Killing Floor 2

Killing Floor 2

True Solo Mutator
Macrollium  [developer] 2 Jan, 2021 @ 4:05pm
Issue Reporting/Q&A
Have a problem? It'd be best to report it here for me to analyze and provide a solution to when time permits. I spend a considerable amount of time here on a daily basis and receive notifications from any posts made in this thread so issue acknowledgement, identification, and resolution should be pretty quick.


When reporting an issue, please verify these things beforehand:

Are you running the most up-to-date version of the mutator? Have you double checked the file dates to be sure?

Have you followed the provided instructions on the workshop page to the letter? Preferably multiple times and with the same result each time?

Have you customized what you wanted to in the INI properly? Did you check comment code to be absolutely sure you did?

Do you have a reliable method to reproduce your issue? Have you double-checked said reliability with in-game testing?

Are you using any other mods?


I ask that only and only after you have personally confirmed the above, to please provide as much relevant detail regarding your issue as you can in your report here and I promise I'll handle it ASAP.


Have a question regarding this mutator? It'd be best to ask it here for me to read and provide an answer for when time permits. Unique questions and answers will be put on a prominent list for the purpose of visibility to future readers who may find them relevant.

Q&A List

Q: What's causing me to randomly crash when loading into maps?

A: See the linked discussion thread here. KF2 has a nasty CTD issue by defaut and the tweak referenced here should clear that right up.

I'm sure there are other reasons you might crash loading into a map, but this one seems to be the most prominent.


Q: What's causing me to crash when killing the first Zed?

A: An issue I dealt with in the past as a new CD user, that I figure others like me then are likely facing as well. If you're coming from another version of CD, make sure that you're using the proper gamemode name reference in the command string you're using to load matches. If you're using a gamemode name for another version of CD, you'll end up with this issue.

Blackout CD's gamemode name is: ControlledDifficulty_Blackout.CD_Survival
Last edited by Macrollium; 29 Oct, 2022 @ 4:39pm
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Showing 1-10 of 10 comments
AirSneeze667377 7 Jun, 2021 @ 7:55pm 
I ran this with the blackout CD and every time I reload the map for the 2nd time it crashes as soon as round starts. I assume it crashes when the zeds spawn.
Last edited by AirSneeze667377; 7 Jun, 2021 @ 7:57pm
Macrollium  [developer] 7 Jun, 2021 @ 8:45pm 
Can you paste the command string you're using to load up your games?

IRRC, while switching between CD versions in the past, my games would crash upon the first Zed kill because I wasn't aware that the gamemode name for one version of CD wouldn't work if used in a command string loading up another version.
AirSneeze667377 8 Jun, 2021 @ 9:11am 
Originally posted by Macrallex:
Can you paste the command string you're using to load up your games?

IRRC, while switching between CD versions in the past, my games would crash upon the first Zed kill because I wasn't aware that the gamemode name for one version of CD wouldn't work if used in a command string loading up another version.
open kf-Biolapse?game=ControlledDifficulty_Blackout.CD_Survival?MaxMonsters=18?FleshpoundHPFakes=1?WaveSizeFakes=1?FakesMode=add_with_humans?AbominationHPFakes=1?KingFleshpoundHPFakes=1?MatriarchHPFakes=1?HansHPFakes=1?PatriarchHPFakes=1?ScrakeHPFakes=1?TrashHPFakes=1?WeaponTimeout=99999999?QuarterPoundHPFakes=1?Difficulty=3?gamelength=2?SpawnMod=0.75?SpawnPoll=1?MaxHansMinionsToSpawn=18?MaxPatriarchMinionsToSpawn=18?MaxKingFleshpoundMinionsToSpawn=2?MaxKingBloatMinionsToSpawn=18?MaxMatriarchMinionsToSpawn=18?ZedsTeleportCloser=false?mutator=TrueSolo.TrueSoloMutator

I have no mods installed other than TrueSolo and Blackout and two custom maps as I just reset my pc a couple days ago. Im also playing on the beta

(also It might be just me, but on this discussion post, solo run archive, and To-do list, I can't open the links on the blue text)
Last edited by AirSneeze667377; 8 Jun, 2021 @ 9:17am
AirSneeze667377 8 Jun, 2021 @ 9:33am 
Originally posted by AirSneeze667377:
Originally posted by Macrallex:
Can you paste the command string you're using to load up your games?

IRRC, while switching between CD versions in the past, my games would crash upon the first Zed kill because I wasn't aware that the gamemode name for one version of CD wouldn't work if used in a command string loading up another version.
open kf-Biolapse?game=ControlledDifficulty_Blackout.CD_Survival?MaxMonsters=18?FleshpoundHPFakes=1?WaveSizeFakes=1?FakesMode=add_with_humans?AbominationHPFakes=1?KingFleshpoundHPFakes=1?MatriarchHPFakes=1?HansHPFakes=1?PatriarchHPFakes=1?ScrakeHPFakes=1?TrashHPFakes=1?WeaponTimeout=99999999?QuarterPoundHPFakes=1?Difficulty=3?gamelength=2?SpawnMod=0.75?SpawnPoll=1?MaxHansMinionsToSpawn=18?MaxPatriarchMinionsToSpawn=18?MaxKingFleshpoundMinionsToSpawn=2?MaxKingBloatMinionsToSpawn=18?MaxMatriarchMinionsToSpawn=18?ZedsTeleportCloser=false?mutator=TrueSolo.TrueSoloMutator

I have no mods installed other than TrueSolo and Blackout and two custom maps as I just reset my pc a couple days ago.

