Killing Floor 2.5 OldSchool Mod

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thrndm

FNG / Fresh Meat
Jul 24, 2010
8
0
0
Soviet Russia
Release? HECK YES!
Just tested it - there are few bugs:
Patriarch model is still old,
Sometimes gorefast body disappears instantly after death,
Crossbow model is still old,
Bloar blood spray stay too long.



Thank you very much guys for your work :)
 
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arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Awsomeness indeed. I also got the latest Patty model but apart from that everything was lovely. The nades in particular are a joy to watch as the clots really do get sent skyward.

old_kf.jpg
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
Release? HECK YES!
Just tested it - there are few bugs:
Patriarch model is still old,
Sometimes gorefast body disappears instantly after death,
Crossbow model is still old,
Bloar blood spray stay too long.



Thank you very much guys for your work :)

What do you mean crossbow and patty model are old? BTW Bloat blood spray was like that in KF 2.5.
 

Gregs2k2

Thank you please
Mar 21, 2009
1,850
164
63
UK
www.ragequitters.co.uk
OK, having played it for a good (and mentally exhausting) hour, here are some issues I came across:

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

Nothing game breaking. Just thought i'd let you guys know. Awesome job on the mod. Brings back lots of cool memories. Loving the nade pwnage too ;)
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
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.

1. Do you mean the mod still uses the retail patty? I'll do a test play and find out.
2. I'll look into this.
3. Again, by old do you mean retail? It was using the old mod version when I tested.
4. Intended. KFMod was like this.

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 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.
I'll look into the welder. I should be able to fix that.


Thanks for the bug reports, I'll get on this tonight and get a new updated version out.
 

Giles M.

FNG / Fresh Meat
Jun 1, 2010
73
2
0
He is correct the patty model is the same as the retail version otherwise the only issues I found with the mod was the thing about the blobs lingering in the air after the experiment's death (I don't think it's an issue at all really, doesn't effect gameplay) and the shotgun noise seems to be broken. Outstanding mod though worth the wait.

Also no issue with the welder the percentage doesn't display on the actual welder itself mind you.
 
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thrndm

FNG / Fresh Meat
Jul 24, 2010
8
0
0
Soviet Russia
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.
 

StarpictuR

FNG / Fresh Meat
Oct 30, 2009
59
4
0
Brussels
www.starpictur.org
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:
 

[KJ]

FNG / Fresh Meat
May 15, 2009
64
0
0
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:

yeah, i had to rename those two files for the correct redirecting of files-
 

Gregs2k2

Thank you please
Mar 21, 2009
1,850
164
63
UK
www.ragequitters.co.uk
OK, found some more buggage for you:

- Medi syringe % replenished doesn't show on HUD
- You can autoammo for free in the trader
- You are able to sell your 9mm. Also sells both guns when you sell dualies

I'm running a dedicated server here: 217.163.10.127 - all welcome ;)
 
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YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
The Med-Syringe and Welder were the last weapons to be and weren't revised by me. I will be fixing this in the next patch.
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
Notes taken, I'll work on updated version tonight. ;)

One Question: Free Auto Refill, is this because no whitelist or is it because of a bug? If it is a bug, any idea what may cause it? Any clues will help me find out what is wrong faster.
 
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Marco

Active member
May 23, 2009
644
227
43
Finland
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.
You could fix this issue in your mutator by adding a weapon replacement code with this mutator function like this:
Code:
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);
}
Naturally replace the classnames with your own and add rest of the weapons with own "case".
 
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