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    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
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[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.

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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.
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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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[Mutator] Random Models

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  • [Mutator] Random Models

    This mutator gives each specimen a random model, so there will be crawlers that look like bloats, fleshpounds that look like clots etc.

    Screenshots
    Spoiler!

    Download
    Mutator
    Source code
    Workshop

    Acknowledgements
    • The mutator is based on the official KFMutCrazy mutator.
    • The bit of code to replace squads is taken from the Super Zombies mutator.
    Last edited by a1eat0r; 02-18-2015, 05:35 AM.
    [URL="http://forums.tripwireinteractive.com/showthread.php?t=94774"]Scrake bug[/URL] | [url=http://forums.tripwireinteractive.com/showthread.php?t=96538]Projectile bug[/url]

  • #2
    Good job, dude, I enjoyed it so much.
    Oh, just look at that crawler with gorefast skin, want to take home :з

    Comment


    • #4
      I think this is a little different. The mut you linked uses a random chance of changing a specimen's model, whereas this looks like it replaces them outright. Either way, looks interesting.
      [URL="http://steamcommunity.com/groups/leaenaslair"]LairServers Official Steam Group[/URL]

      Comment


      • #5
        Updated:
        • Now the Patriarch also has a random model.
        • Added a dummy monster collection class and used the code from the Super Zombies mutator to replace zeds.


        Originally posted by DMN666 View Post
        Someone already made this:
        While the idea is the same, the implementation is different. I also fixed some things that don't look quite right when models are changed, which isn't done in the mutator you linked and in the original KFMutCrazy mutator.
        [URL="http://forums.tripwireinteractive.com/showthread.php?t=94774"]Scrake bug[/URL] | [url=http://forums.tripwireinteractive.com/showthread.php?t=96538]Projectile bug[/url]

        Comment


        • #6
          Yeah i remember that Steam_Player isnt the best at making mutators since even i reported the bugs he had in his mut.
          GameModes & Alt. Maps|Archive 4 Whitelisted Muts|Archive 4 Zeds
          Archive 4 Weps/Perks|Archive 4 Skins/Trader|UPL files

          Comment


          • #7
            HA! This is awesome. So funny seeing a Bloat and a Scrake crawl on all 4's. Had me in stitches. Good work!!

            Comment


            • #8
              Updated:
              • Fixed zeds appearing to be stuck in the ground on dedicated servers.
              • Fixed Patriarch's syringe being attached to a missing bone.

              I've added the workshop link to the first post.
              [URL="http://forums.tripwireinteractive.com/showthread.php?t=94774"]Scrake bug[/URL] | [url=http://forums.tripwireinteractive.com/showthread.php?t=96538]Projectile bug[/url]

              Comment


              • #9
                Seems to be improving, may check it out at some point. Good job on the updates too.

                www.fluxiservice.com - Friendly, supportive game server host awaiting your arrival.
                >> My Custom Content Archive <<

                Comment


                • #10
                  Every weekend I try to set up something special and this has been suggested to me. We had a blast, it raises the difficulty by making the zeds almost impossible to take seriously, gotta rely much more on what you hear than what you see.

                  "Hardcore level raised (+2) for Random Models."
                  [B][SIGPIC]I love this guy[/SIGPIC] KF1 - [URL="http://play.scrnbalance.eu"]Player stats & Server info[/URL][COLOR=DeepSkyBlue] | [COLOR=White]KF2 - Can't wait for linux servers [/COLOR] ~
                  [/COLOR][/B]

                  Comment


                  • #11
                    Some zeds use the Xmas vocals.
                    Gorefast, crawler, siren are some.
                    GameModes & Alt. Maps|Archive 4 Whitelisted Muts|Archive 4 Zeds
                    Archive 4 Weps/Perks|Archive 4 Skins/Trader|UPL files

                    Comment


                    • #12
                      Updated to add event zeds.

                      Originally posted by DMN666 View Post
                      Some zeds use the Xmas vocals.
                      Gorefast, crawler, siren are some.
                      This should be fixed now. Those zeds were using Christmas meshes for some reason.
                      [URL="http://forums.tripwireinteractive.com/showthread.php?t=94774"]Scrake bug[/URL] | [url=http://forums.tripwireinteractive.com/showthread.php?t=96538]Projectile bug[/url]

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