KF [Utility] De-serverpackage listing

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Marco

Active member
May 23, 2009
645
231
43
Finland
Mod name
Network package reducer​

Description
This mod will remove a bunch of stock Texture/StaticMesh/Animation/Sound packages from PackageMap (in same manner as they were marked as 'ServerSideOnly') that are not relevant to gameplay but just merely level decorations. Doing this will prevent server from replicating direct references of objects from those packages to client.
PackageMap include list of packages you have specified in ServerPackages (defined in KillingFloor.ini), maps and the packages they use, mutators and the packages they use.

The problem: UnrealEngine 1 & 2 has a flaw in network codes where it will prevent anyone from joining your server once the PackageMap list size exceeds ~500 packages.
The solution: Either beg Tripwire to actually fix the root of the issues or remove extra packages of PackageMap.
Average KF map alone with stock game mode active will take up ~300 packages (special thanks to TW for creating separate packages for like everything).

I created this mod by abusing flaws of UnrealScript to modify parts of the game memory Epic never intended you to access (using Unreal C++ headers, custom UScript compiler and some memory scanning to find correct offsets for pointers).
So in the end using this I was able to reduce amount of packages in PackageMap by around 150-200 packages (for stock maps). That means if you have problems with this limit on your server at the current situation, this tool will allow you use around 100+ more custom packages.​

Useage
Download and unzip NetReduce.u to server KillingFloor/System folder, edit KillingFloor.ini and add line (under [Engine.GameEngine]):
ServerActors=NetReduce.NetReduce

Download
In theory this mod should reduce loading/lag spike whenever a client connects to the server.
Please do tell me if you spot any problems while having this mod active (missing FX/sounds/textures) as that may be a result of me unlisting some package/s I shouldn't had.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Wow! Sounds awesome.

But if I understood it correctly, removing package from PackageMap makes it unable to replicate any objects from that package?

For example, the code below won't work, if KillingFloorHUD.utx is removed from PackageMap. Or am I wrong?
Code:
var texture MyTexture;

replication
{
    reliable if ( Role == ROLE_Authority )
        MyTexture;
}

function SomeServerFunction()
{
    MyTexture = Texture'KillingFloorHUD.Achievements.Achievement_0';
}
 
Last edited:

Marco

Active member
May 23, 2009
645
231
43
Finland
Wow! Sounds awesome.

But if I understood it correctly, removing package from PackageMap makes it unable to replicate any objects from that package?

For example, the code below won't work, if KillingFloorHUD.utx is removed from PackageMap. Or am I wrong?

Yea, it will act like it weren't on serverpackages.
 

ASSAYARO

Member
Sep 12, 2010
159
14
18
Behind you...
Thx

Thx

Spoiler!
Wow, That's mut to my ears. Thank u so much~
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Bug Report:

Invisible doors and glass windows.
When trying to enter trader, player's location becomes out-of-sync with server. I.e. you see yourself walking in one place, but server "thinks" you are in another.
 

hegyeri

Member
Aug 29, 2012
200
7
18
Yep, movable doors not visible. Most traders can not be used because something blocked the entrance.
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
Found a bug, when Zapping a zed with the ZED guns or using your Visable Spectators mutator the overlay does not appear
 

Marco

Active member
May 23, 2009
645
231
43
Finland
So I went through all stock KF maps and couple of custom ones to see which static mesh packages are used for doors and removed them from the 'unlisting' list. Same goes for the ZED gun zapped texture. I updated the download link with this update.

If you encounter more problems, keep em coming here.
 

mmnicolas

FNG / Fresh Meat
Apr 7, 2013
370
0
0
Doesn't work with that method... Anything else?

Maybe even with NetReduce you still have too much packages loaded when these maps are on

Also, is it just me but there's a missing headshot sound effect ? Not the gibbing sound but the skull cracking, headshot notification sound
 
Last edited:

Marco

Active member
May 23, 2009
645
231
43
Finland
Updated this mod to automatically keep any packages for mover static meshes.
As-well as re-enabled headshot sound package.
 

mmnicolas

FNG / Fresh Meat
Apr 7, 2013
370
0
0
If I don't plan on hitting the package limit, is it still beneficial to use it ?