader door doesn't open....

The gameplay so far is awesome, and I was wondering is there anything I can do to help you get this fixed?
Fentiman 6 Aug, 2017 @ 6:13pm 
Just tried it again and it crashed during wave 2. I'll try waiting for an update. Thank you for making this mod by the way, this mod is exactly what I've been waiting for
Fentiman 6 Aug, 2017 @ 1:07pm 
I was able to get it started but it crashed halfway through wave 1 :( Is the mod outdated?
Sasha Pines (no brain) 24 Jul, 2017 @ 8:35pm 
old game mechanic is verry fun and i love it
Lummphy 2 Jul, 2017 @ 9:27am 
To run it solo, it only goes on hard dificulty, there are a lot of missing weapons too
whatever... 14 May, 2017 @ 7:36pm 
oh nevermind
whatever... 14 May, 2017 @ 7:36pm 
you can play online with this mod downloaded?
BluSplatKid 10 Apr, 2017 @ 1:20pm 
oh...
Star  [author] 10 Apr, 2017 @ 10:44am 
I just did it in wordpad lol, compiled with their editor on a command line
BluSplatKid 10 Apr, 2017 @ 1:11am 
what kind of program did you use to make this?
BluSplatKid 1 Apr, 2017 @ 1:15am 
alright take your time :steamhappy:
Star  [author] 1 Apr, 2017 @ 1:15am 
sure but i got a ton of school work to do this weekend
BluSplatKid 1 Apr, 2017 @ 1:13am 
can you make a no zed sprint mod?
Star  [author] 22 Jan, 2017 @ 6:08pm 
It's finally updated to work with the newest patch. I'll try to keep it up to date whenever they add stuff from now on and not let the amount of stuff I need to do to update it pile up so I don't feel like doing it >.>
Viper 7 Nov, 2016 @ 12:28pm 
hope this'll get fixed was looking forward to playing this with my friend. take your time though.
Refloxi 14 Oct, 2016 @ 6:48am 
is this updated with swat?
Star  [author] 21 Aug, 2016 @ 1:51am 
Ye I'll get an update out for it tomorrow i guess
Hokia 20 Aug, 2016 @ 7:37pm 
1042 update?
Lok1ch 4 Aug, 2016 @ 10:30pm 
Народ кто нибудь знает как из игры этот мод вынуть?
Lok1ch 31 Jul, 2016 @ 12:20pm 
Directlink for download this , pls
Bunslinger 19 Jul, 2016 @ 1:46am 
ok, so i just assumed since the text was weird that any broken text meant broken functionality, but it seems weapon-related perk skills don't work. things like any tactical reload, mag size increase, non-passive damage increase, stun/knockdown enhancements, stuff like that
Bunslinger 19 Jul, 2016 @ 1:38am 
no i'm sure they don't work, i use the first mag size increase skill for commando, which should give me 30 rounds for the scar, but with this game mode it's the default 20. i'll test others to see if this is across the board or just that one instance.