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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.
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.
Great mod so far, it's a nice change of pace from the usual KF2 gameplay, keep up the good work dude
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.
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
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.
The gameplay so far is awesome, and I was wondering is there anything I can do to help you get this fixed?