Killing Floor 2

Killing Floor 2

KF1 Manor
 This topic has been pinned, so it's probably important
Kill Master  [developer] 11 May, 2016 @ 12:30am
Bug list (Please post bugs here)
Please post any map related bugs and glitches here. :peace:
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Showing 1-15 of 23 comments
ConfusedNyan 12 May, 2016 @ 2:57pm 
Here are my observations:

--Could do with a little (more) fog/smoke for depth. (Minor)
--The curtain near the piano? I see the rod but there's no curtain. Also, no curtains elsewhere on the map (second-level door by the trader). Is that a material or engine limitation? I suspect it may already be on your to-do list. (VERY minor)
--Ammo/weapon drops. Would be great in later waves (e.g. fleshpound and boss waves), especially in multiplayer games (I tested this solo.) (Major)

Otherwise, I really like how this came out.
Kill Master  [developer] 12 May, 2016 @ 3:33pm 
Originally posted by HomuHomu IJ:
Here are my observations:

--Could do with a little (more) fog/smoke for depth. (Minor)
--The curtain near the piano? I see the rod but there's no curtain. Also, no curtains elsewhere on the map (second-level door by the trader). Is that a material or engine limitation? I suspect it may already be on your to-do list. (VERY minor)
--Ammo/weapon drops. Would be great in later waves (e.g. fleshpound and boss waves), especially in multiplayer games (I tested this solo.) (Major)

Otherwise, I really like how this came out.

Thank you for the feedback its much appreciated. :peace:

• The lower fog density was both a conscious decision as well as a necessary one. I intentionally made the fog less dense because I think it gives a more realistic effect of the fog rolling in off the lake, however it was also necessary because of the improper blending on other transparent surfaces (most notably the water, it looks very murky)
In order to compensate for the less dense fog I added a depth based blur to enhance the effect. (Which you may or may not have noticed depending on your current graphics settings)

• The lack of curtains was due to an exporting error from KF1, so I will likely be creating ones from scratch.

• I honestly completely forgot about the ammo and weapon drops, so those will be going in with the next update. (it’s funny, after almost 550 subscribers you’re the first one to point this out :D:)
Last edited by Kill Master; 12 May, 2016 @ 3:39pm
ConfusedNyan 12 May, 2016 @ 3:57pm 
I have an NVidia GeForce GTX 750Ti and an AMD Radeon R9 270 in this box. I'm using the former presently, and it can't handle the "Ultra" setting that the latter can. I'll have to try that out on the other card. I had a feeling that the fog decision was a possible conscious one, and like I said, it was a minor thing to me.

But yeah, the lack of ammo/weapon drops is the only "real" concern I had.

Thanks and keep up the good work!
Hokia 14 May, 2016 @ 4:21am 
It seems like your map has some performance issues. It will go straight from 60fps right down to 30 and then back up to 60fps again.This usually happens outside in the caves by the crashed helicopter and the trader on the swamp house. Turning down my settings didnt seem to have an effect. Great map overall, though
DRACH 14 May, 2016 @ 11:11am 
Cockroaches, Ladybugs, Flies! :claugh:
Molly  [developer] 14 May, 2016 @ 1:04pm 
A few team mates and I got locked in the trader area right before the boss wave. We joked that it added to the genuine KF1 immersion. If you want a clip of it when it happened, I have a shorl one I can pm you.
Kill Master  [developer] 14 May, 2016 @ 1:33pm 
Originally posted by mollycious intent:
A few team mates and I got locked in the trader area right before the boss wave. We joked that it added to the genuine KF1 immersion. If you want a clip of it when it happened, I have a shorl one I can pm you.

Sure, if you want you can drop a link to the clip on my profile. It would definitely help. :D:
Kill Master  [developer] 15 May, 2016 @ 3:21pm 
Originally posted by NEXT:
http://www.geocities.jp/hij360/kf2/5656.gif
Bloat Loop
Thanks for the tip, I'll definitely take a look at that. :D:
ConfusedNyan 15 May, 2016 @ 6:54pm 
Found another sticky spot much like what NEXT mentioned, but in the upper floor of the manor, in the "timber" area, at the hole above the floor near the fireplace. A scrake got stuck there and wouldn't drop through it.
Kill Master  [developer] 15 May, 2016 @ 7:48pm 
Originally posted by HomuHomu IJ:
Found another sticky spot much like what NEXT mentioned, but in the upper floor of the manor, in the "timber" area, at the hole above the floor near the fireplace. A scrake got stuck there and wouldn't drop through it.
I am aware of the issue and am working towards a fix. :D:
ConfusedNyan 15 May, 2016 @ 11:43pm 
Ah, cool. Wasn't sure but I figured I'd report it anyway. :)
Kill Master  [developer] 16 May, 2016 @ 6:03am 
Map updated to Beta 3 (B3)

• Added ammo drops & weapon spawns.
• General collision improvements.
• Increased door trigger radius.
• Pathing tweaks on main floor & basement.
• Changed lighting in dining room.
• Performance improvements. Overall frame-rate remains the same, however the frame consistency has been drastically improved, and users should no longer get massive frame drops when confronting large swarms of zeds.

• Added cloth drapes to dining room & boathouse, also added plastic shower curtain around upstairs bath tub.
ConfusedNyan 18 May, 2016 @ 2:19am 
Ah yes, that's the ticket! I need to go play this again on KF1 for some comparisons.

Again, I REALLY love this map and the treatment you gave it so that the KF2 engine and materials do it justice!
Just played the map, looks and plays great!
Anyways, bugs:
1. Patriarch gets stuck VERY often. Seems to happen everywhere, but I saw him get stuck in at least 6 or 7 different points outside and once or twice inside the manor. He wouldn't move until someone got close to him.
2. If someone is inside the trader room in the manor when trader time ends, they will get stuck in the room with the trader. Someone in my group got stuck in the trader room when we got to the Patriarch, heh.

Edit: Actually, his pathing altogether was pretty broken. Might've had to do with someone getting stuck in the trader room. He'd be attacking someone, then run off to nowhere, yell "Hide and seek, I love that game!" and we'd have to spend a couple minutes trying to find him (since he was stealthed).
Last edited by MrRogersBestNeighbor; 20 Jul, 2016 @ 8:15am
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