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Level Design Actorx has been deprecated when importing .ase staticmesh?

A modder a reached out to came back with this:

  1. According to both the UE2 and UE3 documentation ActorX is only designed to be an interchange format between an external DCC apps and the game engine, this was later supplanted by the FBX pipeline later in UE3’s development cycle and has remained largely the same to this day.I can’t find any credible evidence that would suggest that UE3 would be able to ingest UE2 ActorX files.The only real option that I’ve found is to dump all the packages you need with Umodel then bulk impot into 3DS Max, you can then bulk export to FBX with a script like one of these:https://www.scriptspot.com/3ds-max/scripts/batch-exportimporthttps://www.scriptspot.com/3ds-max/scripts/batch-exporter-1https://www.scriptspot.com/3ds-max/...saveexport-objfbx3dsmax-as-objfbx3dsmax-filesAs for maintaining material assignments I am unaware of any method that allows for that, however when you export a mesh with UModel you will see it generates a text file alongside with the same name as the asset.This text file will contain the material reference which should make it a simple task to re-apply the correct textures from KF1For example:
    Materials[1] =
    {
    Materials[0] =
    {
    Material = Texture'Military.locker_6door'
    EnableCollision = true
    }
    }
    If you are looking to port an entire map from UE2 to UE3 you can leverage Unreal Engine’s text-based scene description format (.t3d) which is a way to export all actors in a given level to a human readable text file.Just keep in mind that the file will need to be reparsed with a tool like UT Converter as there are differences with how UE2 and UE3 handle T3D files.https://github.com/xtremexp/UT4X-ConverterI’ve glossed over a Metric Butt-ton of details that would quickly turn this into a wall o’ text that would make a university theses look light in comparison, but hopefully this helps point you in the general direction. (edited)


  2. According to both the UE2 and UE3 documentation ActorX is only designed to be an interchange format between an external DCC apps and the game engine, this was later supplanted by the FBX pipeline later in UE3’s development cycle and has remained largely the same to this day. I can’t find any credible evidence that would suggest that UE3 would be able to ingest UE2 ActorX files. The only real option that I’ve found is to dump all the packages you need with Umodel then bulk impot into 3DS Max, you can then bulk export to FBX with a script like one of these: https://www.scriptspot.com/3ds-max/scripts/batch-exportimport https://www.scriptspot.com/3ds-max/scripts/batch-exporter-1 https://www.scriptspot.com/3ds-max/...saveexport-objfbx3dsmax-as-objfbx3dsmax-files As for maintaining material assignments I am unaware of any method that allows for that, however when you export a mesh with UModel you will see it generates a text file alongside with the same name as the asset. This text file will contain the material reference which should make it a simple task to re-apply the correct textures from KF1 For example: Materials[1] = { Materials[0] = { Material = Texture'Military.locker_6door' EnableCollision = true } } If you are looking to port an entire map from UE2 to UE3 you can leverage Unreal Engine’s text-based scene description format (.t3d) which is a way to export all actors in a given level to a human readable text file. Just keep in mind that the file will need to be reparsed with a tool like UT Converter as there are differences with how UE2 and UE3 handle T3D files. https://github.com/xtremexp/UT4X-Converter I’ve glossed over a Metric Butt-ton of details that would quickly turn this into a wall o’ text that would make a university theses look light in comparison, but hopefully this helps point you in the general direction. (edited)
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Server Stability of kf2 server in Windows vs Linux

You will quickly discover it is irrelevant what platform you use. KF2 dedicated servers are not stable. Especially if you add mutators.

Here is a generic Windows Powershell script to monitor and restart KF2 instances. The $Processlist variable needs to be updated to have all of your server details. The hardcoded wait time and number of players can also be adjusted as required.

