Announcement

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Upcoming Forum Overhaul

We are starting the work to switch our forums, which have been based on a version of the Vbulletin forum software since their inception with the Red Orchestra mod (then VB 3 and currently VB 5.1) to an all new forum software called Xenforo. After researching it, we feel Xenforo is a better choice for the future as it has a vibrant modding and addon community that will allow us to extend the functions of these forums in ways players will enjoy.

As part of this, at some point in the near future these forums will be locked down so we cant merge over all of the existing content into the new forum database. It will likely then be a few more days as we work on the new forum and correct any issues from the merge.
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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



For more information about our privacy practices, please review the new Privacy Policy found here: http://tripwireinteractive.com/policies/privacy-notice
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Forum Rules

CHANGES[/SIZE]
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.

General Behaviour
  • Use the search function before posting. Chances are your question has already been answered.
  • Use a title that describes the content of your post. Don't use all caps or special characters to draw attention either in the title or the body of the post.
  • Up to 10 emoticons are allowed in a post
  • Political discussions are prohibited.
  • Flaming - We do not tolerate abusive, malicious, personal attacks. You will be banned if you persist in this behavior.
  • Trolls - Anyone deliberately antagonizing other forum users by posting 'flame bait' type messages is not welcome. You will be banned (possibly without warning depending on the severity of the issue) if you persist in this behavior.
  • Personal insults (directed at anyone) will result in a ban. If the behavior is not corrected, it will be made more permanent.
  • Constructive criticism is welcome. However keep in mind we (and other forums goers) may not agree with you. If you can't keep the conversation civil, you will be removed from the forums.
  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Name Shaming and Public "Witch Hunts" are also not allowed.
    3. Breaches of confidentiality and privacy of any sort.
    4. Any form of racism, bigotry or attacks on race, creed or color.
    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
  • We understand that people have strong feelings about our games, what we do for a living and how we respond (or don't) to comments on the forums. We all aren't going to agree about everything. So, BE CIVIL in your disagreements!

DO NOTs
  • DO NOT Transmit any message, information, data, text, software or graphic files, or other materials ("Content") that is unlawful (including illegal drug usage), harmful, threatening, abusive, harassing, defamatory, vulgar, obscene, libelous, hateful or racially, ethnically, sexually or otherwise objectionable. This includes publicizing private information, such as individual's real names, IP addresses and anything else that might be used to identify them to the freakier members of the internet. This also means you may NOT publically share private communications (PM, email or anything else) without the original poster's permission.
  • DO NOT Post or transmit any Content that contains a virus, Trojan horse or other mischievous Content.
  • DO NOT Post or transmit any unsolicited advertising, promotional materials, "junk mail", "spam", "chain letters", "pyramid schemes" or any other form of solicitation.
  • DO NOT link to posts on any other forums, or any other form of media, that breaches our rules. It will be treated just the same as if you had posted it here.
  • DO NOT Double Post, cross Post, "necro post" or restart closed threads.
  • DO NOT Intentionally or unintentionally violate any applicable local, state, national or international law, rule or regulation.
  • DO NOT Upload or transmit any Content that infringes any patent, trademark, trade secret, copyright or other proprietary rights ("Rights") of any party.
  • DO NOT post cheats or exploits; THIS INCLUDES ALL/ANY REFERENCES TO HACKING, PIRATED SOFTWARE etc.
  • DO NOT complain about being banned from a server and DO NOT complain about other players on servers - that is between you and the admin, no need to get the community involved.

Username, Avatar and Signature Rules
  • Multiple registrations result in a ban.
  • No offensive user names
  • Avatars:
    Avatars are disabled.
  • All signatures should not exceed the following size limits, you can have both text and images
  • - For text signatures: 4 lines normal size, 8 lines small size and up to 100 chars per line. Font sizes above 2 are not allowed. (Blank lines count as lines.)
  • - For images in signatures: 1 image up to 400 pixels wide, 150 pixels tall and 100kb in size plus 2 lines normal size text and up to 100 chars per line
Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
[COLOR=darkred]Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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Current Known Mod Support Requests

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  • Current Known Mod Support Requests

    Custom Material Compiling

    Custom materials can't be compiled ingame due to KFGame.exe being compiled with -NOEDITOR.

    This prevents modders from being able to create things that needs a custom material.

    A good example of this was a 3D UI system I was making for damage numbers, I can't use a RenderTargetTexture2D in a Particle System. None of the custom UI materials have a Texture parameter defined so doing this was impossible.

    This issue is not present at all in UT3 nor does any sort of crashing/bugs happen if a shader cache is baked into a map.


    GetPackageLinker Issue

    There is an issue with the function ULinkerLoad* UObject::GetPackageLinker inside of UnObj.cpp that is causing assets loaded from cache to fail. This does not include UPK assets from the workshop but includes any .u package.

    This issue prevents modders from extending mods present on the workshop, any attempt to use a class or extend it from a different .u will be met with a immediate crash because the class reference to the parent is None.

    Issue is not present if the .u is inside of KFGame/Published in Documents or the primary game directory


    Canvas clipping issue

    Changing ClipX and ClipY in Canvas seems to not affect elements drawn after it, this includes text and drawtile calls. The source of the issue is unknown and has made it impossible to create proper scrolling bar elements or adding in masked materials like scanlines.

    Canvas render crash when drawing UI Streamed textures

    If you attempt to draw a Texture2D that had been imported with the UI Streamed LODGroup it will crash the rendering engine if you attempt to draw it in anyway from Canvas. This includes DrawTile and DrawMaterialTile.