(also It might be just me, but on this discussion post, solo run archive, and To-do list, I can't open the links on the blue text)
i seem to have fixed it. I found this post: https://steamhost.cn/steamcommunity_com/app/232090/discussions/0/3020122487792717392/
basically told me to go into KFEngine.ini and change MaxObjectsNotConsideredByGC=179220 to MaxObjectsNotConsideredByGC=33476
Last edited by AirSneeze667377; 8 Jun, 2021 @ 9:34am
Macrollium  [developer] 8 Jun, 2021 @ 2:03pm 
Originally posted by AirSneeze667377:
(also It might be just me, but on this discussion post, solo run archive, and To-do list, I can't open the links on the blue text)

Oh, those are just blue-bolded title names for sections that are, at the moment, empty. For formatting purposes only. Hyperlinks are the underlined solid white text like the one you included in post #4.

Originally posted by AirSneeze667377:
i seem to have fixed it. I found this post: https://steamhost.cn/steamcommunity_com/app/232090/discussions/0/3020122487792717392/
basically told me to go into KFEngine.ini and change MaxObjectsNotConsideredByGC=179220 to MaxObjectsNotConsideredByGC=33476

Right, it's been so long since I've fixed this I've almost forgotten about it.

KF2 has a horrible crashing issue by default with the setting you tweaked. If left with its default value, you'll just constantly crash to desktop at random upon loading up a new map. Considering how long KF2 takes to just boot up, this is an utter nightmare for anyone not knowing a fix exists.

Glad to see you've fixed it. I'll make an addition to the OP for anyone else encountering this and the other crashing cause I mentioned.
Plague 29 Oct, 2022 @ 12:54am 
It seems than when playing on the normal difficulty the zeds never spawn. The zed spawn counter starts at the standard amount and then reduces until it reaches 0 with no zeds ever appearing in game for you to kill. The game then freezes requiring a complete restart of the system. This issue is not present on higher difficulties.

Do you have any idea of what is causing this problem? or how to fix it?
Macrollium  [developer] 29 Oct, 2022 @ 1:41pm 
Originally posted by N/A:
It seems than when playing on the normal difficulty the zeds never spawn. The zed spawn counter starts at the standard amount and then reduces until it reaches 0 with no zeds ever appearing in game for you to kill. The game then freezes requiring a complete restart of the system. This issue is not present on higher difficulties.

Do you have any idea of what is causing this problem? or how to fix it?

That's bizarre. Although it's been some time since I've interacted with or even looked at the mutator code, I can't immediately imagine why it would cause anything like that as I'm pretty sure it doesn't and has never needed to touch anything spawning-related to accomplish its purposes.

I'll attempt to reproduce the issue given the simple setup.

Pondering it a bit more, this sounds like something that would happen with mods along the lines of CD that explicitly manipulate spawning. Still need to see the mutator's role myself though, if it has any. Shouldn't take long.
Macrollium  [developer] 29 Oct, 2022 @ 2:06pm 
Originally posted by Macrallex:
I'll attempt to reproduce the issue given the simple setup.

Issue's been successfully reproduced.

Loaded up a 7-wave Normal Nuked game. While Zed spawning still functions, most Zed types, outside of the Bloat at least, have strangely lost their ability to move resulting in the AI Director automatically killing the ones not immediately and clearly visible.

Killing one sometimes resulted in the game freezing and holding my PC hostage. Alternatively, the game would also freeze after a short but seemingly random amount of time without any personally killed Zeds. In either case, it was necessary for me to SuperF4 it to regain control without performing a hard restart.


Now, if I had to guess once more as to the cause of all this after what I saw, I'd say that there's something up with the Zeds' default speed values I set for Normal in particular. Despite my current unfamiliarity with the code, I remember leaving plenty of documentation as to what is where so checking and revising those values shouldn't be too difficult assuming first that my suspicions are correct.
Last edited by Macrollium; 29 Oct, 2022 @ 2:36pm
Macrollium  [developer] 29 Oct, 2022 @ 3:14pm 
Originally posted by Macrallex:
...I'd say that there's something up with the Zeds' default speed values I set for Normal in particular.

A cross referencing of the mutator's INI and .uc file for Zeds has revealed that the move speed values for weak Trash Zeds -


*Gorefasts
*Stalkers
*Slashers
*Cysts
*Clots
*Abomination Spawn
*Crawlers


- on Normal aren't even listed and likely never were in the INI with the variable names for their Hell on Earth move speed scales erroneously taking the handful of spots intended for the Normal move speed scales on lines 1961-1967.

Due to how often various value organization formats are used within the INI, it's likely this error was the result of forgetting to properly edit a copy and paste towards the end of the mutator's active development over a year ago and it was unfortunately never caught until now due to the lack of interest in playing on Normal by myself and others.

The issue currently seems like an easy fix - a matter of changing 7 value suffixes. I'll do that, update the mutator, then check again if the issue persists.
Last edited by Macrollium; 29 Oct, 2022 @ 4:26pm
Macrollium  [developer] 29 Oct, 2022 @ 3:56pm 
Originally posted by Macrallex:
The issue currently seems like an easy fix - a matter of changing 7 value suffixes. I'll do that, update the mutator, then check again if the issue persists.

After another brief test, it appears that the issue has been fully resolved after an accurate identification of the cause.

Weak Trash Zeds have regained their mobility on Normal and the game no longer risks a potential freeze after killing a Zed or a guaranteed one after a seemingly random but short period regardless of player action.

Thanks for making me aware of this particular, apparently long-standing, issue N/A. Let me know if you encounter any others going forward.
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