Code:
Function New-TitleObject(){
    #Create a object for holding server titles and player count
    $LDefaultObject = New-Object -TypeName psobject
    $LDefaultObject | Add-Member -type NoteProperty -name Title                     -value "NOTSET"
    $LDefaultObject | Add-Member -type NoteProperty -name PlayerCount               -value "NOTSET"
    return $LDefaultObject
}
Function Write-LogHost(){
[CmdletBinding()]
param (
    $LMessage
)
    write-host "$(get-date -UFormat "%d%m%y %H%M") $($LMessage)"
    "$(get-date -UFormat "%d%m%y %H%M") $LMessage" | Out-File -Append -FilePath c:\bin\log.txt
}

#windows only
#Gets the currently running KF2 windows titles which has the count of players in the game. Returns array of users and titles
Function Get-WindowTitalsAndPlayers(){
    $WindowTitles = Get-Process |where {$_.mainWindowTItle} | where { $_.name -eq "KFServer" } | select mainwindowtitle
    $WindowTitalsAndPlayers=@()
    foreach ($WindowTitle in $WindowTitles){
        $TempTitle=New-TitleObject
        $TempTitle.Title=$WindowTitle.MainWindowTitle -replace ":.*",''
        $TempTitle.PlayerCount=$WindowTitle.MainWindowTitle -replace ".*?\(",'' -replace " players.*",''
        $WindowTitalsAndPlayers+=$TempTitle
    }
    $WindowTitalsAndPlayers=$WindowTitalsAndPlayers  | sort title
    return $WindowTitalsAndPlayers
}


#Server name,Binary location,commandline parameters
#Server name is the name of the server in the config file. This will appear in the title of the window.
#Binary location is the location of the kf2 Binary
#commandline parameters are the parameters you wish to pass to the kf2 binary.
$Processlist=@(
@("BAz | HOE | RANKED | Endless | Server1","C:\KF2Server\Binaries\Win64\KFServer.exe"," KF-HorzineArena-B1-v5?Mutator=xxxx?Game=KFGameContent.KFGameInfo_VersusSurvival?Difficulty=3?AllowSeasonalSkins=0?ConfigSubDir=yyyyyy -QueryPort=xxxxx -Port=xxxx -WebAdminPort=xxxx"),
@("BAz | HOE | RANKED | Endless | Server2","C:\KF2Server\Binaries\Win64\KFServer.exe"," KF-HorzineArena-B1-v5?Mutator=xxxx?Game=KFGameContent.KFGameInfo_VersusSurvival?Difficulty=3?AllowSeasonalSkins=0?ConfigSubDir=yyyyyy -QueryPort=xxxxx -Port=xxxx -WebAdminPort=xxxx"),
@("BAz | HOE | RANKED | Endless | Server3","C:\KF2Server\Binaries\Win64\KFServer.exe"," KF-HorzineArena-B1-v5?Mutator=xxxx?Game=KFGameContent.KFGameInfo_VersusSurvival?Difficulty=3?AllowSeasonalSkins=0?ConfigSubDir=yyyyyy -QueryPort=xxxxx -Port=xxxx -WebAdminPort=xxxx")
)




while(1){

    $GWindowTitalsAndPlayers=Get-WindowTitalsAndPlayers
    #Check all servers are running and restart them. Only restart if there are less than 5 people in game as this causes lagg.
    $PlayerCount=0
    Get-WindowTitalsAndPlayers | % { $PlayerCount+=$_.playercount }  
    if($GWindowTitalsAndPlayers.count -lt $Processlist.count ){

        if($PlayerCount -lt 50){
            foreach ($KnownProcess in $Processlist){
                if(!($GWindowTitalsAndPlayers.title -contains $KnownProcess[0])){
                    Write-LogHost "Restarting process:$($KnownProcess[1]) $($knownProcess[2])"
                    & "$($KnownProcess[1])" "$($KnownProcess[2])"
                    sleep 30
                }
            }
        }else{
            Write-LogHost "--"
            Write-LogHost "$(get-date) Server count is $($GWindowTitalsAndPlayers.count) should be $($Processlist.count). Too many users to restart server instance."
            foreach ($KnownProcess in $Processlist){
                if(!($GWindowTitalsAndPlayers.title -contains $KnownProcess[0])){
                    Write-LogHost "Need to restart process:$($KnownProcess[1]) $($knownProcess[2])"
                }
            }          
            Write-LogHost "--"
        }
    }else{
        Write-LogHost "PlayerCount:$($PlayerCount)"
    }
    sleep 60
}
Thank you baz. I had already made a jump to linux so I haven't had a chance to try this out but expect to later on.
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event tickets?

