KF Doom III

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Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
Is the Doom3 mod no longer grey listed? I have it running on one server, that i have the perks mod running, but I was trying to run it on another server and just allow people to use their own perks, but, it doesn't allow perks. :(
 

lVlal2ll3ol2o

FNG / Fresh Meat
Mar 28, 2012
91
1
0
Again.....

Again.....

Crashed my server again. Can someone help?

Log: PlayAnim: Sequence 'None' not found for mesh 'Civilian1_Soldier'
Log: PlayAnim: Sequence 'None' not found for mesh 'Civilian1_Soldier'
Log: PlayAnim: Sequence 'None' not found for mesh 'Civilian1_Soldier'
Critical: AActor::processState
Critical: Object Doom3Controller KF-Deck16][-fix.Doom3Controller, Old State State Doom3KFBeta4.Doom3Controller.StakeOut, New State State Doom3KFBeta4.Doom3Controller.TacticalMove
Critical: AController::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: Level Deck16
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Log: FileManager: Reading 9 GByte 8272 MByte 8389182 KByte 567 Bytes from HD took 8.077657 seconds (7.512661 reading, 0.564996 seeking).
Log: FileManager: 1.339005 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/23/12 15:28:56
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
I'm getting a odd problem, when I add the mutator it should add in Doom 3 ZEDS dynamicly right? cause when added I go through all 15 waves and don't see a single Doom 3 zed except at the last wave since I have the patreplacment set
 

FluX

Grizzled Veteran
Oct 26, 2010
5,392
233
63
www.fluxiserver.co.uk
I'm getting a odd problem, when I add the mutator it should add in Doom 3 ZEDS dynamicly right? cause when added I go through all 15 waves and don't see a single Doom 3 zed except at the last wave since I have the patreplacment set
You must be using Sandbox which is where you set them yourself. Alter the sandbox waves to get the correct specimen/monster in that wave you want.
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
You must be using Sandbox which is where you set them yourself. Alter the sandbox waves to get the correct specimen/monster in that wave you want.

Ahh well it used to work without me having to add them to sandbox, so now I will need to figure out what squads to add them to
 

Marco

Active member
May 23, 2009
645
232
43
Finland
Ahh well it used to work without me having to add them to sandbox, so now I will need to figure out what squads to add them to

You mustn't use sandbox mode with this mutator, would you rather quote your ini configure for the doom 3 mutator you're using?
 

FluX

Grizzled Veteran
Oct 26, 2010
5,392
233
63
www.fluxiserver.co.uk
You mustn't use sandbox mode with this mutator, would you rather quote your ini configure for the doom 3 mutator you're using?
Sorry I was only guessing due to every other mod using it. I've not looked into Doom 3 before and it seems like another experience I may have to.
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
You mustn't use sandbox mode with this mutator, would you rather quote your ini configure for the doom 3 mutator you're using?

I figured it out, it was a mutator overwriting it and I forgot to add it to the MapVote mutators, sadly this made the doom 3 monsters rarely appear so I was forced to add a few of them to the sandbox squads and it seems everything is going alright
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
@Marco
Can you change the code line in DoomMonster.uc to match the new game update please?

from
Code:
Damage = float(Damage) * KFPRI.ClientVeteranSkill.Static.GetHeadShotDamMulti(KFPRI,damageType);
to
Code:
Damage = float(Damage) * KFPRI.ClientVeteranSkill.Static.GetHeadShotDamMulti(KFPRI, KFPawn(instigatedBy), DamageType);

I'm wondering how retarded programmer must be to insert a new argument in between (!), no to the end (and as optional) of function's argument list? And the weirdest part is that KFPawn argument isn't used anywhere in the code :eek:
 

FluX

Grizzled Veteran
Oct 26, 2010
5,392
233
63
www.fluxiserver.co.uk
I think it would be safer if maybe Marco could use his own headshot function if possible to save updating this mod. ServerPerks is fine but this mod is really a seperate thing but only a thought.
 

Colin248

FNG / Fresh Meat
Dec 7, 2011
58
4
0
hey there. may i just say, i love this mod to bits. :D i have basicly assured chance for demons to spawn, and it brings a whole new challange to the game. altho i do have some questions.

