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I put together a package with test bench mutators that demonstrate a couple of bugs and also what I did to fix them.
>>>DOWNLOAD HERE<<<
BugFixMod.u goes in your Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC folder. Follow the instructions in the included README. This shows fixes...
Category: Code
Reproducibility: Always
Summary: The Ion Thruster loses it ultimate charge when dropped and picked up again.
Description: The issue is with KFGameContent.KFWeap_Edged_IonThruster. It does not override SetupDroppedPickup() to transfer the current ultimate charge to the newly...
Category: Code
Reproducibility: Always
Summary: When dual-wielding AF2011-A1's, dropping one can result in both pistols having an odd number of rounds in both pistols.
Description: To reproduce with Dual AF2011-A1:
Fire the pistols such that magazine ammo count is not divisible by 4 (30...
A while ago, I posted my findings on the invisible Bloat mine bug (including what I think was the cause). Recently, I asked kittenmittens if TWI had any updates. Apparently, they think I'm onto something, but they need a consistent repro before they can implement my suggested fixes. Because of...
Category: Code
Reproducibility: Always
Summary: The log file is spammed with out-of-bounds array access errors during the Hold Zone objective so long as the "Too Few Players" and "Too Many Zeds" reminders aren't on cooldown.
Description: Here is an example log from Zed Landing's Hold Zone...
In the beta, there's currently a bug which changes servers to Objective mode when playing Steam Fortress, as the map defaults to Objective mode.
My suggestion is half-bug-fix, half-QoL: for servers/solo games that default to Survival or Objective, put maps of both types in the map list, with...
Category: Code
Reproducibility: Always
Summary: In the beta, mod weapons no longer give dosh on zed kills.
Description: This is caused by a new validation function added to KFGame.KFPawn in the beta, ValidateDamageForDamageHistory(). In the function above it, UpdateDamageHistory() (about...
Category: Code
Reproducibility: Always
Summary: All zeds have a headless bleed out time of 5 seconds regardless of what their HeadlessBleedOutTime variable is set to.
Description: The issue is in KFGame.KFPawn_Monster, function HitZoneInjured() (about lines 3714-3750, v1080 SDK). The...
Category: Code
Reproducibility: Always
Summary: Using the reload key allows melee weapon heavy attacks to be used faster than intended.
Description: To reproduce this with any melee weapon:
Start heavy attack.
Hit reload key.
Start heavy attack again.
The problem code is in...
A couple of weeks ago, Tripwire held an AMAA on the /r/killingfloor subreddit. One of the questions I asked had to do with documenting certain native functions. The response stated that we could put in requests, but no promises. As such, here are some of my specific requests, along with my...
A couple of months ago, I wrote a report for a bunch of minor bugs, the last one of which regarded weapon group priorities. These priorities are used to sort the weapons within their respective categories, but due to some of the unusual values, this leads to ordering issues. A couple of examples...
Category: Code
Reproducibility: Always
Summary: The M16-M203 and HM-501 Medic Grenade Launcher differ in how their secondary ammo is displayed in the HUD. The M16-M203 displays total ammo while the HM-501 displays spare ammo.
Description: The M16-M203 uses KFGame.KFWeapon's default...
Category: Code
Reproducibility: Always
Summary: You can now switch to the Syringe using the "Previous Weapon" key if you had it equipped before.
Description: The issue centers around the new bStorePreviouslyEquipped variable in KFGame.KFWeapon. While the Welder has this set to false, the...
Category: Code
Reproducibility: Always
Summary: When using the Pulverizer's explosive attack, the log gets spammed with 'Accessed array out of bounds' ScriptWarnings.
Description: For one example of this:
[0116.48] ScriptWarning: Accessed array 'KFWeap_Blunt_Pulverizer_0.UpgradeFireModes' out...
Category: Editor
Reproducibility: Always?
Summary: Using certain date formats crashes the editor (haven't tried this with the game).
Description: Recently, I changed my Windows date format to a custom one, "d Mmm yyyy", using spaces (e.g. today would be "6 Jan 2019"). When I tried to launch...
(Note: all of these are on v1075 SDK)
Category: Code
Reproducibility: Always
Summary: You cannot pick up a second pistol if ammo is full on your single pistol and instead get a "Your ammo is full" message.
Description: The offending code is in KFGame.KFWeapon function DenyPickupQuery()...
Category: Code
Reproducibility: Always
Summary: The Objective HUD does not show for players who join a game mid-wave and spectate.
Description: Here's a picture showing this in action:
Looking through the logs for any clues, I found this script warning:
[0087.42] ScriptWarning: Accessed...
Category: Code
Reproducibility: Always
Summary: The health bar for Santa's cart in the new Santa's Workshop map does not become visible if you disable "Hide Boss Healthbar" in the options.
Description: The issue is in class KFGame.KFGFxWidget_BossHealthBar, function TickHud(), at about line...
Category: Code
Reproducibility: Always
Summary: When using a perk that gets extra spare ammo from a perk passive or skill (e.g. Demo, Support, Firebug), the ammo is not added. For example, a level 25 Support is supposed to start with 30 spare ammo for the MB500 due to the +25% ammo passive...
Category: Code
Reproducibility: Always
Summary: Picking up a second 9mm pistol (and, I assume, the second pistol for other dual weapons) when you do not have enough carrying capacity to do so deletes the single pistol from your inventory.
Description: The root cause of this issue lies in the...
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