Give us an update, whats happening, huh how why?
Well ladies and Gents today comes with good and crippling news.
I'll start with the good.
All of the RE Creatures have been placed into the game, they all work perfect and are close to being ready to be shipped.
Now the bad.
The RE models have different bone structures from KF, and thus have had to have had new Karma Data created for their ragdolls.
Now, although if you download the mod directly and get all the files, there isn't a problem.
But because most people download the content through KF itself, we have a major problem.
See, Karma data cannot be transferred through KF. It has to be manually downloaded and manually put into the Karma folder.
The problem this causes is that, without the Karma data for Ragdolls, upon death, the creatures just freeze and become an annoying blocking object.
Now the genius that is Marco had the very same problem with Doom 3, he was able to divert the ragdoll death and put it into an animation to make it work online.
So the Doom 3 method was instead of having a Ragdoll death, it played a death animation and then the creature disappeared.
Sadly as much as I have tried, I can't get Marco's Doom 3 code to work. No matter what I do, it insists on trying to find the ragdoll, and if it can't find it, it just freezes the creature in question.
The plot thickens, Marco has blocked all forms of contact on the forums, therefore asking for assistance is out of the question.
So where does that leave us.
It leaves us with an epic mod, waiting to be unleashed onto the KF world, that wont work properly online, which just defeats the point of having it in the first place.
As it stands, until I can find a fix, the Resident Evil mod has come to a halt.
Until further notice...
Hunter-