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Post by [}{] Demon_333 on Apr 26, 2011 1:47:59 GMT 10
I'm sorry to say but something has happened to the server tonight, this has never happened before.
The server perks progress got corrupt, i turned it off and then i checked the text file, nothing in it at all, even the servers KF.ini file was missing more than 80% of text.
I'm thinking it either got hacked or just the thing shit itself, but anyways not to worry i have made it easier to level to compensate.
I am very sorry about this.
Edit: Just tried to verify the server to recover any deleted files if any have been deleted, plus give me a new KF.ini file and it gives me this error.
"Checking bootstrapper version ... Updating Installation Cannot open blob archive file: CMultiFieldBlob(mem-mapped file): Failed to open file"
This has never happened before, won't even provide me a KF.ini file. i will have to send a ticket to the server providers about this, i will report back if any success.
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Post by [}{] Demon_333 on Apr 26, 2011 10:53:19 GMT 10
Ok good news people,
It's up and running again, perk progress has been tweaked to level easier to catch up to your previous levels.
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wannas
Junior Member
Posts: 53
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Post by wannas on Apr 26, 2011 21:48:48 GMT 10
I'm not actually upset with losing perk progress, I think the real fun in this mod is watching your perks get better rather than camping or kiting with your maxxed perks.
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Post by [}{] Demon_333 on Apr 27, 2011 1:05:10 GMT 10
I'm not actually upset with losing perk progress, I think the real fun in this mod is watching your perks get better rather than camping or kiting with your maxxed perks. I'm glad you think so
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Post by [}{]TheBoobyTrap on Apr 27, 2011 2:09:16 GMT 10
yeah having to lvl up is fun so im not too worried either, i might lvl all my perks to 20 and reset em lol
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Post by [}{] Demon_333 on Apr 29, 2011 5:33:48 GMT 10
In this new minor update i applied, it's going to be experimental.
To make demo's more appealing i have given abit of headshot resistance to marksman rifles to the Fleshpounds.
Also a very nice new skin for the Diakatana.
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wannas
Junior Member
Posts: 53
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Post by wannas on Apr 29, 2011 8:43:56 GMT 10
I find that the spread on the Trinade Launcher is a bit too large to be practical. Sure, it has fast reload and can spam a lot, but if you want all three nades to hit one target you need to be so close you risk blowing yourself to oblivion. The only other options are the UM32 and the LAW Hammer. The UM32 afaik does the same damage as the vanilla M32 and while the proximity mine function is useful, even if it did kill an FP in 6 shots there's just too many of them in a 16-player game for demo to be practical. LAW Hammer is good fun but Marksman can do the same damage without an uninterruptible long reload. Hell, Support with Super Boomstick can probably do it too. Basically my suggestion is to decrease the Trinade Launcher's spread and give a bit more max ammo to the UM32 (like you did for M79CF). You could also mod FPs' explosive vulnerability to 1.75x for nade launchers and 1.25-1.5 for LAW. Also a new Demo weapon would be cool, since you removed the FMOD launcher.
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Post by [}{] Demon_333 on Apr 30, 2011 4:09:43 GMT 10
KFLv29 Update:
1. Dildo Launcher: now has penetration, dildoes stick to ground and has a headshot damage multiplier
2. GorePound: Health reduced, damage reduced, speed increased, rage chance high.
3. BattleMedic: Reloads Biolauncher and Dildo Launcher faster per level and the launchers mags reduced to 6
4. Trinade Launcher: Projectiles lessened spread
5. SuperBoomStick: I tested this ingame and wasn't happy with it, so i gave it a damage buff.
6. Katana, Dildo Sword and Diakatana now have the lunge button, and still can move fast in zed mode.
7. M4 Carbine: Has semi auto toggle.
8. A few health scale changes done to the Fleshpounds.
9. New badass skin for the superboomstick.
My plans that i want to do:
1. Pyro: using xbow and fire axe has a flame effect on impact
2. Dosh will cause damage
3. Modify the zed squads to not use sandbox, so that i can customize each wave to what i want specifically
4. Few ravager weapons will sweep through zeds such as the axe
5. random generated boss
Will be adding a customized RTD soon
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Post by theseriousone on Apr 30, 2011 15:34:04 GMT 10
the whole thing is just perfect and demon ur a genius for putting this fantastic server this is the only server i play anymore and im proud that it is. the enemies, perks, weapons everything is amazing and i hope that the server will stay up forever .
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Post by [}{] Demon_333 on Apr 30, 2011 17:31:35 GMT 10
the whole thing is just perfect and demon ur a genius for putting this fantastic server this is the only server i play anymore and im proud that it is. the enemies, perks, weapons everything is amazing and i hope that the server will stay up forever . I'm glad you like it. I've spent countless hours trying to put it together, getting help from people along the way, such as Eskarn, Fallidell, Entangler, Hoshikudaki, Sorrow, Saffire and people like the clan members, beta testers who always joined to provide me feedback. So as you can see it was a team effort, look forward to more things coming to the server, and the server will always be up
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Post by theseriousone on Apr 30, 2011 19:03:43 GMT 10
yes thats the spirit the server will always be up and also keep up the good work u r giving to the killing floor community
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wannas
Junior Member
Posts: 53
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Post by wannas on Apr 30, 2011 20:19:19 GMT 10
The katana class having lunge may or may not work, as they swing faster, and the attack may occur before you reach the end of the lunge. I'll try all of this stuff in-game soon (tomorrow when I have fresh internet if not tonight).
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Post by [}{] Demon_333 on May 1, 2011 12:30:08 GMT 10
The lunge actualy works perfect with the katanas,
wanted to get RTD going but it wouldn't start, i even tryed the original RTD and still wouldn't work, i will try get it to work later on.
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Post by [}{] Demon_333 on May 2, 2011 8:07:49 GMT 10
KFLv31: 1. New Specimen Spawn System by Entangler! No longer using Sandbox mode, now we have a special system that doesn't keeping spewing out fleshpounds etc, so when a Fleshpound does come expect a great battle . Now it will be possible to have nice and smooth games without the tedious spawns like before, have a game when you can and provide feedback! Good riddance sandbox 2. Fleshpounds HP have been buffed a little bit to justify their spawning now. 3. TankScrake: Since he will not be spawning frequently like before, he will rage at 15% hp now. 4. Rambo: Removed the, The Phoenix weapon because he has too many to choose from. 5: PPSH: Has semi-auto mode now, some adjustments to recoil 6. Few minor changes overall.
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[}{] Timur
KFL Clan Member
????#??? ??????? ?
Posts: 92
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Post by [}{] Timur on May 2, 2011 17:23:34 GMT 10
I love the new pacing; FP and Tank scrake battles are far more deadly and difficult, and not as frequent. Helps build tension and up the "Oh Crap" factor.
More difficult now altogether, but I feel this is how }{KFL servers are meant to be: difficult, but extreme fun! The server is coming together nicely!
I will have to check out the commando soon; as of right now, I am investigating the Medic and Marksman, both of which seem to be all right (although with the medic I'm starting to feel as if the more expensive weapons just weigh me down, so I avoid them...maybe its just me, but I feel some little tweak is missing). Marksman is well balanced and fun to play, and if the team is getting trashed, the medic is frantic and exciting.
Also, maybe it was my luck, but were there a lot of brutes?
Requires further testing, but definately excellent work ;D
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