I believe Tripwire won't give out anything special anymore. Their parting gift was a care package with 5 tickets for each event, among other things. It's safe to say they won't be updating the game anymore, unless for some small tweaks maybe.

Then again, I guess they could always make the events automated, let's say for one month each? Something like March (Cyberpunk), July (Summer Sideshow), October (Halloween), December (Twisted Xmas)

Those are only theories though, and Tripwire might totally prove me wrong. But I'd say... Don't count on it. And maybe stock up on tickets from the market as long as they're still fairly cheap.
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Jatimania Hotfix

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Jatimania Hotfix
Agents, we are back with a hotfix patch to address some of the bigger issues reported for the Jatimania update.

We are also rolling very focused balancing changes in this hotfix to appease some frustrating aspects around Ace and Octo. We will continue to monitor the balance and discourse around the update to target our next bigger round of balancing tweaks in the near future. For now, let’s have a look.

Player Count Update
We have recently ran an experiment on player count for Solo and Duo and we turned the mic to you to give us your thoughts through a poll on the subject. The results we got were as follows:

Solo lobbies at 8 players
  • 65.5% of responses were positive (score of 4 and 5)
  • 20.7% of responses were neutral (score of 3)
  • 13.8% of responses were negative (score of 1 and 2)

Duo lobbies at 10 players (5 teams)
  • 61.7% of responses were positive (score of 4 and 5)
  • 24.7% of responses were neutral (score of 3)
  • 13.6% of responses were negative (score of 1 and 2)

In light of this clearly positive movement towards the change, we will be changing the player counts of both modes with the drop of the hotfix.

What’s next?
With this decision taken, we can now leverage this new player count to better tweak spawn points and make sure the early game is a more pleasing experience in all maps. Having to juggle with less maximum factions enables us to curate things to a better degree than what is currently live, so expect some live balancing of spawn points that will not require an update on your side in the coming days.


General Changes
Audio Occlusion Polish

We have brought some more work we have done on audio occlusion which includes making sure gadgets have appropriate sound range. We are continuing to refine this aspect of the game and looking at outliers to fix in the sound department.

Keycard Printer Icon Visibility
We have added a bit of verticality to the range at which you can see the icon telling you a Keycard printer is close to you. This should help with a variety of positions where a printer could be very hard to find because of differences in elevation.

Melee Targeting Tweaks
We have upped the range for melee target detection to help with hitting targets on the move. Additionally, we have reduced how wide the detection radius is around the reticule to reduce instances of hitting a target that is on the side of your screen versus one that is at the center.

We are looking for other long term upgrades to the melee attack, but we hope this makes things feel better in the meantime.

Balancing
Ace

The amount of time Ace is able to keep pressure on a victim has been rightfully highlighted as extremely oppressive in the current meta. To address this, we are reducing both the window in which she can apply her status effect after damage and the duration of the status itself.

Base Expertise: Queen’s Gaze
  • Trace duration 25s =>15s
  • Last Target duration 30s => 20s

Expertise Mod 1: Stacked Odds
  • Vulnerable duration 15s =>10s
  • Last Target duration 30s => 20s

Octo
The lingering effect when leaving Octo’s field of vision with the “Make’em Fold” ability has been highlighted as feeling bad on the receiving end, giving a feeling of lag.

This change should also make the effect more reliable when a target leaves the field of vision and comes back to re-apply it immediately.

Expertise Mod 2: Make’em Fold
  • Removed the lingering effect after a player left Octo’s field of view. The effect will now disappear instantly when outside.

