TOXIKK
SL_31 Mar 5, 2018 @ 1:10pm
Suggestions and some questions
Nice rhyme, isn't it?
Jokes aside, I want to express my opinion about things in TOXIKK that I suggest to improve. If you are one of the developers, please read all the post.
First, the bullet spread of the Violator and the Raven should be reduced. Many times, with the Violator, even at medium-short range, I miss enemies because of that. And about the Raven, better not to talk about it. It's simply too damn high.
Then, the camera oscillation. If you pay attention, you will see the crosshair moving right and left. I find this very frustrating. According to me, but I'm sure I'm not the only one, a good arena shooter must have a "clean" aiming system. Arena shooters are not Minecraft. So, if it's possible, please add an option to disable it.
And to conclude, if you can tell me the location of some game files, I would be really grateful. I searched them in the SDKK, but I didn't find them. This is what I need: the rank icons (I need them for some personal projects) and the meshes of the map DEKK (just to try to make a good-looking custom map without spending too much time).
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Showing 1-10 of 10 comments
PredatH0r Mar 5, 2018 @ 2:20pm 
If you let the Raven cool down a bit after a shot, it is point accurate. Only if you fire in quick succession (primary fire and the alt-fire burst) it sprays.
The spread of the Violator was already tuned in the past. With less spread it ruins gameplay on more open maps. It's all just long range Violator spam then and makes the Falcon obsolete.

I never noticed anything like the crosshair moving left/right. But there is landing shake and weapon bobbing, which can be turned off in a config file.
Here are my settings (file \ section \ setting):

UDKSystemSettings.ini/SystemSettings/ResX=2560
UDKSystemSettings.ini/SystemSettings/ResY=1440
UDKSystemSettings.ini/SystemSettings/Fullscreen=true
UDKSystemSettings.ini/SystemSettings/Bloom=false
UDKSystemSettings.ini/SystemSettings/MotionBlur=false
UDKSystemSettings.ini/SystemSettings/AllowRadialBlur=false
UDKSystemSettings.ini/SystemSettings/AllowImageReflections=false
UDKSystemSettings.ini/SystemSettings/AllowImageReflectionShadowing=false
UDKSystemSettings.ini/SystemSettings/LensFlares=false
UDKSystemSettings.ini/SystemSettings/FogVolumes=false
UDKSystemSettings.ini/SystemSettings/Distortion=false
UDKSystemSettings.ini/SystemSettings/AmbientOcclusion=false
UDKSystemSettings.ini/SystemSettings/bAllowLightShafts=false
UDKSystemSettings.ini/SystemSettings/bEnableForegroundShadowsOnWorld=false
UDKSystemSettings.ini/SystemSettings/DynamicShadows=false
UDKSystemSettings.ini/SystemSettings/LightEnvironmentShadows=false
UDKSystemSettings.ini/SystemSettings/bAllowWholeSceneDominantShadows=false
UDKSystemSettings.ini/SystemSettings/StaticDecals=False
UDKSystemSettings.ini/SystemSettings/DynamicDecals=False
UDKSystemSettings.ini/SystemSettings/UnbatchedDecals=False
UDKSystemSettings.ini/SystemSettings/bAllowPostprocessMLAA=false
UDKGame.ini/UTGame.UTPlayerController/OnFootDefaultFOV=110
UDKGame.ini/UTGame.UTPlayerController/bLandingShake=false
UDKGame.ini/Cruzade.CRZPlayerController/bCenteredWeaponFire=true
;UDKGame.ini/UTGame.UTPlayerController/WeaponHandPreference=HAND_Hidden
UDKGame.ini/UTGame.UTPawn/bWeaponBob=false
UDKGame.ini/Engine.PlayerController/bNeverSwitchOnPickup=true

All the meshes of DEKK are in the SDKK. It doesn't look like it, but the whole map is made with relatively few different meshes, rotated, scaled and combined in many different ways.
The assets of DEKK have the "te_" (like "tech") package prefix. I used them for my remake of Aerowalk.
Content Browser[imgur.com]
Last edited by PredatH0r; Mar 5, 2018 @ 2:21pm
battlecattle Mar 5, 2018 @ 2:21pm 
Dunno' where the rank icons are located, but if you open up the asset browser in the SDKK and browse through the packages UDKGame -> Content -> Toxikk -> Environments, most of the Dekk assets can be found in the folders prefixed with te_

Sometimes one needs to right click a folder and select "fully load" to see all meshes in that folder.

