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KF-WTFMut, betabees

oOPEASOo

Member
Jul 23, 2010
39
5
8
Yeah just got finished testing out those new flares.... they make it..creepier. And they are a nice red color that makes everything monochrome if there are no other light sources. Also the welder does work properly now.:D BEEEEEES is still busy tweaking some things and I'm thinking of making a new texture for the Scrake variant. More goodies on the way!
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
480
42
0
Tooling around with the melee weapon death from above! bonus for the Fire Axe and the Chainsaw. My intention is to give players some dramatic and obvious feedback so you know you're hitting the sweet spot for the bonus. Here's a clip for the FIRE Axe.

YouTube - firebug with fireaxe: death from above!

Yea...medic is one of my favorite perks in this mut. Has a real nice feel with the movespeed bonus and the huge clips >:)

For the people asking about a whitelist submission...maybe soon. There are yet bugs to crush- and there's so much more I want to add. Also, if it does somehow make it onto the whitelist, I'll have to revamp how perks are assigned, as this mut uses custom veterancy classes.
 
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HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,688
550
0
Behind You!
LOL this seems like it could be a lot of fun. Downloading now, but testing later cause I have to go to work soonish.
 

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
0
this was awesome in single player, would love to see how it rolls out with a full team. those new crawlers are like MJ man, its awesome
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
480
42
0
End of the night: 2 more teasers.

You can switch between Shot and Slugs when you reload the BOOMSTICK or Shotgun. Slugs fire with less spread than Shot, though it's still pretty inaccurate beyond ~20 feet. Slugs deal a little extra damage beyond what a face-full of shot can do, but you sacrifice the mighty room-broom power of the shotguns.

YouTube - BOOMSTICK- now with Slugs!

YouTube - Shotgun Switchup
 

Galslacht

FNG / Fresh Meat
Jan 5, 2010
399
103
0
At least someone takes the initiative longing the life of KF.

TWI patch takes ages!
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,468
2,503
0
Canada
Ugghh I was just about to release those exact same guns that I had made a long time ago but then abandond them but then remembered them :S
 

lackofsurprise

FNG / Fresh Meat
Aug 1, 2009
15
0
0
I can't get this to work on my server unfortunately. I can enable the three mutators in the webadmin, but when I restart the level to get the game going, the mutators switch themselves off and it just starts a default game. Any idea what I'm doing wrong?
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
480
42
0
Guy's I think I figured out whey this mut was breaking on mapchanges.

It's just a hunch, but please check your server logs after a map change and see what mutators are being loaded; 'cause I'll tell you this, I found this out in testing today:

Server is 1st started (everything peachy):
Code:
Log: Browse: KF-DeathBasin?BonusVehicles=false?Game=KFMod.KFGameType?Mutator=WTF.WTFEquipMut,WTF.WTFZombiesMut,WTF.WTFPerksMut?Listen?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Name=BEEEEEES
mapchange happens, server command became this:
*note: my line still has some wtf stuff in there because I have that set in my gametype definition for KF. With a stock config, you won't see that I bet.

Code:
ScriptLog: ProcessServerTravel: KF-Doom2-Final-WhiteFIX?Game=KFMod.KFGameType?Mutator=KFMod.KFGameplay,KFMod.KillingFloorMut,MutKFAntiBlocker.MutKFAntiBlocker,WTF.MutPerkReplacement,WTF.WTFMut,WTF.WTFZombiesMut
I think what is occurring here is that the actual server command is getting screwed up when mapchanges happen, and it has something to do with the gametype definitions the server has I believe, because that definition outlines what muts tie to that gametype.

Please Please Please check your server logs and tell me if the server command lines are changing when a mapchange happens!

Edit: I looked at this some more and I'm pretty damn sure this is what's happening.

1. Server launches with the mutators you told it to launch with. Great.
2. Map Change.
3. Server reads the config from KillingFloor.ini- which will not have the mutators activated unless you put it in there yourself.
4. WTFMut breaks in half after the map load because some of the muts are not getting loaded, because the server command just got reset to whatever was in KillingFloor.ini.

update: OK, I can confirm that adding the muts to your server command line in your KillingFloor.ini (or whatever .ini you are using for your server) will keep all of WTFMut's pieces active across map changes.

Also: BOOYAH! On the fly adjustable zoom levels.
YouTube - Adjustable-Zoom "Sniper Rifle"
 
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Roy Batty

FNG / Fresh Meat
Jul 16, 2010
13
2
0
Wow this looks awesome, I can't wait till you finish your tweaks and get it whitelisted!

Definitely going on my server.
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,468
2,503
0
Canada
Holy crap you made my SA80 so badarse! What an honour this is to have one of my weapons in the best KF mod ever! Oh btw I think you used the wrong arm sleeves cuz the one I ported had the KF 1.0 arms.
 
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shah3211

FNG / Fresh Meat
May 12, 2009
83
0
0
great mut.

gonna host it couple of days for anyone who wants to try it.

94.23.229.44:8207
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
480
42
0
I was actually a little perplexed by the sleeves. It looks a bit off because there's an arms slot AND a gloves slot, and I haven't dived in deep enough to deal with that yet.

It looks totally screwed if I mark the gloves as the sleeves, so I did the best I could in light of having other things I wanted to be working on at the time.

Something else I have in the cooker is getting the Legend of Welda to shoot a short-range beam if you have full hearts- er, hitpoints ;) ...lol. I know someone out there will get this.