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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.
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)
basically told me to go into KFEngine.ini and change MaxObjectsNotConsideredByGC=179220 to MaxObjectsNotConsideredByGC=33476
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.
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.
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.
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.
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.
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.