Bug Fixes
General

  • Fixed an issue with the aim-assist strength setting that would make it also lower input strength. This setting should now behave correctly.
  • Fixed multiple spawn points where keycards could appear invisible because of clipping.
  • Fixed the extraction car clipping in the snack bar in Fragrant Shore when landing.

Agents
Larcin

  • Larcin throwing his weapon will now break his cover.
  • Fixed an issue where Larcin could throw his weapon while immaterial in the grande finale zone.

Madame Xiu
  • Fixed an issue where Madame Xiu could start her expertise when already considered dead on the server side.
  • Fixed an issue where Madame Xiu could be stuck in her expertise stance when revived in teams.

Octo
  • Fixed an issue that would cause Octo’s projectile with the Nautilo to deal the wrong value if charging another shot.

Red
  • Fixed an issue that allowed Red to use lovebomb infinitely by meleeing at the right time.

Sasori
  • Sasori will no longer get stuck in a no weapon state if he tries to melee while using Noxious Gas.
  • Coated weaponry sound impacts will now occlude correctly.

Gadgets
Umbrella Shield

  • The handheld shield will no longer protect in directions the player is not looking at while undercover.
  • The shield will no longer trigger the heartbroken status effect in many situations when charmed by Red.

Gameplay ideas

The same way I feel about KF2 having sprinting.

KF1 was intentionally designed around having limited movement for both humans and Zeds. I'm sure part of that is because it's just easier to do so when you have a small team working on their first major game, but that design was very deliberate:
  • The Zeds all shamble except for certain Zeds moving faster under certain conditions.
    • Gorefiends/Scrakes/Fleshpounds all have sprint states that let them close the gap on players
  • Players move very slow by default with their guns deployed so you can't outpace the melee enemies while whittling them down.
    • The sole exceptions are Field Medic and Berserker
    • Medic has lesser firepower and also needs to reposition to get LoS on teammates due to lack of homing darts
    • Berserker had no distance weapons (until the Buzzsaw Bow was added very late in the game's life cycle) which created its own need for faster movespeed
  • The only way for players to move faster is to holster their gun and pull out their knife. This is to force players to either commit to a kite/reposition or stand their ground and risk dying. If you beef a kite or reposition badly, you are caught out with just your knife and by the time you get back into shooting position you may be screwed.
    • This is somewhat inherited from Counter-Strike, which also has somewhat grounded movement and uses the same principles w/r/t movement vs firepower with the knife movement mechanics. Especially notable considering the zombies mod that would go on to become the basis for Left 4 Dead.
KF2 added sprinting in as a feature, and with that added in, the devs upended one of the major tenets of the original game's design. In doing so, the game needed to be fundamentally redesigned around sprinting being part of the player's kit so that kiting isn't the single best answer to everything.
This is why Zeds move quickly and aggressively, why the main difficulty differentiator is how quickly Zeds can move, why they are given dodging animations, and the entire reason as to why the game's highly aggressive spawn and teleport systems exist.
Depending on who you ask, the spawn and teleport systems are one of the most aggravating features in the entire game. It literally makes or breaks some maps. TWI has redesigned entire maps from the workshop to accommodate the spawning system because without adding in tons of LoS breaks and-so-forth the maps would be a complete non-issue for players trying to stay awake. When the game has to be designed that shakily to accommodate "improved" movement, the design of the game takes a hit, both in how it's perceived by players and by how players will accomodate to that spawning system (those who can't, kite as Berserker/Medic/Survivalist; those who can, aim).

As for vertical movement, well...the game was simply not designed around vertical movement, which is why most maps don't really feature it outside of technically having staircases, why fall damage is so killer in both games, and why shotgun jumps are extremely limited (either to handful of on-perk weapons at best, or forcing you to offperk a break-action shotgun to have that movement option at hand).

