Well there goes all the extra fun 32 and 50 slot servers.
[url]https://www.youtube.com/watch?v=rTIUI5oXmjU[/URL]
those servers can still exist, just not as ranked which is how it should be.
Well there goes all the extra fun 32 and 50 slot servers.
[url]https://www.youtube.com/watch?v=rTIUI5oXmjU[/URL]
That's pretty debatable honestly. It harder with more people, because scrakes demolish your entire team because they have scaled HP. You also get less XP, because there's more people trying to get at it.those servers can still exist, just not as ranked which is how it should be.
Do you think people leveled perks using custom code? They've done it with custom maps, and that's still possible.Awesome news! I'm tired of level 25 noobs who have no idea how to play this game.
But Antiblocker during trader time should be whitelisted ASAP or incorporated into core game.
Does it drop your level to 0 or just freeze your level in place?
Does it drop your level to 0 or just freeze your level in place?
And for custom maps,you dont even support the re-directs properly.
My redirect works just fine. Custom maps load in seconds.
Oh well, looks like it's time to shift focus to create an alternative online subsystem. Not the first time TWI is pulling this and definitely not the last. Since KF1 we've been fighting the breaking changes almost every update so this ain't an exception.
*cough serverperks rework cough*
For those who want to try ^ https://udn.epicgames.com/Three/OnlineSubsystemSteamworks.html#Stats
We are kicking around a few ideas on how we want to handle this, just nothing is near completion in that discussion (as we weren't even ready to support code mods yet).
Not really no as TWI locked all the perks from modding,Marco said that himself on his mod for scoreboard he released.
There is no such thing as perks being locked. Sure they are locked from being updated to steam servers, but serverperks worked because it completely replaces ALL of the perks with custom ones and saves progression to disk (or to a remote location).
I dont know how marco would do it but this is how I would approach such a problem; clone or subclass the base perk class, remake all the perks with my custom perk class. A hypothetical serverperks would then load a custom subsystem (disables progression and switches over, more research needed) that reads from writes to these classes and saves to disk.
Once the way the game loads is reverse engineered, then work can start
Nothing is impossible in code. Effort is merely a limiting factor.![]()