Killing Floor 2

Killing Floor 2

HARD BOSS MODE
 This topic has been pinned, so it's probably important
H U N ナ E R  [developer] 28 Mar, 2018 @ 4:49am
Support for your gamemodes
HARD BOSS mode is designed so that it is not able to conflict with any gamemode. If you want me to add your gamemode to support, then leave it's name. If your gamemode changes the HUD (GFx) in the game, you need to contact me, so that I can add compatibility to your changes.

Example names of gamemodes:
KFGameInfo_Survival, CD_Survival, FSGameInfo
< >
Showing 1-5 of 5 comments
Leenker 5 May, 2018 @ 10:14am 
I'm currently using this Controlled Difficulty Tiger build version. Could you try to update for supporting this version because Multi Boss doesn't work .
H U N ナ E R  [developer] 5 May, 2018 @ 10:47am 
Originally posted by HIS | Leenk:
I'm currently using this Controlled Difficulty Tiger build version. Could you try to update for supporting this version because Multi Boss doesn't work .
This will not work with the Tiger's build, because official CD and the Tiger's build have the same name of gamemode (ControlledDifficulty.CD_Survival). It causes conflict. I will not support the Tiger's build until he changes the name of gamemode.
Last edited by H U N ナ E R; 5 May, 2018 @ 10:48am
Leenker 5 May, 2018 @ 11:25am 
I don't see anything different much between CD and Tiger's build.

As Tiger said

"Blackout's CD and my CD do not handle bosses much differently. Mine correctly applies HPFakes to Abomination and KingFleshpound by using localization keys instead of classnames to compare. His does not (Though I have given blackout the code to fix this, if he uses it- that is up to him). That's the only real difference in boss handling between the two. There are other ways to detect the difference between blackout's CD and mine in a mutator than looking at the filename."
H U N ナ E R  [developer] 5 May, 2018 @ 11:52am 
Originally posted by HIS | Leenk:
I don't see anything different much between CD and Tiger's build.

As Tiger said

"Blackout's CD and my CD do not handle bosses much differently. Mine correctly applies HPFakes to Abomination and KingFleshpound by using localization keys instead of classnames to compare. His does not (Though I have given blackout the code to fix this, if he uses it- that is up to him). That's the only real difference in boss handling between the two. There are other ways to detect the difference between blackout's CD and mine in a mutator than looking at the filename."
You did not understand me. It's not about how they differ. The fact is that the support for other gamemodes only happens using the source code. I can not simultaneously support two (Blackout and Tiger) "CD_Survival" names.
Last edited by H U N ナ E R; 5 May, 2018 @ 11:53am
Tiger (Banned) 5 May, 2018 @ 12:17pm 
In the interest of maintaining code-compatibility with Blackout's main branch of CD- the mutator name and gamemode name of my custom CD build will not be changed. Blackout is welcome to merge my custom build and features into the main branch any time he wants thereby completely outmoding my custom build in the process. I fully intend to keep it this way as I do not want to support and maintain my custom build forever. (EG when I lose interest in the game) As a direct result both my build and blackout's controlled difficulty are mutually exclusive on a server, and clientside use of the launch command for CD will result in the use of whichever version is in the user's published folder (though a client can be subscribed to both versions without issue)

There are other methods of detecting the differences between my build and Blackout's main branch than using the gamemode name, For example the value of `CD_COMMIT_HASH as defined by CD_BuildInfo.uci include will always be "TIGER" in my version. This value is not a valid GitHub commit hash and will never be used in Blackout's offical version of CD. There are also variables and public functions in my version that do not exist in Blackout's ControlledDifficulty that could be used to detect the presence of my build. The only difference in boss handling between my version and Blackout's is that my build compares LocalizationKeys rather than classnames so it can correctly apply BossHPFakes where Blackout's currently does not and as a result in Blackout's CD KingFleshpound and Quarterpound HP Fakes are currently scaled with FleshpoundHPFakes since both of those extend off of the Fleshpound base-class. The Abomination and KingFleshpound do not extend the MonsterBoss class and HPFakes do not apply correctly in Blackout's CD (Though I have sent Blackout my code to fix this in his version if he wants to.)

Since Hunter's HardBoss mutator is not open-source I cannot offer a mutually acceptable solution for compatibility with my version of CD as I cannot readily see what he is doing. If however, you are looking for a hardboss mutator that is compatible with both Blackout's CD and my version of CD- Kore has a customboss mutator that works just fine with my build and blackout's CD without being a gameinfo mod. I cannot speak for the differences between Hunter's HardBoss mutator and Kore's customboss mutator.

Iramok's RPW Mutator is also compatible with my custom build of CD and supports multiple bosses at once, though I think both Hunter's mutator here, and Kore's customboss mutator handle bosses dying better than RPW does if I recall correctly.

Like Blackout's Controlled Difficulty- my custom build is open source and you are welcome to go through the process of forking, editing, and compiling a version that has a different gamemode name if that is what you really want- however I will not be responsible for supporting any forks of my custom build just as I do not expect Blackout to be responsible for supporting my custom build of his Controlled Difficulty mod.
Last edited by Tiger; 5 May, 2018 @ 12:59pm
< >
Showing 1-5 of 5 comments
Per page: 1530 50