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[Mutator] Project One

Just

FNG / Fresh Meat
Sep 11, 2015
12
0
0
oldschool;n2287874 said:
Try toggling the advanced editor BIG YELLOW CAPITOL A top right. use the little chain that signifies link enter your link url. ;)

http://osg.site.nfoservers.com/index.php
I really didn't undertand anything. Can u give me link to download this mod? If u didn't catch what links a broken, the link of this mod a broken, i can't download it from 1 page post
 
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vangel

FNG / Fresh Meat
Oct 2, 2012
32
0
0
pcguru.sg
Is this another mod that is being privatized? I am trying to get faked players for my server so I can increase zed numbers. Please can someone post the links or make a source repo on git so people can help fix mods with updates
 

Pharrahnox

FNG / Fresh Meat
Feb 3, 2016
268
71
0
Cranny mate
ScrublordSaxton Sorry I missed your message.

Originally the updated version was only going to be released a week or two after I made that post near the end of January. Due to a combination of unforeseen problems, restrictions imposed by TWI's code, a lack of understanding of netcode, and adding more features than I was expecting, it was not completed before the uni semester started, so I haven't had time to complete it. This mod is not going to be private at all, I just didn't want people to have to redo their .ini files when the new version came out, which can be a pain if you make lots of customisations. Also I didn't want to commit to this mod by making it completely public when I wouldn't be able to fix any issues that came up.

Since it will be at least another month before I am able to complete the new version, I will release post a link for the stable version here. Know that if this mod does significantly break due to an update, I won't be able to do much about it for another month.

Link: https://drive.google.com/open?id=0B_t_CfJNzQqKV3RRcVZ6MGZ0bE0
Installation instructions:

For solo: the .u file goes in Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC, and the .ini file goes in Documents\My Games\KillingFloor2\KFGame\Config. If any of those folders don't exist just create them.

For a server: the .u file goes in kf2server\KFGame\BrewedPC, and the .ini file goes in kf2server\KFGame\Config.

You can have the files in both directories (My Games and kf2server) if you want to use it for solo and on your server. In that case, the two .ini files can contain different settings to each other.

The .pdf is just a tutorial that explains how to use some of the features, and has a list of the new features I've added at the end of it. Only a few features were explained because originally this was tutorial was created for a particular server owner who knew how to do the other stuff.

The command to run the mod on solo is:
Code:
?Game=ProjectOneV3A.KFGameInfo_ProjectOne?Mutator=ProjectOneV3A.ProjectOneMut
And for a server:
Code:
?Game=ProjectOneV3A.KFGameInfo_ProjectOne
and add ProjectOneV3A.ProjectOneMut to ServerActors. If you're not sure what that actually means, have a look here: http://forums.tripwireinteractive.co...mutate-problem.

A fix for the auto-kick on map change was discovered fairly recently here: http://forums.tripwireinteractive.co...-on-map-change (although this might have been fixed in the most recent update of KF2).

Just add:
Code:
GameModes=(FriendlyName="ProjectOne",ClassNameAndPath="ProjectOneV3A.KFGameInfo_ProjectOne",bSoloPlaySupported=True,DifficultyLevels=4,Lengths=4,LocalizeID=2)
in KFProjectOneV3A.ini in the [ProjectOneV3A.KFGameInfo_ProjectOne] section. You'll see similar entries for KFGameInfo_Survival and _VersusSurvival, so just put it with them.

I've decided not to make a separate thread for this, I'll do that when I release the new version. Note that this version is from early January, so it's quite possible that not everything works anymore. Unfortunately I didn't save a copy of the source code for this version before modifying it for the new version. You can see most of the code (apart from the defaultproperties sections) by opening the .u file in a text editor, but you won't be able to recompile it from that as far as I'm aware.

The source code of the new version will be included when I release it, as well as a detailed tutorial on how to use all of the features of the mod. I'll try to make sure that the source code is well documented so that people can extend it or learn from it.
 

