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[Re-skin/Mutator] The Rotting

Hey,
just tested and i have to say i REALLY like those models and that they have special abilities is also cool.
BUT i also have to say, i dont like it that they are so fast...
in my opinion it would be very very awesome if its white or greylisted and if they would walk on normal speed, because (i have to say it) it just looks damn ugly with those normal walkanims and i also think it dont fits very good with the gameplay... u also checked it without the speedchange ?

but u did an awesome job, no doubts
 
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good with the gameplay... u also checked it without the speedchange ?

but u did an awesome job, no doubts

First of all, Thank you, it makes me very happy to know that you liked the mutator.

As for the speed, its something I went over in my head time and time again, because the specimens have little if any life, it means they can be taken out with ease from a distance, so they need some kind of chance to make an impact, making them super speedy, adds that chance, unless its a Bloat that run pukes, you're in trouble then.

My future fix to this will be to make the ugly animations look pretty, If the majority vote for the zeds to slow down, I'll happily alter them, for now, just gotta see what happens, its early days.

Thank you for the feedback mate, really appreciated.
 
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Still doesnt work for me,and im pretty sure im doing something wrong.

I merge the files from the Rotting with the killingfloor files,and i get the mut name shown but still,no effect,zeds are the reg ones.

Best thing for you to do is download the new full version, install it all from scratch. Its fixed now as others have been playing it.
 
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Best thing for you to do is download the new full version, install it all from scratch. Its fixed now as others have been playing it.

I did but it didnt work with it. When i downloaded the last fix it did.

So,heres my review:

Rotting: TOO fast,really,even with low hp they are like pro suicide bombers,and the puke does lots of damage on HoE.

Weakened: I liked them the most,great textures,lovely gameplay addition.

Burned: They are more of a sub class compared to the 2 others,but since they were my idea i cant say nothing bad about them. Firebugs gonna hate.

Sub Bosses

Clown fleshie: Model was a bit glitchy,but its your first experience with 3dsmax,not your fault.

Pics: [URL]http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419528181[/URL]
[URL]http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419532278[/URL]
[URL]http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419530539[/URL]

Forgot to take a pic of the siren without straps,but she looked messy too. You need someone to help you with the models.

Also,i never saw the monkey subboss,need to play more.

CONCLUSION:

So far the best specimen mod,with a few flaws,yet a great gameplay experience. First time i played i felt like a child,waiting for its candy...

...but unfortunately this kind of candy eats children.

Yeah,the mod is a challenge both in MP and mostly in SP. Try it.


Suggestion: This is a bit advanced for anyone's modding skill,but i think it can be done...

Wave 11,you get a random spawn chance of a rotting/weakened/burned/mutated(if you release mutated versions,ofc) of the Patriarch,and after each heal he summons the respective type of zeds(You can do this for The Rotting part 2/3,its nothing but a suggestion for now)

Configurable mutators or simply different mutators(one that adds variety to the zeds and the other adds subbosses)

Well,i hope i helped with my review,with all its pros and cons,hope you can make "The Rotting" even more enjoyable.

Cant wait to test it in multiplayer.

REVIEW PART 2

Well,i gave it another playtrough,and well i missed out a lot.

Some more bugs:

Heads seem giant after they explode

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419880065

You used the old version of the shiver,the one that doesnt cloak-teleport

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419882860/?

Siren sub boss has a glitchy model like i said

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419888131/?

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419890393/?

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419891979/?

Here's the weakened FP,looks awesome...

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419893990/?

...but after i hit him with a katana...

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419895936/?

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419898109/?

Those are all bugs i found. Map was 2008 Manor.

Oh and one more thing...

The scrake variations arent skins. They're art.

http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419885357/?

Wow this was only my 2cnd playtrough(using godmode to hunt bugs,since i died on wave 1 without cheats)

Who wonders what i will discover next...but really,ill go sleep now. Sorry for any grammar/missed letters,its freaking 3:00 here.

CONCLUSION 2:

"The Rotting"

Berzerker's Nightmare.

Hell for Firebugs.

Even perfect aim doesnt save Sharpshooters.

Spraying AA12 rounds with Support doesnt help,it just makes it worse.

Commando feels like a Firebug...spray and pray.

Demolitions...now the specimen explode in your face.

Medic...dont get me started on the poor sod.

Ill test multi next...

No Godmode...
...just men.
 
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This mod is what our HoE server needed. With perks going up to 100, we didnt had a challenge in a long time....untill this mod. Very nice skins...very nice mechanics. There's no need for any updates, only get the errors out with the Stalker...thats it.

9/10 and with the stalker fixes : 10/10 :) Good job m8!
 
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This mod is what our HoE server needed. With perks going up to 100, we didnt had a challenge in a long time....untill this mod. Very nice skins...very nice mechanics. There's no need for any updates, only get the errors out with the Stalker...thats it.

9/10 and with the stalker fixes : 10/10 :) Good job m8!

I didnt encounter stalker errors,can you be more specific?
 
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, only get the errors out with the Stalker...thats it.

9/10 and with the stalker fixes : 10/10 :) Good job m8!


I think the issue you're having with the stalkers is a mistake in how you wrote the sandbox line, the error throws up rot.rotzombiestalker, there isn't a rot.rotzombiestalker in the mod, theres:

rot.rotzombiestalkerR
rot.rotzombiestalkerB
rot.rotzombiestalkerW

So it looks like your code doesn't have its letter on the end.
 