1: do the enemys actuly give a bounty or not? every time i kill a demon or zombie it doesnt give me any dosh till the end of the round, and even then i am not sure if this is just the end of round cash.

2: is this mod still being worked on slowly or not? not asking for a update or anything, just curious to see if this mod is being pushed forward anymore or if its being left as is.

3: can anyone recomend a server side perk mutator i can use to add custom perks? currently useing perk replacement 1101, altho i am looking for something me and my freinds can level up with.
 

FluX

Grizzled Veteran
Oct 26, 2010
5,392
233
63
www.fluxiserver.co.uk
hey there. may i just say, i love this mod to bits. :D i have basicly assured chance for demons to spawn, and it brings a whole new challange to the game. altho i do have some questions.

1: do the enemys actuly give a bounty or not? every time i kill a demon or zombie it doesnt give me any dosh till the end of the round, and even then i am not sure if this is just the end of round cash.

2: is this mod still being worked on slowly or not? not asking for a update or anything, just curious to see if this mod is being pushed forward anymore or if its being left as is.

3: can anyone recomend a server side perk mutator i can use to add custom perks? currently useing perk replacement 1101, altho i am looking for something me and my freinds can level up with.
1.) The bounty as added at the end as Hemi has tested this.
2.) I doubt it's being worked on anymore as there isn't exactly anything else to do to it. It's finished for what i've seen.
3.) ServerPerks made by Marco is the best you can get. [url]http://forums.tripwireinteractive.com/showthread.php?t=36065[/URL]
 

lVlal2ll3ol2o

FNG / Fresh Meat
Mar 28, 2012
91
1
0
Still getting this controller crash with this Mod. Mind shining in Marco?

Critical: AActor::processState
Critical: Object Doom3Controller KF-Abandoned-Base-MacabreDay.Doom3Controller, Old State State Doom3KFBeta4.Doom3Controller.StakeOut, New State State KFMod.KFMonsterController.WaitForAnim
Critical: AController::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: Level KF-Abandoned-Base
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Due to TWI screwed up GetHeadShotDamMulti() function in 1035 patch, Sharpshooter gets only base headshot damage bonus on Doom monsters (50% max) with perked weapons instead of 140%.

*** EDIT. Actually this is cool, because now you need 2 xbow headshots to kill HoE Bruiser or Archvile and 3 for Mancubus or Hell Knight. But LAR/M14 combo became useless against the Doom monsters.
 
Last edited:

[SM]TOPSGT

FNG / Fresh Meat
Jul 12, 2011
376
5
0
Colorado
slsnipers.enjin.com
You must be using Sandbox which is where you set them yourself. Alter the sandbox waves to get the correct specimen/monster in that wave you want.

A question Flux or anyone and if this is not the good thread for it please either PM or direct me to and answer in another thread. I want to configure the zeds in the early waves. If I set the game type to custom then the game will use the monster squads and allow zombies numbers over 32. However the game seems to launch at random the squads and sometimes one can get Fps and scrakes right off the bat. I understand that if one uses the retail game and sets the hosting to dedicated then there is a graphic window that allows the number and type of zeds the spawn. I use the deticated server files to host and there is no graphic window the configure from. In the KFmod.KFGameType section of the KF.ini there is this part:

Waves[0]=(WaveMask=1011,WaveMaxMonsters=20,WaveDuration=255,WaveDifficulty=0.252280)
Waves[1]=(WaveMask=17244159,WaveMaxMonsters=24,WaveDuration=255,WaveDifficulty=0.295311)
Waves[2]=(WaveMask=53870399,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.395716)
Waves[3]=(WaveMask=666828729,WaveMaxMonsters=46,WaveDuration=255,WaveDifficulty=0.453091)


I just put up the first couple lines. Are the numbers 1011, 17244159, 53870399, etc the part where the zeds are configured? If not where and if so how is this accomplished? I have installed various other zeds to the server and I don't want huge numbers of really tough zeds spawning before the players get a chance to get to the trader. I may be totally off track so any help is appreciated. Somewhere I read and I don't remember where here in the forums, someone spoke of certian monster squads being used in the opening waves? Anyone know anything about that.
 