®omano

Grizzled Veteran
May 14, 2009
4,061
184
63
France
www.hellsoldiers.tk
Know that if this mod does significantly break due to an update, I won't be able to do much about it for another month.
Just to let you know, an update is coming really soon :D...

little preview


edit:
Unfortunately I didn't save a copy of the source code for this version before modifying it for the new version. You can see most of the code (apart from the defaultproperties sections) by opening the .u file in a text editor, but you won't be able to recompile it from that as far as I'm aware.
You can still DECOMPILE with command like this, in a batch file (modify paths of course to match your system):
Code:
"C:\Program Files (x86)\Steam\SteamApps\common\killingfloor2\Binaries\Win64\KFEditor.exe" batchexport %1 class .uc "E:\WindowsSSD\Documents\My Games\KillingFloor2\KFGame\Decompiled\%~n1\Classes\"
Then put your mutator file on it (drag and drop) and you'll have source decompiled to folder E:\WindowsSSD\Documents\My Games\KillingFloor2\KFGame\Decompiled\ in my case ;)
 
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[SM]TOPSGT

FNG / Fresh Meat
Jul 12, 2011
376
5
0
Colorado
slsnipers.enjin.com
TY Freebase. Actually atm i would rather have you update and fix the hard boss file group so we could get a compile from the code. I was looking at this to try to get away from the hard boss since it get fragged every update.
 

codepilot

FNG / Fresh Meat
Mar 21, 2011
52
4
0
32
Las Vegas, Nevada
I am having a strange issue saw a few others had, but the fixes didn't work for me. When I load up ServerExt with Projectone for the first time, or change map via command line it works great. But if I do a ingame map change using the settings from xmapvote it always seems to bork things, and serverext doesn't fully load anymore.

Startup cmd line
Code:
 start .\Binaries\win64\kfserver kf-bioticslab?Mutator=ClassicScoreboard.ClassicSCMut,RTDMutSFv201.RTDMut,ServerExtMutV2.ServerExtMutV2?Game=ProjectOneV3A.KFGameInfo_ProjectOne
Have the line in the ProjectOneV3A ini under [ProjectOneV3A.KFGameInfo_ProjectOne]
Code:
 GameModes=(FriendlyName="ProjectOne",ClassNameAndPath="ProjectOneV3A.KFGameInfo_ProjectOne",bSoloPlaySupported=True,DifficultyLevels=4,Lengths=4,LocalizeID=2)
and

tried both the following for the KFxMapVote.ini

Code:
 GameModes=(GameName="Killing Floor",GameShortName="KF",GameClass="ProjectOneV3A.KFGameInfo_ProjectOne",Mutators="ClassicScoreboard.ClassicSCMut,RTDMutSFv201.RTDMut,ProjectOneV3A.ProjectOneMut",Options=,Prefix=)

GameModes=(GameName="Killing Floor",GameShortName="KF",GameClass="ProjectOneV3A.KFGameInfo_ProjectOne",Mutators="ClassicScoreboard.ClassicSCMut,RTDMutSFv201.RTDMut",Options=,Prefix=)
seems to always break on map change, seems my perk stats still load at least partially if i hit esc it shows my perks properly. normal GUI shows me as a 0 berserker though and my ServerExt settings all are turned off >.<


Edit: Ended up being KF1 Scoreboard mutator that was breaking it, decided i hadnt tried checking for conflictions so i took muts off 1 by 1 and the first 1 fixed it all lol... xD
 
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Ciel

FNG / Fresh Meat
Mar 12, 2019
1
0
0
19
I was adding "ProjectOneV3" to my server but it doesnt work.Cmd says Warning, Failed to load 'Class ProjectOneV3.KFGameInfo_ProjectOne'
how can i fix it? and i also read ur faq,it doesnt work to..
 

NeetYuakri

FNG / Fresh Meat
Oct 10, 2019
1
0
1
I want to increase the damage of new weapons.
Project One is in use, but new weapons are unlikely to increase damage.
Is there any way?