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.
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  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.

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  • 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:
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    2. Name Shaming and Public "Witch Hunts" are also not allowed.
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    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.
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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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I want to try making a map

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  • I want to try making a map

    Title... I need a hobby lol. I have this idea for an objective/progression map cooking in my head for about a week now based off an old game design doc that I made but never finished; and theres no way in hell I'd be able to make a game on my own. Now that KF2 has an objective mode, I really wanna see if I can make this idea into its own map(s) with an arcing story, characters, and unique locations. I dont want to spoil the story because I think it would be the map's strongest point but I think what I got in mind is unique and fun. I also need to teach myself how to make maps but...

    I need to know if my idea is doable in the first place:

    1. Does there HAVE to be a trader inbetween waves? This honestly made me consider making my idea in KF1 because it seems like objective mode could have its own pacing vs KF2 which seems wave based. I want players to find their weapons in the first few waves since it would make more sense based on the setting (think of a dieselpunk WW2 bunker/lab) and I think it would be a fun way to mix up the core gameplay (I used to be a DM and i prefered if I had my players find their stuff or go to traders with limited inventories rather than just 'go to town and buy anything')

    2. How big can a map be before the engine cant handle it? What I got in mind is comparable to a L4D campaign in length and I think splitting up the map into multiple seperate maps would kill some of the magic

    3. Can zeds be pre placed or do they HAVE to be spawned in via waves? I was thinking inbetween main objectives the players need to get from area A to area B with zeds along the way.

    4. Can music in KF2 work the way in KF1? (each wave and trader wave had its own dedicated song that would loop) I want to be able to control the tone and atmosphere of the map and as much as I love metal, it wouldn't fit the map

    5. How hard would it be to make a map with its own trader voice and pod skins? I figure it can be done based on Steam Fortress with lockhart, I want something similiar with its own guide being the objective giver and trader voice

    6. What is the wave max on Objective? I want 3-4 main areas with maybe 15ish 'waves'... I want to make a longer map where players start with tier 2 weapons and have more time with tier 3-5 weapons (I always wanted a quickstart mode in KF2 where players spawn with like 2000 dosh and get into the action right away rather than build up)

    Any help is appreciated.
    I like me.

  • #2
    If this is your first attempt with KF2 SDK I would say this sort of scope is extremely difficult.

    1. Yes but it requires a custom gamemode - if you don't know how to program, know Object Oriented Programming or UnrealScript, I would ditch this idea. All current gamemodes require Traders. One possibility is just not to ever include Traders in your map but you will be stuck with a minute of nothing happening.

    2. For map size refer to my post here: https://forums.tripwireinteractive.c...-some-question I would also look at the non-survival winners in terms of scope as these maps are the largest.

    3. Yes, but doing so will most likely derank the map. You can toggle spawns manually as players progress however.

    4. No

    5. Skins, easy. Voice, hard. https://wiki.killingfloor2.com/index..._Audio_Modding. There is currently no way to disable Trader voice on maps.

    6. I dont know what the limit is, but you can go all the way to 15 and beyond.

    The current objective is not as robust as you might think as well. I would read here for the current limitations: https://forums.tripwireinteractive.c...ective-systems

    Comment


    • #3
      Originally posted by Delta69er View Post
      If this is your first attempt with KF2 SDK I would say this sort of scope is extremely difficult.

      Stuff
      I appreciate your help! I figured it would be hard to do something on this scope but I won't learn if I don't push myself. If I do end up making maps, I want them to stand out in some way, shape, or form. I could definitely make this map within the limitations of the game, I just wanted to see how far I could push it.

      How would my questions apply to the first game? Do you have experience of killing floor 1?
      I like me.

      Comment


      • #4
        Not sure about KF1, it might be a bit more free to objective mode, but mapping interface is significantly less user friendly and pretty dated.

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