Alternatively, you could always open up the Dekk map in the editor (steamapps->common->toxikk->udkgame->content->maps->toxikk), ctrl C copy the desired assets from there, open your map, and then ctrl V paste them into your map.

Last edited by battlecattle; Mar 5, 2018 @ 2:22pm
PredatH0r Mar 5, 2018 @ 2:27pm 
The rank icons might be contained in some scaleform / swfmovie asset, like CRZGFx.CRZ_Badges
SL_31 Mar 6, 2018 @ 9:49am 
Thank you for the answers. You both really helped me. I verified all your suggestions and these are the current results:
Let's begin with DEKK. When I open the UDK file, after the loading I see two windows. The first one says: "The following packages contain materials that were automatically updated due to parent Material or Material Function changes. Please resave and submit to ensure fast load times.". The packages are UA_Decos_02, te_HighTech, ju_foliage and te_Lab. And the second one: "The following resources were not found. Any references to them were set to NULL. WARNING: If you save now, these referenceswill be saved as NULL.". The missing objects are:
- Texture2D FoliageDemo.Materials.M_Waterfall_01_Flattened in BL-DEKK
- Texture2D WP_BioRifle.Materials.Bio_Splat_Decal_001_Flattened in BL-DEKK
For the rest, the map loads without any troubles. Does this happen to you too?
Now, the camera oscillation. I tried to change from true to false:
- UDKGame.ini/UTGame.UTPawn/bWeaponBob
- UDKGame.ini/UTGame.UTPlayerController/bLandingShake
But the problem is still there. If you aim with the Falcon maximum zoom (x32) on an object vertical edge and walk forward and backwards, you should notice that. Should I change something else?
I noticed that CRZGFx.CRZ_Badges is a video file, right? Do I have to convert it? If yes, in which format?
I also tried to shoot slower with the Raven. You were right, PredatH0r. I think that I will always use it in that way.
Let me know if you have any suggestions.
EDIT: Finally, I eliminated that damn oscillation. It's enough to open UDKGame.ini and find this string:
Bob=0.010
Change the value to 0.000 and it's done!
Last edited by SL_31; Mar 6, 2018 @ 12:47pm
PredatH0r Mar 7, 2018 @ 1:14am 
Good find with the Bob, didn't know about this one.

Do not ever save any of the official game packages when the SDKK asks you. If you do, you won't be able to join any game servers which run the original packages. You can use steam's "verify integrity of local files" to restore the original version in case they are already changed.

Sometimes when I work on my own maps the SDKK wants to save some other packages like "te\_" too and I have to be careful to click on "no".
WaNaB Mar 11, 2018 @ 7:40pm 
Hi everyone..I am sorry this doesnt have anything to do with the original thread but I have to ask PredatHor a question..I didnt think he was still around in toxikk forums and such..please PredatHor could you post a link somewhere or PM me with it for your custom maps..I just downloaded the Longest Yard and its amazing. ty in advance :)
PredatH0r Mar 12, 2018 @ 8:25am 
You can always find me in the official TOXIKK Discord channel[chat.toxikk.com].
The map "The Longest Yard" was made by Zedek the Plague Doctor, but he doesn't put any of his stuff in the Steam Workshop.
His stuff and other people's non-workshop stuff can be found here[toxikk.beham.biz]. It takes a bit of UE3 knowledge to get it working on your home PC.

All the maps are ready to play on the MOD All Maps+Mods server[toxikk.beham.biz] though.
Last edited by PredatH0r; Mar 12, 2018 @ 8:38am
SL_31 Mar 13, 2018 @ 1:44pm 
Hi, I came back because of a really frustrating problem. I don't know how to open two levels at the same time in UDK, so I can't copy and paste the assets that I need directly from DEKK. Is it possible to do that? Thanks.
battlecattle Mar 13, 2018 @ 1:58pm 
It's a bit janky, but one can copy the assets, load one's map (without quitting sdkk), then paste the assets.
SL_31 Mar 13, 2018 @ 2:37pm 
Ok, now I have no time, but I will try soon, thanks!
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Date Posted: Mar 5, 2018 @ 1:10pm
Posts: 10