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Code Suggestion Box

I think some kind of interface inside/outside of the editor where users can easily change certain variables such as weapon damage, zed health, perk bonuses, and ammo capacities without touching code would be a great help in the search for balance.

I believe someone made such a program for KF1.
 
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I can only speak for RO2, but make dynamic content less a hassle to load especially concerning the network side of things?
By that I mean less hardscripted stuff defining what classes are to be used for lowers classes (level system)... If that makes any sense... Bit drunk right now so I will be back to me more precise. :)
 
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Can you do us coders a favor, and stop changing base classes every now and then, it screws our mods up and we have to constantly update and refactor everything. Once or twice is okay, but throughout the history of KF it happens so frequently it really pisses me off when something breaks after every revision.

As for a suggestion, the existing HUD code is very messy, probably inefficient even. Would be great if everything were more modularized, than throwing everything into DrawHUDPass and stuff. Even making functions for those are welcome, to keep code neater and easier to read.

EDIT:
Oh I forgot, since its UE3, could you expose some methods to C++ in the game engine side (if you guys are modifying the engine itself)? Would be great if we can make some magic happen (plugins and stuff) without having to subject ourselves to the limitations of UnrealScript/Kismet itself.
 
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Can you do us coders a favor, and stop changing base classes every now and then, it screws our mods up and we have to constantly update and refactor everything. Once or twice is okay, but throughout the history of KF it happens so frequently it really pisses me off when something breaks after every revision.

As for a suggestion, the existing HUD code is very messy, probably inefficient even. Would be great if everything were more modularized, than throwing everything into DrawHUDPass and stuff. Even making functions for those are welcome, to keep code neater and easier to read.

EDIT:
Oh I forgot, since its UE3, could you expose some methods to C++ in the game engine side (if you guys are modifying the engine itself)? Would be great if we can make some magic happen (plugins and stuff) without having to subject ourselves to the limitations of UnrealScript/Kismet itself.

Exposing methods to C++ -> DLLBind, i'm not sure it still exists but to say the're is already something in UE3/UDK for this.
-> http://udn.epicgames.com/Three/DLLBind.html
But I think this would be great!! I asked for this in RO2 sadly from what I was told it didn't work anymore.

As for not changing base class, I would definitivly like to see the codebase being more modular, it needs more classes and distinct objects that can be easily interchangeable.
 
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I think some kind of interface inside/outside of the editor where users can easily change certain variables such as weapon damage, zed health, perk bonuses, and ammo capacities without touching code would be a great help in the search for balance.

I believe someone made such a program for KF1.
http://wiki.beyondunreal.com/Legacy:Console_Commands/Debugging_Console_Commands[url]http://wiki.beyondunreal.com/Legacy:Console_Commands/Debugging_Console_Commands[/URL]
That was doable with built-in functions like EditActor...


Make the trader menu easier to modify.

For the example of dualies and trader stuff. Can you manage a better way to add a weapon that uses the dualie system? Maybe just give us a list of dualies that we can add to instead of having to completely redo the function handling them in KFHumanPawn and KFBuyMenuSaleList. It would avoid the mut from needing updating if a new dualie weapon was added. Given that you've added a gunslinger perk (regardless about how I feel about that) probably implies there will be a good amount of dual weapons.

With weapon adding in general, the current method is okay... It would be nice if we didn't have to check for a KFLevelRules, if there isn't one, make a new one, if there is, use it then add weapons. If there was a dedicated actor or something that we could do something like a CheckReplacement on, that would make it much easier.

Perk overriding is okay as it is... It's not hard to keep mutators up to date by using something like this to just inherit some other weapon's bonus:

Spoiler!
 
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Exposing methods to C++ -> DLLBind, i'm not sure it still exists but to say the're is already something in UE3/UDK for this.
-> http://udn.epicgames.com/Three/DLLBind.html
But I think this would be great!! I asked for this in RO2 sadly from what I was told it didn't work anymore.

As for not changing base class, I would definitivly like to see the codebase being more modular, it needs more classes and distinct objects that can be easily interchangeable.

