Versus Mode... You Filthy clot... Now Released

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pathia

FNG / Fresh Meat
May 20, 2009
26
0
0
Being spectator? don't you just reconnect as player?

Running the server within game is not an option. We need this to work with dedicated servers, it currently does not, in any way shape or form or configuration work with a dedicated box.

I've tried it on three seperate machines now, including reinstalling the server from scratch. As soon as the ServerPackage entry is made into KillingFloor.ini, the server CRASHES the instant you run it, it never even begins to try to run the game, let alone the mutator.
 

TheBlackCheetah

FNG / Fresh Meat
May 25, 2009
293
10
0
Running the server within game is not an option. We need this to work with dedicated servers, it currently does not, in any way shape or form or configuration work with a dedicated box.

I've tried it on three seperate machines now, including reinstalling the server from scratch. As soon as the ServerPackage entry is made into KillingFloor.ini, the server CRASHES the instant you run it, it never even begins to try to run the game, let alone the mutator.


I am wondering how are these dedicated servers constructed? if it doesn't start by mutator start it by gametype awesomeclot.zombiegametype?
 

pathia

FNG / Fresh Meat
May 20, 2009
26
0
0
I am wondering how are these dedicated servers constructed? if it doesn't start by mutator start it by gametype awesomeclot.zombiegametype?

That doesn't work either. Here are the kind of startups I've attempted. These have all been done with or without the ServerPackage entry in killingfloor.ini. None work. It's been done on two entirely seperate machines with completely fresh installs of the server.

ucc server KF-Foundry.rom?game=awesomeclot.zombiegametype?VACSecured=true?MaxPlayers=12

ucc server KF-WestLondon.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=12?Mutator=AwesomeClot.betheclot

UCC server KF-WestLondon.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=12?Mutator=AwesomeClot

ucc server KF-WestLondon.rom?AwesomeClot.zombiegametype??VACSecured=true?MaxPlayers=12?Mutator=AwesomeClot.betheclot

ucc server KF-WestLondon.rom?AwesomeClot.zombiegametype??VACSecured=true?MaxPlayers=12?Mutator=AwesomeClot

None of these worked. The ones that actually don't crash the server, when you select the mutator in the web admin and reset the map, the mutator disables automatically.
 
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lethalvortex

FNG / Fresh Meat
May 16, 2009
331
14
0
i have the same problem as pathia i actually order 12 slot for this gamemode:( anyway i contacted my gameserver to see if they got some kind of fix for it. still kinda new to unreal Mutator. its wierd coz the other mods like rtd & antiblock all i had to do is add to startcmd & works without problems! but i also had problems with the perkreplacment mod same thing.:(
 

TheBlackCheetah

FNG / Fresh Meat
May 25, 2009
293
10
0
i have the same problem as pathia i actually order 12 slot for this gamemode:( anyway i contacted my gameserver to see if they got some kind of fix for it. still kinda new to unreal Mutator. its wierd coz the other mods like rtd & antiblock all i had to do is add to startcmd & works without problems! but i also had problems with the perkreplacment mod same thing.:(

ucc server KF-Manor.rom?game=awesomeclot.zombiegametype?mutator=awesomeclot.betheclot

try just that.
 
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lethalvortex

FNG / Fresh Meat
May 16, 2009
331
14
0
i also tried that. Mabe you guys can look at the log from wen u host from within the game? i tried looking at it but i dint show anything that i dint try in the dedicated yet.

about the gameserver i contacted them they say we have reinstalled it for you just enable it true webadmin i was like yeah so happy i tried it switch map disable -_- i contacted them again. Waiting reply:(
 

TheBlackCheetah

FNG / Fresh Meat
May 25, 2009
293
10
0
All thank pathia because of her/female/she/that girl thing problem is solved.
 
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pathia

FNG / Fresh Meat
May 20, 2009
26
0
0
Dedicated Solution!

Dedicated Solution!

OK. To get a dedicated server working. You need to copysome single player game files into your server directory. The reason why it crashes when you add

Serverpackages=AwesomeClot

Is because the mutator is calling for files that are *NOT* in the server install. From what we can tell, all that's missing is 2k4menus.utx. But if it still errors out, just copy over an entire copy to be safe. It works fine on multiple of my dedicated boxes now after this fix :)
 

Muse

FNG / Fresh Meat
May 28, 2009
71
24
0
Can you play this mode on someone else's server without downloading and installing the file in your own Killing Floor folder?
 

Muse

FNG / Fresh Meat
May 28, 2009
71
24
0
Sweet me and my friend thank you!

WE NEED MORE SERVERS WITH THIS LEET MOD.
 

xyrz

FNG / Fresh Meat
Jul 27, 2009
187
2
0
@Blackcheetah

Do you think you are nearing the final version of this mutator?
 

Templarion

FNG / Fresh Meat
May 26, 2009
288
3
0
Ok. I tested this very potential mutator with my friends again.

First we played KF-Farm. There we noticed the next problems:
1) Human players killed a few times specimen players and suddenly all over the place gore and blood started to appear. Like there were spawning specimen from every spawn point simultaneously and then they were dying right after that. Bloody explosions.
2) "One minute time remaining to kill humans" or something like that appears on the screen. I don't understand this. When this text appears the counter of specimens left starts to bug. Every time. This mechanic seems to be there for some purpose but I don't understand why.

