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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
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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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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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KF-Forest

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  • #16
    Originally posted by Swanky View Post
    Played it, too, is a VERY nice reminder of Alan Wake. The setting is extraordinary for an engine such as the UE2.5. Also liked the freedom the map provides, it doesn't feel stale. Also, the cabins are nice touches.

    Would cover the river, though. Feels a bit ugly being able to hide under the water and nothing changes. I know KF seemingly does not support water volumes (or we did not discover them yet). So I would fence most of it off, or plant wooden logs here and there to prevent you taking a swim in the wet.
    Speaking of which, I would prefer the water texture slightly less clear. Maybe not as brown as close to the swampy manor, but definatly not as clear as buyable water.

    Oh and the cave trail's upper exit, the one close to the wooden lookout point, needs another spawn on top. Makes it slightly easy to camp there right now, albeit being far away from any trader.

    That said, I would LOVE a night version with moon light and sharp shadows and some blistering shadows blown through the trees. Keep up the good work.
    Agree, the water was a bit too clear. Made me want to crouch down and drink it lol. A night version of this map would be reallllly spooky. Besides adding night skybox, shadows and stuff, you could make the cabins have a light that can be seen from outside or make it have a front porch light. Also, a fire place that is lit (but doesnt do damage to people, if possible) would be neat, and of course, if there's any signs that are added, then have them light up, and maybe add a light or two inside of the cave.


    Man, the possibilities are endless here. If only I had the time to actually learn how to create maps, I would love to be able to design a map.
    [CENTER][/CENTER][INDENT][CENTER][B][URL="http://forums.tripwireinteractive.com/showthread.php?t=80902"]New Level of Difficulty[/URL][/B][/CENTER]
    [CENTER]'[/CENTER]
    [CENTER][B][URL="http://forums.tripwireinteractive.com/showthread.php?t=81246"]New Specimen: Volt[/URL][/B][/CENTER]
    [/INDENT]

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    • #17
      Actually the cave was slightly too bright. I'd decrease radius and light strength a bit. Wouldn't light the signs, too many light spots for a forest. Only add some candles to the lookout point and possilby to the cabins, like you said.
      [URL="http://steamcommunity.com/profiles/76561198015450180/myworkshopfiles/"]Swanky's maps[/URL][URL="http://forums.tripwireinteractive.com/showpost.php?p=797380&postcount=1"]
      [/URL]

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      • #18
        Got around to try it. We kept having zeds stuck in their spawns that would not come out :/ So we gave up.
        Public server = Chicago : 72.5.195.139:7807

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        • #19

          Do you remember where? Because in my tests this only happened very rarely but maybe we were just playing differently! If you can point me to the offending areas I'll fix that.

          Comment


          • #20
            That's one sexy beast you got there!! and the map.
            Giggity Giggity Goooo!:D

            Comment


            • #21
              Killingfloor KF-Forest (B2) by Murphy - YouTube

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              • #22
                This looks like a really fun collection of mods! And thanks for posting the video.

                Sorry about the crashes.

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                • #23
                  Originally posted by Murphy View Post
                  This looks like a really fun collection of mods! And thanks for posting the video.

                  Sorry about the crashes.
                  Yes quite a lot of stuff there, everyone welcomed
                  Once upon a time I did a hard promo of your Cave map
                  Put it as start map and let them vote hahahahaha

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                  • #24
                    This map is so pretty... I want to play it without zeds for some reason.

                    Ha there's an idea. replace all the zeds with woodland creatures. Instead of patty a bear shows up XD

                    Comment


                    • #25
                      its kinda hard to tell where they got stuck.
                      But it was mostly in the bottom parts near the river, close to both trader cabins actually, We could hear them in the bushes but not clearly tell which ones.
                      Public server = Chicago : 72.5.195.139:7807

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                      • #26
                        This was the newest version though? Because in B1 and in a version of B2 I only had online for about 30 minutes specimens could still fall through the map and wander around at the bottom. Still audible, but not killable. This is fixed now.

                        When I play with my brother and friends we get a few stray specimens from time to time that don't show up with the main bulk but a minute or so later, on their own, but I don't think I can fix that. Happens in every larger map, I'm afraid.

                        But I'll take a look at the bushes near the traders.

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                        • #27
                          hi murphy

                          ur map rocks. to spawn the zeds in the bushes is genius.
                          only one little design-thingie: add a trader to the cave. otherwise noone goes there. its such a loss cause its well done.

                          anyways, this map is a keeper

                          keep up the good work

                          Sgt

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                          • #28
                            Originally posted by SgtHermann View Post
                            ur map rocks. to spawn the zeds in the bushes is genius.
                            Thanks. It's the reason the map can be a little more action packed than MountainPass even though it's also very open, because ZEDs can spawn a lot closer to you.

                            The ZEDs aren't actually spawned in the bushes, btw. because I don't think that would be possible. They have to be spawned out of sight. So they are spawned in a little spawn-bucket below the bushes and then catapulted up through the terrain (which can be passed through from below, but not from above).

                            Re: Cave. Yeah. I put a few weapons into it but not enough to really get people to go there. I thought it would be more popular because it's a good defensive position. *shrug* A trader does sound like a good idea. I'll look into it.

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                            • #29
                              This is a quite a lovely map. However, I do think the specimens are catapulted too high up into the air over the bushes when they spawn. It just doesn't look very good to me. It's an atmospheric issue. If it could be changed, it look nicer to me, at least.

                              Also, it is possible to get blocked on some of the tree bridge's corners. Blocked as in running into a wall, if you understand. Like the bump is too high to cross when you think it shouldn't really be.
                              Last edited by Hippox; 10-25-2012, 09:38 AM.

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                              • #30
                                Originally posted by Hippox View Post
                                This is a quite a lovely map. However, I do think the specimens are catapulted too high up into the air over the bushes when they spawn. It just doesn't look very good to me. It's an atmospheric issue. If it could be changed, it look nicer to me, at least.
                                First of all, thank you. Second, yeah, I agree but it's necessary so they don't bump into eachother on the way up and make some fall through the ground again.

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