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The Brute :: Final Release

Arlieth

FNG / Fresh Meat
Feb 21, 2011
16
1
0
California, USA
This is an awesome mod. Exactly what was needed to freshen up the game a bit; it also nerfs sharpies without directly affecting them and encourages teamwork. Great job guys, congrats!
 

Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
180
0
So the whitelisted version is with the old mesh, texture, and the Fleshpound animations? Well that's quite a shame. It seemed like that much needed face lift for the Brute was just on the horizon, but releasing the update now would be fairly pointless given that it wouldn't be whitelisted and actual whitelist updates are ways apart.
 
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Benjamin

FNG / Fresh Meat
May 17, 2009
3,650
635
0
France
So the whitelisted version is with the old mesh, texture, and the Fleshpound animations? Well that's quite a shame. It seemed like that much needed face lift for the Brute was just on the horizon, but releasing the update now would be fairly pointless given that it wouldn't be whitelisted and actual whitelist updates are ways apart.
It is a shame, but we were given no warning that TWI were about to release an update. :(
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
As long as the coding is kept the same, you should theoretically be able to change the anims and textures and not affect the W/L status, because it is the mutator that is whilelisted and not the media files?
 

Benjamin

FNG / Fresh Meat
May 17, 2009
3,650
635
0
France
As long as the coding is kept the same, you should theoretically be able to change the anims and textures and not affect the W/L status, because it is the mutator that is whilelisted and not the media files?
True, but the changes we have in mind aren't purely cosmetic, and also one of the important cosmetic changes relies on some extra code.
 
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pirinto

FNG / Fresh Meat
Aug 14, 2010
14
0
0
To clear any installation questions up on this. ( for dedicated online servers )

Install all files to the correct directories, system to system etc etc.

Once done, start your server up and open webadmin.

" add Brutes " > "add selected mutators" > "restart map" it's done :)

NOTE:
it may not show as active on your mutator list, mine was unticked but it does work so don't worry guys, enjoy this mutator he's awesome!
I enabled the mutator on a linux dedicated server by adding the following line to the server's KillingFloor.ini (on the [Engine.GameEngine] section)

Code:
 ServerActors=KFBruteMut.KFBruteMut
Thing is, it does not work unless I enable it on the server's Web Admin interface.
If I want it to be permamently enabled, should I add it to the command line instead of the KillingFloor.ini file?

My startup line looks like this:
Code:
./ucc-bin server KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?Mutator=MutKFAntiBlocker.MutKFAntiBlocker -nohomedir ini=KillingFloor.ini
I already got the MutKFAntiBlocker there. If I were to add another mutator on the same command line, do I use a "," between the two mutators? or do I have to add:
Code:
?Mutator=KFBruteMut.KFBruteMut
after:
Code:
?MutKFAntiBlocker.MutKFAntiBlocker
I love the Brute :D:IS2::D
 

Gooblaster

FNG / Fresh Meat
Oct 3, 2010
342
25
0
should I add it to the command line instead of the KillingFloor.ini file?

My startup line looks like this:
Code:
./ucc-bin server KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?Mutator=MutKFAntiBlocker.MutKFAntiBlocker -nohomedir ini=KillingFloor.ini
I already got the MutKFAntiBlocker there. If I were to add another mutator on the same command line, do I use a "," between the two mutators? or do I have to add:
Code:
?Mutator=KFBruteMut.KFBruteMut
after:
Code:
?MutKFAntiBlocker.MutKFAntiBlocker
I love the Brute :D:IS2::D
Add it to the command line to have it start up with the server

Just use a "," to separate the two mutators, so its going to be like this:
Code:
Mutator=MutKFAntiBlocker.MutKFAntiBlocker,KFBruteMut.KFBruteMut
In your server command line
 

Phada

FNG / Fresh Meat
Aug 24, 2010
190
62
0
France
phada.2ya.com
I have a question to the coder, about the add brutes mutator:
When you add the specimen class to the list, to get the next letter (MID) you do:
Code:
MID = Chr(65 + i);
What's mean 65 here? Alphabet reset +1 or something like that?

Also note that you set a "KF" var but keep using "KFGameType(Level.Game)".
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
I have a question to the coder, about the add brutes mutator:
When you add the specimen class to the list, to get the next letter (MID) you do:
Code:
MID = Chr(65 + i);
What's mean 65 here? Alphabet reset +1 or something like that?

Also note that you set a "KF" var but keep using "KFGameType(Level.Game)".
A is the 65th character in ASCII and the monster IDs are letters A-Z. The Chr(int) function returns the corresponding ASCII character for the numerical input.
 
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Tendency

FNG / Fresh Meat
Dec 12, 2009
168
31
0
www.rainingblood.org
Did something with the Brute change recently? I have always spawned Brutes using sandbox with no issues. Then one day, it stop working and i spawn Fleshpounds in place of the Brutes.

How that happen?
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Have we got a download link for this?

Been updating for months :confused:

what the update? Dont ask me, Ive made a new mesh, texture and animations... Its been in Benjamins hands for months now hehe.

*cough* like most mods that involve Benjamin*cough*
(see? I can be mean too Benji :p )

;) (just a little joke Ben)
 
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