I do know about DllBind actually, and that it's in UE3 for sure. I'm just wondering if TWI made any custom modifications to the engine, and if there are explicit C++ hooks into the custom engine for functions specific to KF2.
 
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I think some kind of interface inside/outside of the editor where users can easily change certain variables such as weapon damage, zed health, perk bonuses, and ammo capacities without touching code would be a great help in the search for balance.

I believe someone made such a program for KF1.
Yeah, an easy way to test out different stats would be great.

You were actually able to set some variables like that in the kf1 game console, eg capacity, after enabling cheats on a server. Silly thing, though, they didn't allow you to change certain other things, eg damage, to avoiding cheating... after cheats were enabled. :confused:

There were enough accessible variables, though, that you could prototype some significant weapon roles and balance concerns. No one seemed interested, though, when I used this technique to demonstrate that LMGs wouldn't necessarily be overpowered.
http://forums.tripwireinteractive.com/showpost.php?p=1204518&postcount=34http://forums.tripwireinteractive.com/showpost.php?p=1204518&postcount=34
http://forums.tripwireinteractive.com/showpost.php?p=1172038&postcount=58http://forums.tripwireinteractive.com/showpost.php?p=1172038&postcount=58
http://forums.tripwireinteractive.com/showpost.php?p=1175339&postcount=78http://forums.tripwireinteractive.com/showpost.php?p=1175339&postcount=78



I hope in KF2, after a server has cheats enabled, (thus disabling leveling, achievements, and unlocks, of course) as many variables as possible are accessible to the console.
 
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I do know about DllBind actually, and that it's in UE3 for sure. I'm just wondering if TWI made any custom modifications to the engine, and if there are explicit C++ hooks into the custom engine for functions specific to KF2.

It is in the engine, although it needs some work to get functional. Probably since it hasn't been used in years. We're a little hesitant about opening up the game to new and exciting types of hacks.

Can you do us coders a favor, and stop changing base classes every now and then, it screws our mods up and we have to constantly update and refactor everything. Once or twice is okay, but throughout the history of KF it happens so frequently it really pisses me off when something breaks after every revision.

As for a suggestion, the existing HUD code is very messy, probably inefficient even. Would be great if everything were more modularized, than throwing everything into DrawHUDPass and stuff. Even making functions for those are welcome, to keep code neater and easier to read.

Modularity is good suggestion. Smaller functions, OO classes that stand up on their own and can be swapped out.
 
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It is in the engine, although it needs some work to get functional. Probably since it hasn't been used in years. We're a little hesitant about opening up the game to new and exciting types of hacks.

DLLbind would be good to add but it would be wise to put in alot of security checks as I wouldn't doubt people would try to abuse DLLBind to inject hacks like aimbots and modifiers into the game
 
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How about a custom mutator hook? I'd be interested in seeing what this group can come up with for a mutator hook list.

A mutator hook would be really nice for that but maybe could make things easier by adding a function like AddPlayerPerk(), or something similiar to how GameRulesModifiers.AddGameRules() works if that isn't already what a mutator hook specifically is. but it would add for flexibility
 
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How about a custom mutator hook? I'd be interested in seeing what this group can come up with for a mutator hook list.
Yes, please! Expanding the abilities of mutators is a great idea.
Here are some I always wished for KF1:
- bool AllowPerkSwitch()
- bool AllowPurchase()

Frankly-speaking, I can't imagine all the features you guys are going to integrate. Maybe we will even have different gametypes. Basically, the base mutator(s) should reflect the most important features and characteristics of its respective gametype.
 
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DLLbind would be good to add but it would be wise to put in alot of security checks as I wouldn't doubt people would try to abuse DLLBind to inject hacks like aimbots and modifiers into the game

Yep definitely, but seeing that KF has always been a more PvE oriented game, I don't think aimbots would be really helpful. Not too sure how the perk system works in KF2, but if a maximum limit is set on TWI's side and with VAC on, I don't think it'll impact much. Just my two cents anyway :D
 
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