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I think the issue you're having with the stalkers is a mistake in how you wrote the sandbox line, the error throws up rot.rotzombiestalker, there isn't a rot.rotzombiestalker in the mod, theres:

rot.rotzombiestalkerR
rot.rotzombiestalkerB
rot.rotzombiestalkerW

So it looks like your code doesn't have its letter on the end.

Chek out my review and bugs i found.
 
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Chek out my review and bugs i found.

Yeah I read through it mate, very appreciated, most if not all of the things you said I was already aware of.

None of the issues actually effect gameplay, the mesh problems could be fixed if I dedicated more time to the mod, but I just wanted it released as it had already been over 2 months since I announced it.

Like I previously said, there is a part 2 of the rotting that includes all new specimens, with that release I will attend to the current issues part 1 has, but for now I'll be working on the zombie and resident evil mods.

If you find something that is critical, example it crashes the game, then I will attend to it sooner.

Thank you again for your review, very appreciated.
 
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hi hunter

i had a go with this mod. 6 players on hard.
here`s my review

pro:
+brushes up gameplay. all u know by now is gone. there are new taktics needed.
+nicely done textures
+the explode-effekt is pretty statisfying.
+the combination more-health+faster-moving+exploding-acidshower-in-ya-face is well done. its a real threat:D

con:
-the "imported" shivers and brutes are only models. no shiver-port, no brute mance.
-u can see throug the neck of the rot-brute.
-rot-brute does nothing for a long time if he has the chance to molest u.
-the combination more-health+faster-moving+exploding-acidshower-in-ya-face is the only trick the rotten does. more behavior variation would be nice.


Fazit:
this mod is more than i could ever achive. thumps up for this.
there are lacks in modelling and coding.
if u think suicide or hell on earth is boring u bring this mod for x-tra punishment.

keep up the good work

Sgt:)
 
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The skins look pretty impressive.

Some bugs I noticed after playing a couple of waves:

1. Shivers seem to perform the "ouch that hurts" animation when ever they get close to you, meaning unless you stop moving completely they can NEVER catch you. Also they do NO melee damage what so ever. (and by the hurt animation I mean the one they do eg. when you blow up a nade close by but they dont die)

2. Like Bogo already mentioned, once you pop off a specimens head, the red gib-thing in their neck/throat becomes maybe twice as large as its supposed to be making it look rather silly. (http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419880065)

Also I agree with Breakfast there, the rotted ones should move at normal speed. In fact looking at their condition youd think they move SLOWER than a normal clot but imo they should move the same speed to keep it somehow what challenging.
 
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-the "imported" shivers and brutes are only models. no shiver-port, no brute mance.
-u can see throug the neck of the rot-brute.
Sgt:)

Hi Sgt, thank you for the review.

A few pages back I explained why the specimens don't have special abilities, the shiver wont teleport and brute wont speed attack you, all of the specimens have had their special attacks removed, this was due to the weakend versions having twice the hitting power, also the rotting versions explode into bile, having both would make them into mega machines, but as you are aware, there is only 1 version of the Shiver and Brute, something that wasn't planned, simply put, I forgot about them and rush made rotting versions, thats why they both have issues.

Also its no secret, the WPC specimens caused a few problems in the release of the mod, redirecting meshes and skins was a pain, I'm not 100% sure at whats causing the see through neck on the brute, I think its how I've textured it although it could be to do with the bone structure being changed in the code slightly.

I will fix these issues in due time, but for now they're not causing harm ;).

Thanks again.

The skins look pretty impressive.

Some bugs I noticed after playing a couple of waves:

1. Shivers seem to perform the "ouch that hurts" animation when ever they get close to you, meaning unless you stop moving completely they can NEVER catch you. Also they do NO melee damage what so ever. (and by the hurt animation I mean the one they do eg. when you blow up a nade close by but they dont die)

Yeah I noticed that, I fear I've used the previous bloat code with the shiver, see it needed to be altered because the code calls for the bloat to puke, this causes any specimens in range to perform the hurt animation, I perfected the code with the other specimens to stop that happening, I think I've used the old code. As for the no damage thing, thank you for alerting me to this, I didn't know about that.

2. Like Bogo already mentioned, once you pop off a specimens head, the red gib-thing in their neck/throat becomes maybe twice as large as its supposed to be making it look rather silly. ([URL]http://steamcommunity.com/profiles/76561198012506500/screenshot/578934843419880065[/URL])

Again something I'm aware of, that needs to be changed in the code, its still calling for the scale size of a headless bloat, easily fixed.

Also I agree with Breakfast there, the rotted ones should move at normal speed. In fact looking at their condition youd think they move SLOWER than a normal clot but imo they should move the same speed to keep it somehow what challenging.

An issue I was fighting myself on, I reached the decision to make them faster because I took away their special abilities, If the gorefast still gored, the stalker still cloaked, I would either reduce speed to slower or normal, but because they dont have special attacks, they needed a fighting chance at getting in range of doing damage with the explosion, the way to do this was increasing speed.

Its one of those decisions that I made that honestly, turned out better than the previous plan.

I'm not saying that I won't change them in a future fixed release, but right now I'm happy with how they are, they're the ones that add the tough grind to the mod.

Thank you for your feedback though, very appreciated.

I tried the full version on a fresh kf install and the mut still didn't change anything. Might have to find a server that's running it to see if that works.

Very strange, without seeing your set up I can't really help, all I know is that the version that is released is working for the majority of people, it may be something with your install that is the problem.
 
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