WOW
This is great
I like
Big Thank at Slavek and Yoyobatty
1.Patriarch model is still old,
2.Sometimes gorefast body disappears instantly after death,
3.Crossbow model is still old,
4.Bloar blood spray stay too long.
I can fix the meat ball thing. Your right, its left over gib system from retail, I can make it so they won't spawn when you get a headshot.Gibbed models leave floating "meat balls" - looks like remnants of the retail's gibbing system. Not a biggie, but thought i'd mention it.
- Welder screen % display is broken
- Welder animation doesn't play
- Welder power doesn't display/work on the HUD
I'm installing it on my linux server to test it too, and i had problems with the redirections because of the inconsistencies in the case-sensitivity of the filenames.
Namely KFWeaponModelsOLDMod should be renamed to KFWeaponModelsOldMod and KFBossOld.ukx to kfbossold.ukx ; alternatively you could change the names somewhere in the class i suppose, it's those specific names (KFWeaponModelsOldMod and kfbossold) the unreal engine is looking for in the http redirection and can't find because the files are KFWeaponModelsOLDMod and KFBossOld and linux is case-sensitive.
And yeah :IS2:
You could fix this issue in your mutator by adding a weapon replacement code with this mutator function like this:Marco's Server Perks Handler causes spawn player with retail class-specified weapons.
If player will buy one from the shop - model will be from mod.
function string GetInventoryClassOverride(string InventoryClassName)
{
switch( Caps(InventoryClassName) )
{
case "KFMOD.FLAMETHROWER":
return string(Class'MyOldFlameThrower');
case "KFMOD.BOOMSTICK":
return string(Class'MyOldShotty');
}
return Super.GetInventoryClassOverride(InventoryClassName);
}