Killing Floor 2

Killing Floor 2

[Whitelisted] Unofficial Killing Floor 2 Patch
677 Comments
kNivyl Dec 21 @ 9:32pm 
I just tried to reinstall the mod and... it seemed to have fixed the issue. Now I do get a message in the chat. Welp... sorry for the trouble :crtstressed:
Forrest Mark X  [author] Dec 21 @ 3:12pm 
That means it atleast ran once, do you get the chat message when loading into the server?
kNivyl Dec 21 @ 2:13pm 
I do see UKFPMutator in Server Info in WebAdmin. Or is that not it?
Forrest Mark X  [author] Dec 21 @ 12:51pm 
Check the logs and see if UKFP is actually being loaded
kNivyl Dec 21 @ 10:53am 
Hey, I'm not sure if I'm doing something wrong, but any options don't appear to work. I use Server Tool by darkdks. DropAllWepsOnDeath doesn't work, and while testing I tried to set fake players to different values, that didn't work either. Could someone tell what can be the issue?

?Mutator=SML.Mut,UnofficialKFPatch.UKFPMutator,FriendlyHUD.FriendlyHUDMutator,YAS.Mut?PickupLifespan=0?DropAllWepsOnDeath=1?LoadFHUD=1?LoadYAS=1
Falita Dec 21 @ 7:02am 
ohh good to know, so far LTI is working perfectly, thanks again.
Forrest Mark X  [author] Dec 20 @ 5:54pm 
Sadly the map change crash is from this mod, as I stated in one comment below the volatile hacks this mod depends on really hates the way TWI built the linux binaries and sometimes can happen on Windows.

I'm trapped in a catch 22 where if I fix this crash it causes another that can happen frequently in both realms, and if I change the mod to not rely on these hacks it becomes incompatible with 99.9% of mods
Falita Dec 20 @ 2:01pm 
Hi Forrest, I'm using CTI instead of LTI just to enable the DLC weapons, but it seems that when I change maps -sometimes- the server crashes, and I suspect it's CTI because it takes quite a while to scan those 200 weapons and then change the map. Any ideas? I'm going to switch to LTI so I can at least remove the drones.

This is the command and mutators I'm using:
Mutator=SML.Mut,CTI.Mut,UnofficialKFPatch.UKFPMutator?MaxPlayers=12?LoadFHUD=1?LoadYAS=1?DisableTraderDLCLock=1?BroadcastPickups=1?UseEnhancedTraderMenu=1?DropAllWepsOnDeath=1?AllowDamagePopups=1?
masterchief Dec 19 @ 4:08pm 
thank you, i appreciate all your hard work you do on your mod.
Forrest Mark X  [author] Dec 19 @ 3:41pm 
Sure I can add support for that
masterchief Dec 19 @ 12:49pm 
i also have one more thing to ask if it would be possible and if you want that is: could you maybe add an mid game voting option? cuz kf1 has it you could vote while the match is busy but kf2 (as far as im aware of) does not have that, only after match and srry for asking for many things lately its fine if you would fix/add things much later on its the holidays after all.
masterchief Dec 19 @ 12:42pm 
aigt thx for the info on the crash thing its fine its not that its seriously gamebreaking as it luckily doesnt happen during matches and as for the naming thx for looking into it, its also broken in the main game cuz i once fought him a few years back (before your patch) in his xmis skin and i think his name was also just abomination, i just thought about right now cuz i recently had an match against him on my server and seeing him having his regular name aswel it made me recall that bug again.
Forrest Mark X  [author] Dec 18 @ 7:09pm 
The naming was cause I forgot that function exists given its used by only a single zed so I can easily fix that.

The chance to crash is due to the volatile hacks used to make the mod work without certain mods needing a compatibility patch. I'm unsure if the crash can happen on Windows but I do know it is likely to happen on Linux due to the way the server binaries are built.

I can not fix it due a catch 22 issue where if I fix that crash, it causes another one on both Windows and Linux
masterchief Dec 18 @ 8:56am 
i also have a few other bugs to report:

my server has a chance to crash when no one picks an map from the vote menu and when the server chooses an map by itself theres an chance we get stuck at the loading screen of the map its trying to bring us to before bringing us to the server startup map instead (wich in my case is burningparis), this does not always happen but it happens regulary.

i also seems to have noticed an issue with my weapons skin getting default skin when i pick them up again after dying, and somethimes it gets its skin back randomly after an visit at the trader pod, i have not changed anything in the file to change that, i know theres an command for it, i checked and it is set on false.
masterchief Dec 18 @ 8:56am 
forrest i have an suggestion (and if its possible) on restoring something i believe twi either changed on purpose or broke some time ago before their final patch, i have noticed this some time now and i was wondering if you could restore xmis abomination being called "krampus" in his healthbar and introduction cutscene text screen, hes being called by his regular name now and i know he used to be called "krampus" in that skin, he was the only boss that had an different name as an event variation.
Falita Dec 17 @ 4:52pm 
Thanks!
Forrest Mark X  [author] Dec 17 @ 4:42pm 
Only if that server forces there option to yes, and as far as I am aware there is one mod that does this but it should only happen if the person joins a server running that mod.