So when you consider the requests for KF3 to have more movement and more verticality in general, you have to consider what that means for the players and Zeds. Without typing an entire essay here on it, I will say that as you move more towards fast movement and increased verticality, you're straying away from Killing Floor's basic design principles (limited mobility for PCs and enemies, flat and simple area design to complement that).
When you have players and Zeds flying around at high speeds in open arenas that are designed with that movement in mind (because you have to design levels with that increased mobility to match; that absolutely would not work in something like the cramped confines of Biotics Lab as seen in either KF title), you have to ask yourself at what point is the game you're playing still KF? From the various online blurbs I've seen such as the ones in PCGamer, GamesRadar, and so forth, that is exactly the direction the dev team is taking.

In fact, what you're basically asking for with even more verticality and faster movement, double-jumps, dodges, dashes, etc. is something towards the "boomer shooter" end of the spectrum, namely Doom 2016/Eternal. And there's absolutely nothing wrong with those on their own merits, but that's not what most people who enjoy either of the KF titles play it for; the KF1 enjoyers play that for its ruthless difficulty and design encouraging tight teamwork, and KF2 enjoyers play it for the absolutely sublime shooting mechanics and cranking up the shooting gallery difficulties by mastering headshots against swift-moving (but not flying!) targets.

That doesn't mean the game can't be good. But from a mechanical standpoint, that would be a further departure from what I'd consider a proper KF title. (And I'm not counting Incursion or Calamity, obviously, just mainline entries.)
Obviously I'll have to wait and see. But given how much KF2 flew off the rails post-2017, I'm not holding my breath on it just yet.
You have deep knowledge about in game mechanics i give you that,did you know what in early KF2 development devs want to make game more dynamic what leads to the players move around a map often and not defense one spot an entire game? But they kinda fail with that,so i think with KF3 now they want fix this,improve,and make a real dynamic experience,let's be honest we just want a fun game no matter how the gameplay loop may be and that's devs must think about foremost,if the game just not fun doesn't matter how grounded (like KF1 or dynamic like KF2) gameplay was,KF1 is perfect team coop game for it's time but today it feels outdated,it's hard even to find servers with minimum one person,KF2 was fun coop shooter even now but TWI ruined it with bad content.You have any suggestion on how the devs can made KF3 a better game than KF1 and KF2? How they can improve the gameplay loop knowing that they lead more aggressive and dynamic gameplay rather defensive and grounded?
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Shoot to pieces

I dig with your suggestion, perhaps TW is already evolving the MEAT system to implement something like this. Although I will say that it does gives me some COD zombies vibes with the, "Watch the crawler while I use X or do the easter egg steps". Nevertheless, I really look forward on how advanced the gore system will be compared to its predecessor. Maybe they'll bring the whole moveable organs after zeds obliterates tech that TW showcase during the development of KF2. Only time will tell.
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Killing Floor 3 - Announcement Trailer

Login to view embedded media

The Battle Begins With Nightfall It’s 2091 and megacorp Horzine has produced the ultimate army: an obedient horde of bioengineered monstrosities called Zeds. Now, only the rebel group Nightfall stands between these infernal creations and the future of humanity. Killing Floor 3 is the next installment in the legendary action/horror series.

This intense FPS puts you in the boots of a Nightfall specialist joining forces with up to five teammates to battle waves of Zeds, earn dosh, unlock skills, and build the ultimate arsenal.

Wishlist today!
Steam: https://store.steampowered.com/app/1430190/Killing_Floor_3/
EGS: https://store.epicgames.com/en-US/p/killing-floor-3
PlayStation: https://store.playstation.com/en-us/concept/10005321
Xbox: https://www.xbox.com/en-us/games/store/killing-floor-3/9pfzlckhc1vm
Will there be a beta testing period?
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Boss idea for KF2/KF3: Surgeon General.

Really? I feel like Hans and Patty are the two easiest right now, with Matriarch being the hardest.
Hans is easy too, Patriarch... depends on map tbh. But King? You just need to run and crouch if he shoots the beam... meh-boss. But yeah, Matriarch is the hardest boss and that's nice.
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EAC Problems (Linux)

I've tried a bunch of the Proton versions.