After KF-Farm we changed to KF-Defence-B2 and decreased waves from 10 to 4 (changed game from long to short). In addition to the previous problems we noticed the next one:
Human players noticed huge ambient lightning increase. Everything had yellow tint in it and was over lightened. In the beginning, the specimen player saw everything correctly but after the wave #3 began the lightning bugged with him, too.

The last map we tried was KF-LostTown. No new bugs were noticed.

My own thoughts
Very potential mutator with multiple bugs. Some features I did NOT like.
1) Patriarch cannot heal or go invisible.
2) Specimens cannot close doors and they automatically open doors when they walk against them.
3) It is possible that flesh pound waves can be played through without players ever beign flesh pounds. Ofc, people should be able to use the best specimen available to max the fun factor. At least once and at least someone.
4) Specimen can actually get lost in large maps (like KF-Farm). They should also be able to recognize other player specimens like human players do recognize other human players.

And for the last but not least:
Thank you TheBlackCheetah for this mutator!
 

TheBlackCheetah

FNG / Fresh Meat
May 25, 2009
293
10
0
Ok. I tested this very potential mutator with my friends again.

First we played KF-Farm. There we noticed the next problems:
1) Human players killed a few times specimen players and suddenly all over the place gore and blood started to appear. Like there were spawning specimen from every spawn point simultaneously and then they were dying right after that. Bloody explosions.
2) "One minute time remaining to kill humans" or something like that appears on the screen. I don't understand this. When this text appears the counter of specimens left starts to bug. Every time. This mechanic seems to be there for some purpose but I don't understand why.

After KF-Farm we changed to KF-Defence-B2 and decreased waves from 10 to 4 (changed game from long to short). In addition to the previous problems we noticed the next one:
Human players noticed huge ambient lightning increase. Everything had yellow tint in it and was over lightened. In the beginning, the specimen player saw everything correctly but after the wave #3 began the lightning bugged with him, too.

The last map we tried was KF-LostTown. No new bugs were noticed.

My own thoughts
Very potential mutator with multiple bugs. Some features I did NOT like.
1) Patriarch cannot heal or go invisible.
2) Specimens cannot close doors and they automatically open doors when they walk against them.
3) It is possible that flesh pound waves can be played through without players ever beign flesh pounds. Ofc, people should be able to use the best specimen available to max the fun factor. At least once and at least someone.
4) Specimen can actually get lost in large maps (like KF-Farm). They should also be able to recognize other player specimens like human players do recognize other human players.

And for the last but not least:
Thank you TheBlackCheetah for this mutator!


Patriarch is balanced if he goes invisible you better believe it he'll be right next to you after he appears. He also does not heal since his difficulty level sky rockets when being controlled by a human.

Specimens aren't players but they trigger actors to open doors or destroy welded doors.

Flesh Pound also has chances of not spawning in these waves as ai as well as human controlled but I may up his/her chances in future.

I will get player visibility largest in radius for extremely large maps to be good for playing.

When there are 6 specimen left there is a 1 minute timer timer for the specimens to fight if they arent killed in that 1 minute they die, simply because I realised they could stop a game just by going places humans can't go or actually being hard to find/kill/chase.
 

knightmare106

FNG / Fresh Meat
Jun 21, 2009
86
0
0
+++suggestion for overall gameplay
-have a set time for each wave, the only reason to want to play this mod would be to kill other human players, so why not make the focus for specimens to attack quickly and humans to just do their best to survive. if they managed to kill the specimen for the wave, then the human specimens gotta get their act together :p

-respawn immediateley after you die as a specimen o_O? if this isnt already there

-Being a fleshpound can be more fun if you need to time a key or a mouseclick to when you are damaged, giving the rage ability more sense right? this is good for testing the patience of a fleshpound player and giving the human side more time to regroup or run when they see the FP,autorage can be triggered before dying because of gradual hp depletion or something

-same kind of gameplay for a scrake maybe :)

-maybe have bloats explode themselves as a secondary attack o_O?

+++suggestion for patriarch gameplay

-make it so that going invisible and running at the nearest human player is a single attack, for example. i press i dunno the key to drop my weapon or flashlight key and the patriarch runs cloaked to an autotarget similar to fleshpound, good for one strike :)

-for Hp, why not have health gradually go down so that the player will NEED to heal but keep attacking at a steady pace

++++++++++++++things id like to keep in mind or see as i am playing this
-This isnt the normal wave based killing floor gametype anymore it is definitly a survival/offensive feel now

-when i am playing as a specimen i dont need to plan or think too much with the rest of my team, killing floor isnt a game where you get trapped on purpose or need to survive quick guerilla tacticts. it should be about a player just needing to get through Sh*t hitting the fan, and the specimen players just providing the pressure that kills the human team. a specimen player should not be focused on "GETTING THAT KILL" he/she should be working with the bots setting up for a siren flank or just be a distraction
the bots are your team too :p

thanks for your time :p
 
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