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Báo cáo lỗi dịch thuật
[0178.47] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 --:40745
[0178.48] ScriptLog: StaticOnClientConnectionClose
[0178.48] Join Log: Player Bad_Command (76561198198388438) has left the server!
[0181.28] Unofficial KF2 Patch Lite: Cleaning up left over references!
./launchcmd-hoe.sh: line 12: 2858199 Segmentation fault (core dumped) ./Binaries/Win64/KFGameSteamServer.bin.x86_64 kf-nuked?QueryPort=27016?Difficulty=3?AdminName=--?AdminPassword=--?AllowSeasonalSkins=0?PREFERREDPROCESSOR=1?Mutator=UnofficialKFPatch_Lite.UKFPMutator?ConfigSubDir=hoe
There appears to be a bug in UKFPMutator::NotifyWaveEnded. Specifically:
-If Caps(CurrentAllowedSpecialWaves) != default.DefaultAllowedSpecialWaves) is true, and
-KFGIE.bIsInHoePlus is false
It will increment until HoE+ difficulty.
There are two problems here:
1) FP (fleshpound) is in the default allowed special waves. There are no FP waves in vanilla.
2) It kicks endless game difficulty to the max on round 2 when the outbreak/special wave lists are modified.
I just want to run an endless server without fleshpound waves. Also, it would be nice to edit these lists without this logic triggering at all. Some custom maps with zed swaps are problematic with some wave types (alpha clots rounds -> all raged scrakes, etc.)
Otherwise standard gameplay, 4 waves. Also I tested the mutator alone of course.
Can you do a 2nd or 3rd try?
I was about to message you that it's much better, cause the first 2 runs I could swap til 23 and 25 changes, but run 4 and 5 were not good.