I'll add a config to force it to off by default when joining the server
Falita Dec 17 @ 4:23pm 
That means if someone logs into a server where that option was set to YES, then when they log into my server, which is set to default, the change will be retained unless it's explicitly set to NO?. It would be great to have an option to explicitly mark "NO" so everyone can activate it at will. Since cases of someone "stealing" weapons are rare, I also have the server set to notify who picked up which weapon to identify potential thieves :)
Forrest Mark X  [author] Dec 17 @ 3:38pm 
I could add a config to disable the system altogether
Forrest Mark X  [author] Dec 17 @ 2:59pm 
DP should be off by default but this is a setting that saves into your client configs so its kept if you leave it on
Falita Dec 17 @ 10:45am 
I've been searching but haven't found anything on how to make it so that people on my server can pick up each other's weapons by default. Sometimes it seems to work, sometimes it doesn't, or some users can and others can't. Is there somewhere I can set this as the default so everyone can? Right now, to let others pick up my weapons, I have to use the !dp command.
The Arbiter᠌™ Dec 17 @ 9:06am 
Yessss, an option for no Gorefiends would be great ^^
ttv.veilveee Dec 16 @ 7:13pm 
that would be awesome! @Forrest Mark X
Forrest Mark X  [author] Dec 16 @ 7:09pm 
I could add an option for it
ttv.veilveee Dec 16 @ 4:00pm 
thank you so much! maybe someday we can get a update that removes the gorefiends or someone will make a mod that removes the gorefiends.
Forrest Mark X  [author] Dec 16 @ 2:52pm 
Look here https://steamcommunity.com/sharedfiles/filedetails/?id=2875577642 it provides all the parameters you can pass to turn off gas crawlers, qps and edars

Sadly there is no option to turn off Gorefiends
ttv.veilveee Dec 16 @ 2:16pm 
oh okay ty for the kf1 zeds i mean like no new kf2 zeds only the ones from kf1
Forrest Mark X  [author] Dec 16 @ 1:54pm 
For Pat you use ?BossList=P in the launch parameter, I'm unsure what you mean by KF1 zeds
ttv.veilveee Dec 16 @ 1:09pm 
is there a way to only have the patriarch and kf1 zeds only?
masterchief Dec 16 @ 5:14am 
yes thank you.
Forrest Mark X  [author] Dec 15 @ 10:57pm 
Should be fixed now
masterchief Dec 14 @ 5:25am 
update on the bug: so ive noticed that other then the event zeds voice and sounds not playing that "?UseNormalSummerSCAnims=1" also does not work with the "event zeds on map" i tried to enable it both in the "kfunnofficialpatch" file aswel as adding it on the server launch yet the summer scrake does not walk like a monkey as it used to do.
Falita Dec 13 @ 5:11pm 
Thank you for your work!.
masterchief Dec 13 @ 4:25pm 
forrest i have an bug to report, so remember how you managed to fix the event zeds on map specific (still thank you for that) well i just noticed a new problem... their correct voice lines arent playing on any of the event zeds, its the regular zeds their voice lines.
Ðɽægøɳfly Nov 21 @ 9:05am 
awesome update - thank you much:ToyR:
Forrest Mark X  [author] Nov 3 @ 5:53pm 
Thanks man and you're welcome, sorry it took so long to apply
GODSAW Nov 3 @ 8:49am 
Hey Forrest,

Just wanted to say thank you for the new release — I’ve already applied it to my server and it’s working great.
I really appreciate all the time and effort you put into this project. Your work keeps the game alive, and I won’t forget the dedication you’ve shown.

Much respect, and thanks again for everything!
Forrest Mark X  [author] Oct 29 @ 3:04am 
Are you running a server or on client? If on client you have to restart the game for it to know about the mod, for the server you need to install a fix so it can actually download anything
SneakyP Oct 28 @ 3:30pm 
i subbed but the command isn't working and im just confused
Ramshy Oct 24 @ 10:49am 
Thank you for the Information. Should be doable for me. Let's see how it goes.
Forrest Mark X  [author] Oct 22 @ 5:44pm 
Yes BUT if you update it before the players load in they get the new MOTD since its replicated to new clients
Ramshy Oct 21 @ 8:42am 
Thinking about it what i plan wont work because the motd loads before any command/script i could initialise.
Ramshy Oct 21 @ 1:42am 
It works over the managment console in webadmin. Edited the html layout for now for easier input. I just dont know how to work with the return value but thats maybe a me problem. Working 2 weeks abroad. After that i will get into it.
Forrest Mark X  [author] Oct 20 @ 8:07pm 
No I was thinking a command to run from the webadmin console to get you the boss
Ramshy Oct 20 @ 12:28am 
Console command would make things way easier. You're thinking aubout a ! command right?
Ramshy Oct 20 @ 12:26am 
Tested it out you can run the command over the Management Console on the webadmin page. I will try to use that with the magicked admin via phyton script but i never used python specificly so this is going to be interesting.
Forrest Mark X  [author] Oct 19 @ 12:51am 
Yeah I can add something that reports it to the webadmin in the form of a console command that can be used
Ramshy Oct 18 @ 5:10am 
Hey m8, cool to see that you still working on this.
Wanna set up a new server to play with some friends like i did some years ago. I would have a feature request if you do somthing like that.
As now you can type 'getall KFGameReplicationInfo BossIndex' in the console to get info wich boss will spawn. As i remember i tried to show the output of the command in the motd but over the webadmin you wont get a receive. I mean you can get the info by typing it in the client console so i see nothing against showing it server site.
Thanks for your work. :)
Forrest Mark X  [author] Oct 15 @ 11:57am 
Thanks man, and yeah I can do that. I already got a version ready so should have it soon sometime soon
GODSAW Oct 15 @ 12:05am 
Hey Forrest,

I really appreciate all the hard work you’re putting into this — I know it’s not easy, and your effort doesn’t go unnoticed.

If possible, could you make it so that the dropped weapons, dropped dosh, and saw blades each have their own separate timer variables? That way, we could configure their lifetimes independently.

Thanks again for all your dedication — I truly appreciate it.