Killing Floor Steam Workshop Reaction(s)

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Is it possible to unsubscribe from a mod? therefore not being forced to download any future updates? but saying that, you wouldn't know whether you liked the changes or not unless it is too late.

So you do have a point.
 

HuNteR-

FNG / Fresh Meat
Apr 11, 2011
682
439
0
Up there, in the trees...
But doesn't this also take away control from the users of mods?

The simple way around it would be to copy the files that are downloaded and rename them so you had the previous version.

But with all due respect, when I myself make mods I don't have the user in mind in terms of whether they can edit my mod to suit their own needs.

In my opinion if someone isn't happy with what I have made then they can go make their own mod that they are happy with. My mod is my mod. I am simply sharing it with the community so that they can enjoy it. Not so they can take control of it.

That sounds harsh, but the reality is that I made the mod. I can do with it what I please. Just like TWI developed KF. They can do with KF what they please.

If you want control over a mod, go make one yourself. Modders are not here to bow down to peoples demands. We do you a favor, not the other way around.

HuNteR-
 

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
This seems to be great for modder to client. But, as for modder to those who run dedicated servers.... not so... :( When they support dedicated servers I'll be fully happy with it... :) And if I can get it to take my uploads for my mods i would be happy :) Tried this past weekend, and it kept on saying upload fail. I'll give it another try this weekend maybe :)
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Certain "serveradmins" also used to dig in their cache and fish out unfinished mods. This will make it easier for them lol.

Cant you just browse your KF folder for the files? The names of the files usually speak for themselves. :)

1 usefull tip for the modders. Upload your overview picture 300x300 pixels. This way steam shows it nicely in the overview of all the mods and on the detail page.

The only thing I noticed is that this picture can only be uploaded in the SDK, so it will update your mod(and users will redownload it). Maybe thats a point to adress, as modders just want to update pictures of their mods like the screenshots.
 
Last edited:

Gartley

Grizzled Veteran
Dec 27, 2010
2,340
349
83
UK
www.wildcardproductionstudios.co.uk
A little birdie told me that Valve are supposedly looking into a 'workshop' for servers. So a server could sub to a mut and any updates would be pushed to the server.

That I think would be fine for say... a basic weapon. But a more involved mod could really break something.
 

EpharGy

FNG / Fresh Meat
Jan 3, 2011
1,350
63
0
Australia
www.sykosis.co.uk
A little birdie told me that Valve are supposedly looking into a 'workshop' for servers. So a server could sub to a mut and any updates would be pushed to the server.

That I think would be fine for say... a basic weapon. But a more involved mod could really break something.

This will be interesting to pull off, because you cant replace a currently in use file, ie anything loaded on the server unless the server is stopped.
 

Hippox

FNG / Fresh Meat
Aug 15, 2012
157
0
0
The simple way around it would be to copy the files that are downloaded and rename them so you had the previous version.

But with all due respect, when I myself make mods I don't have the user in mind in terms of whether they can edit my mod to suit their own needs.

In my opinion if someone isn't happy with what I have made then they can go make their own mod that they are happy with. My mod is my mod. I am simply sharing it with the community so that they can enjoy it. Not so they can take control of it.

That sounds harsh, but the reality is that I made the mod. I can do with it what I please. Just like TWI developed KF. They can do with KF what they please.

I can understand your position on this. It is your rightly choice to make your mods either open or closed source. I still very much feel that the users of any given mods should at least have the choice to update it, or not. I can see the benefits of mainstreaming mods to some point, but inserting total control is going too way. I am mostly just talking hypothetically about it here, mind you.

If you want control over a mod, go make one yourself. Modders are not here to bow down to peoples demands. We do you a favor, not the other way around.HuNteR-

This might be true for smaller mods that need none, or only a few, testers, however, in many larger projects it is indeed cooperation of mutual benefits that drives a project forward. The developers simply haven't got the time to do a ton of bug testing themselves when they're all busy doing all the actual coding work. This is where game testers come into the picture. They will be getting free content that they can enjoy, while on the other hand, being very useful at finding bugs and working out bug reports instead of the devs having to all the dirty work (which it is for a dev). I think that's a sorta beautiful symphony. One which I am sure you'd appreciate if you find yourself working on a bigger project than just smaller mods.

Besides, on smaller project, the users might give praise to the makers, booting their self-confidence, giving them joy. That is, if the makers enjoy sharing their content with others in this sorta way. The joy of sharing. This is just another example of mutual benefits. There can be many valid reasons for sharing your work. Being it exposure, making money, ect.
 
Last edited:

Ledgo

FNG / Fresh Meat
Mar 25, 2012
9
0
0
This will be interesting to pull off, because you cant replace a currently in use file, ie anything loaded on the server unless the server is stopped.

If one doesn't schedule regular downtime on a server of at least a half hour to update and such or plan on it on a regular basis, you aren't doing it right.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Collections seems a little buggy atm. Adding/changing images doesnt seem to work.
 

EpharGy

FNG / Fresh Meat
Jan 3, 2011
1,350
63
0
Australia
www.sykosis.co.uk
If one doesn't schedule regular downtime on a server of at least a half hour to update and such or plan on it on a regular basis, you aren't doing it right.

Why pull a server down for "maintenence" when most of the time there is no updates. It'd be much easier to leave it up to the server admin to update, then as soon as a client connects they download the needed files. Client can still play at each step of the way then.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Moss12 / Brute arent in the whitelist tags. I take it this will change in the future? Or how does the procedure work?
 

lammah

FNG / Fresh Meat
Mar 1, 2011
345
30
0
California
I love the idea but it randomly crashes both KF And steam... removing all my subs fixed the crashes.

Moreover it only downloads when KF is on and lag my connection a lot, which not fun for playing...

As as server owner, I think that would be nice to have as well. It all depends on how its implemented.
Regardless, clever use of redirect will always work in case of version mismatches.
 
Last edited:

EpharGy

FNG / Fresh Meat
Jan 3, 2011
1,350
63
0
Australia
www.sykosis.co.uk
Thought i'd give the workshop a bit of a try.

It's great for the solo player, but i really cbf subscribing, then downloading, then going to find all the little files a mod may have downloaded, copying them out to upload to use on a server.

There should be an option to download as a zip.

If this makes Authors not provide an easier install option (zip on the forums etc) and only giving the steam workshop link, I'm not sure how many Servers you'll see some of these mods on. I don't think that mirroring the Workshop for servers is the way to go tbh.