Last edited:

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
A question Flux or anyone and if this is not the good thread for it please either PM or direct me to and answer in another thread. I want to configure the zeds in the early waves. If I set the game type to custom then the game will use the monster squads and allow zombies numbers over 32. However the game seems to launch at random the squads and sometimes one can get Fps and scrakes right off the bat. I understand that if one uses the retail game and sets the hosting to deticated then there is a graphic window that allows the number and type of zeds the spawn. I use the deticated server files to host and there is no graphic window the configure from. In the KFmod.KFGameType section of the KF.ini there is this part:

Waves[0]=(WaveMask=1011,WaveMaxMonsters=20,WaveDuration=255,WaveDifficulty=0.252280)
Waves[1]=(WaveMask=17244159,WaveMaxMonsters=24,WaveDuration=255,WaveDifficulty=0.295311)
Waves[2]=(WaveMask=53870399,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.395716)
Waves[3]=(WaveMask=666828729,WaveMaxMonsters=46,WaveDuration=255,WaveDifficulty=0.453091)


I just put up the first couple lines. Are the numbers 1011, 17244159, 53870399, etc the part where the zeds are configured? If not where and if so how is this accomplished? I have installed various other zeds to the server and I don't want huge numbers of really tough zeds spawning before the players get a chance to get to the trader. I may be totally off track so any help is appreciated. Somewhere I read and I don't remember where here in the forums, someone spoke of certian monster squads being used in the opening waves? Anyone know anything about that.

WaveMask is a bit mask, which decides which standard squads to spawn in that wave. First you need to convert number into the binary format, i.e. 666828729 = 100111101111101111111110111001b. Bit mask must be read from right (lowest bit) to left (highest bit).
For example, if the lowest bit (first digit from the right) is 1, then StandardMonsterSquads[0] (4 Clots) will be spawned in that wave.

Code:
   [COLOR="Cyan"]0[/COLOR][COLOR="Yellow"]0[/COLOR][COLOR="Lime"]1[/COLOR]
     [COLOR="lime"]StandardMonsterSquads[0][/COLOR]
    [COLOR="Yellow"]StandardMonsterSquads[1][/COLOR]
   [COLOR="Cyan"]StandardMonsterSquads[2][/COLOR]
 

[SM]TOPSGT

FNG / Fresh Meat
Jul 12, 2011
376
5
0
Colorado
slsnipers.enjin.com
WaveMask is a bit mask, which decides which standard squads to spawn in that wave. First you need to convert number into the binary format, i.e. 666828729 = 100111101111101111111110111001b. Bit mask must be read from right (lowest bit) to left (highest bit).
For example, if the lowest bit (first digit from the right) is 1, then StandardMonsterSquads[0] (4 Clots) will be spawned in that wave.

Code:
   [COLOR=cyan]0[/COLOR][COLOR=yellow]0[/COLOR][COLOR=lime]1[/COLOR]
     [COLOR=lime]StandardMonsterSquads[0][/COLOR]
    [COLOR=yellow]StandardMonsterSquads[1][/COLOR]
   [COLOR=cyan]StandardMonsterSquads[2][/COLOR]

Thank you for the reply and for a very unexpected answer, I really learned something there I never considered the binary thing. Tripwire did you have to make this any harder, lol. Is there any quick sort of down and dirty way to do this? I don't mind the zeds squads ramping up as this is a modded server, it just is a little much in the early rounds.

So I converted 17244159 and it gave me 110100100111111111111, do the digits accumulate? i.e., 1=, 11=, 111=, and so forth?
 
Last edited:

ThePatriarch

FNG / Fresh Meat
Apr 15, 2011
97
31
0
Biotics Lab
can someone please fix this mutator so that the cyberdemon comes out?

i have large maps on my server so thats no issue, but half the darn bosses in this mutator dont show? and im using reg game type and not sandbox......

this mutator need to be updated to work right as well as with current version game.

Thanks marco for a great mod..........................but its outdated and needs a rework so that ALL bosses work and i DONT have to add lines to doom3 ini.................please?