    All cosmetic item icons use this LODGroup and make it impossible to create a custom cosmetics UI without re-importing every cosmetic icon texture.

    SoundCue attenuation is broken with mono sounds

    Any SoundCue that has a attenuation filter added and is a mono sound it will not be played within a 3D space and will always play from the left audio channel.

    This issue prevents any and all sound mods since custom WWise sounds can not be created and be downloaded by the client and have them work out of the box.
    Last edited by ForrestMarkX; 07-12-2019, 01:42 PM.

  • #2
    The first two issues being fixed would massively help with doing mods. If the issues with custom materials especially are fixed, it'll allow for a far wider range of custom content to be created.

    If the issue with package linkers are fixed, it would allow us modders to create a modding framework for others to use.
    Last edited by GearShift; 07-11-2019, 12:15 PM.

    Comment


    • #3
      The second one is the most important of any of these as it will enable use to create compatibility patches for other mods, currently the only way to do so is if the only classes you need to extend are serverside only. The asset issue is only secondary as it affects redirect downloads only but the mod extensions issue happens with both workshop and redirect

      Comment


      • #4
        Chiming in to especially throw my support behind the second issue (GetPackageLinker issue). As it is now, I have to tread carefully to ensure mod compatibility while not overriding anything that might break things because of this. Pharrahnox mentioned on the Discord that fixing this would also allow creation of a mod framework, which is something I'm sure we'd all support.
        There are two types of people: those who classify people into two types and those who don't.

        Comment


        • #5
          More info on the LinkerLoader problem, this issue also extends to archtypes within UPK packages, if you have a archtype within your .upk that references the asset of another mods UPK will also be None if they are loaded from cache in anyway.

          Comment


          • #6
            We've put in these requests. Please continue to update this post with more information about why things would be useful or other important criteria to help us make the case to the team.
            Pretty, what do we blow up first? - Myn Donos

            Comment


            • #7
              Update on the LinkerLoader problem, it seems the issue mainly stems from when the workshop addon was loaded. If the mod that needs to extend another mod is downloaded first then it causes the issue.

              The class is still always None if it's downloaded via a HTTP redirect

              Comment


              • #8
                This is the error that occurs

                Code:
                [0523.69] Warning: Warning, Failed to load 'kfcrashtest': Can't find file for package 'kfcrashtest' while loading NULL
                [0523.69] Warning: Warning, Failed to load 'kfcrashtest.CrashTestPlayerController'! Referenced by 'KFCrashTest_Extended.PlayerControllerExt' ('---').
                [0523.69] Warning: Warning, Failed to load 'kfcrashtest': Can't find file for package 'kfcrashtest' while loading NULL
                [0523.69] Warning: Warning, Failed to load 'kfcrashtest.Default__CrashTestPlayerController'! Referenced by 'KFCrashTest_Extended.PlayerControllerExt' ('---').
                [0523.70] Warning: Warning, Failed to load 'kfcrashtest': Can't find file for package 'kfcrashtest' while loading NULL
                [0523.70] Warning: Failed to load ObjectArchetype for resource 'Default__PlayerControllerExt': CrashTestPlayerController kfcrashtest.Default__CrashTestPlayerController in KFCrashTest_Extended

                Comment


                • #9
                  Since you've asked for specific information about why these things would be useful, I'll give a few example for the Material Compiling issue.

                  Without the ability to compile materials midgame, it's impossible to do almost anything with the Scaleform UI system with weapons for things such as displays because the target for the rendered 2d texture is in the material itself, with no way to change it.

                  Another example is the inability to use any material for first person weapons aside from the "M_Wep_1stP_Master_PM" material, which isn't as good as the material that is used on many of the weapons in the base game, "M_Wep_1stP_Masked_Master_PM". It also makes it impossible to create any custom materials for anything that isn't a map, so it hampers the ability to do certain things with custom zeds, weapons, and more.

                  Comment


                  • #10
                    A perfect example of why the second point is useful is the modding framework that has been suggested. A perfect example of why the modding framework would be useful is the mutator hooks I wrote for you a year ago and have yet to be implemented. Those mutator hooks were written to provide modders with a way to modify particular weapon and player properties that are otherwise very difficult to modify (requiring creating a custom perk system). That's exactly the idea of the modding framework. And if we had a framework, I could simply implement the mutator hooks there and not have to wait for the devs to finally copy them into the base game code.

                    The point is, there are a lot of things that are inherently difficult to modify due to how the devs have written things. Rather than requiring every modder who wants to modify system X to jump through hoops and override potentially dozens of classes (largely meaning no one will do it), we can have that all handled by the modding framework, from which modders can extend and not need to worry about those difficulties. This would additionally allow modding to be more feasible for those less experienced - those who haven't spent hundreds to thousands of hours crawling through your code to figure out how to work around it.

                    Now that we're here, Yoshiro any word on those hooks?

                    Comment


                    • #11
                      I know they were discussed among the team, but I fear they may have gotten lost. I'm pinging back out on them now.
                      Pretty, what do we blow up first? - Myn Donos

                      Comment


                      • #12
                        More info about some of the issues suggested by Marco.
                        • On the package linker he suggested you save the files based on GUID and not filename. This would avoid version mismatch issues.
                        • On the material compiling he suggested a commandline in KFEditor.exe to compile shaders when brewing a package and baking the compiled shaders into the .upk the same way maps do it
                        Last edited by ForrestMarkX; 07-12-2019, 01:50 PM.

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