Proton 7.0-6 (released Feb 2023, so doesn't make sense to try pre-7 versions) : Worked pre-EAC and pre-Misery Empire, but doesn't work now.

I used various versions of Proton 8.0-X post-Misery Empire update, as they were available. The last working combination of Proton releases and Deceive Inc would have to be Proton 8.0-2 (which at the time would have been "Experimental") and the Misery Empire update. Neon Nights and Proton 8.0-3 came out on July 20th and 21st, respectively, and that didn't work then. In Steam, can currently only select Proton 8.0-5 from 8.0 releases, which does not work.

Then there's Proton 9.0 Beta and Proton Experimental, both of which do not work.

My Steam Deck says, under Deceive Inc's game info: "Runs on this computer via Steam Play. Proton 8.0-5 selected by Valve testing". But as mentioned above, 8.0-5 isn't working on my desktop. It does work on my Steam Deck.

I also noted, in running Deceive Inc on my Steam Deck just now, that it did run an EAC install phase when launching the game for the first time. I don't recall seeing this on my desktop after any Proton version change, or reinstall of the game, or delete-EAC-folder + verify integrity. It just did usual Microsoft Redistributable & DirectX stuff. So it seems the EAC post-install-pre-launch scripts might not be running, or might be prematurely exiting with a quiet failure, which I already knew from trying to run them manually via protontricks.

I know EAC's scripts can run, since another game I play called LEAP uses EAC and I've used the installer there, and played that game no-problem. (Also, side note, they make use of Steam's Launch Options menu to add options for installing/uninstalling EAC, which I think can be helpful, instead of the "delete the EAC folder and verify" technique.)
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PC Perf Investigation - Need Player Information

necroing it seems but i still have this issue.

windows 11:
3080ti
32gb ram
i7-7820x
playing in 4k on lg cx with g sync
dlss ulta performance (now its on)

so i have 87 hours in steam on this game before i decided to look into the issue :p So my friends and i were playing a private lobby with bots where my friend put down his turret and shot yu-mi slow downs at me at point blank range. Thats when I REALLY noticed the frame rate drop and decided to turn on my counter. So on average, while running around a map, i get anywhere between 60-70 fps but in the middle of a normal fight i go down to upper 40s to mid 50s but when a turret and yu-mi graphics are happening i go down to about 40 and cant hit anything properly. I turned on dlss to help smooth out the framerates but when it sinks to the 40s it doesnt help to much.

Other notes, i turned down all graphics to low but still 4k and nothing seems to change. also setting it to 1080 seems to make it worse
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Create unique weapon skins with custom models, animations and sound

I think you should create unique weapon skins just like in Valorant. That would bring a lot of money to the game, which I think suffers from "bad" monetization for the devs (not for the players).

It would also give me a reason to spend the premium currency, and purchase more to support you guys.

Player Count Experiment Brief and Poll

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Player Count Experiment
Agents, like we discussed last week with the patch notes, we ran an experiment on player count since last weekend to gauge your interest on the matter. We would like to invite you to give your opinions on how much you liked the tweaked player counts in the poll (located here) so we can have an accurate representation of community opinion on the subject.

In the meantime, lobby sizes are back to normal effective immediately while we parse through feedback and poll results to determine our next move.

Thank you for participating!

Game Crashes When Leaving Server

A shot in the dark, but exit your game, open the file Documents/My Games/KillingFloor2/KFGame/Config/KFEngine.ini and edit the value MaxObjectsNotConsideredByGC=179220 to MaxObjectsNotConsideredByGC=33476 (and change only this one).
Save the file.
Start the game.

It helped me in the past (don't need it anymore with different hardware). https://forums.tripwireinteractive....nected-from-previous-one.2331860/post-2332939
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Add skill-based matchmaking and start advertising!

This, but not enough players. SBMM could push people to be even more sweaty.

I’m all for preventing high level players from queuing with new players, or even giving new players hidden advantages like decreasing the received damage until they get a few wins (5-10 for instance) or a high enough win rate (> 35%) to prevent smurfing
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Filter