Killing Floor 2

Killing Floor 2

[Whitelisted] Unofficial Killing Floor 2 Patch
642 Comments
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.
Forrest Mark X  [author] Oct 14 @ 9:18pm 
They should be deleted after the time is up but just to be safe I'll make a separate variable for them
Forrest Mark X  [author] Oct 14 @ 9:09pm 
Yes this mod does affect them, I'll look into making it a separate variable
GODSAW Oct 14 @ 9:52am 
Hi, I have a quick question about the Unofficial mode.
I noticed that both the chainsaw blades and the Piranha pistol blades never despawn, even though PICK UP LIFESPAN is set (e.g. 1200).

Weapons and dosh disappear correctly after their lifespan expires, but the blades just keep stacking up indefinitely.
I’m guessing those blades are handled as Projectile classes instead of normal pickups — maybe their auto-destroy or timeout timer was accidentally left out?

Could you check if the projectile cleanup timer is missing or disabled for those blade actors? It seems like they never call Destroy() after being spawned.

Thanks — I just wanted to confirm whether this was intentional or an oversight.

picture: https://steamcommunity.com/sharedfiles/filedetails/?id=3586834747
Forrest Mark X  [author] Oct 8 @ 7:10am 
Not currently, I'll have to add an option to disable the system causing it
GODSAW Oct 7 @ 7:59pm 
Picking up a dropped weapon resets the skin on my custom weapon. Is there a solution?
Forrest Mark X  [author] Oct 7 @ 7:19am 
It only affects what special wave can be choosen when one actually happens, if it still has other special waves then good chance I either disabled the system due to issues or it's bugged.

Most likely the former as I remember this system being more complicated than it needed to be
GODSAW Oct 7 @ 3:46am 
Even though I entered AllowedSpecialWaves=FP in the ini, the FleshPound wave does not appear. The game mode used is KFGameContent.KFGameinfo_Endless.
Forrest Mark X  [author] Oct 7 @ 2:50am 
They can not, you can only get the rewards from certain events
Levins Oct 7 @ 12:12am 
Seasonal events like Grim Treatments or any other event can give you tickets?
GODSAW Oct 5 @ 9:14pm 
When picking up dropped weapons, the weapon will get the dropped skin instead of the players -> I don't want this option. Could you please add it to the ini file so that it can be selected?
Forrest Mark X  [author] Sep 28 @ 7:00pm 
Sadly these values can't be touched from the UScript side cause they are pulled directly from the ini, so the only way to fix it is the user to manually change them
Irem Sep 28 @ 6:39am 
Admittedly, I hadn't stumbled upon that post. It's funny how TWI keeps repeating the same mistakes with their past games once they reach the "End of Support". Thank your FMX, it's now working perfectly.

Sorry for going on a tangent here, but are there any plans on the modding community to implement a workaround to TWI's refusal to change the "collector" values in the client's .ini configuration files that usually cause crashes on gamemodes such as Controlled Difficulty?
Forrest Mark X  [author] Sep 28 @ 1:38am 
Irem Sep 27 @ 4:10pm 
Nobody is able to join my server after the latest patch. I completely deleted everything related to UKFP from my server and my own personal PC, but even after redownloading it, it still causes people to be kicked out with a "Unofficial KF Patch package mismatch" error. Any help please?
Forrest Mark X  [author] Sep 10 @ 5:30pm 
Only shows up if you ping the weapon
cheese Sep 10 @ 12:20pm 
Is there a way to see weapons on the floor like in the 5th screenshot?
Forrest Mark X  [author] Sep 10 @ 8:38am 
Sadly they'd have to sub to it here, this mod does support http redirect tho sadly I don't have a guide on hand how to use it but it's the same as KF1
masterchief Sep 9 @ 8:53am 
so i managed to make it work again by downloading the whole thing from the egs link and manualy replace the three files, but i had to drop and overwrite them from the map folder that had the workshop number of this mod otherwise just putting it in brewedpc does nothing, i also temp removed this mod from the workshopdownloader page on webadmin otherwise it could attempt to download the whole thing again and i want to avoid getting that mismatch again. only thing im worried about is if people will be able to download the mod if they join my server and havent subbed to it from here.
Forrest Mark X  [author] Sep 8 @ 2:08am 
The egs download listed is the same .u from the workshop
masterchief Sep 8 @ 12:25am 
Forrest im prob planning to instal your older version but is it possible for you to upload your latest version to dropbox and that we can download that one? Cuz im not sure if twi will ever update the kf2 servers knowing their bad track record of dropping support for their older games (like kf1 its broken workshop)
Forrest Mark X  [author] Sep 7 @ 1:23pm 
This means the server owner has some in-between version
masterchief Sep 7 @ 11:43am 
yep also have this version mismatch issue, i tried to overwrite those server files from that fix but it didnt want to overwrite them, it failed constantly.
Psi7EVEN Sep 1 @ 11:22pm 
Thank you, that was fast!
Forrest Mark X  [author] Sep 1 @ 6:26pm 
Should be fixed now
Psi7EVEN Sep 1 @ 7:09am 
The latest workshop version makes the game crash when exiting to main menu in a solo game
Forrest Mark X  [author] Aug 27 @ 9:18pm 
Oh you are free to ignore that warning, it's from scaleform and doesn't affect anything
Forrest Mark X  [author] Aug 27 @ 9:02pm 
Are you using the file below? Or the main workshop
Lumine Aug 27 @ 9:22am 
[0028.37] Warning: Warning, Failed to load 'UKFP_UI_HUD': Can't find file for package 'UKFP_UI_HUD' while loading NULL
[0028.38] Warning: Warning, Failed to load 'UKFP_UI_HUD': Can't find file for package 'UKFP_UI_HUD' while loading NULL


Is there a solution to this?
Forrest Mark X  [author] Aug 23 @ 12:42pm 
Oh right, Steam screws these URLs up. Remove the &dl=0 part of the URL else steams adds stuff to it that screws up the link
Forrest Mark X  [author] Aug 23 @ 12:16am 
Okay so for the people getting a version mismatch you can download this

https://www.dropbox.com/scl/fi/gedfa3zihsa1xtx888wt3/UKFP_EGS_Old.7z?rlkey=slm8xk97db3il3c2sn9uxjif1&dl=0

This is the version before this update and the one most servers who don't apply the workshop fix will be using.

You install this to Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC

Fair warning that this might cause issues if you join a server using the latest version but it's unlikely if you install it there
Sleep.OS Aug 19 @ 6:31am 
i see. work fine.
Forrest Mark X  [author] Aug 18 @ 1:32pm 
Jan 24th one
Sleep.OS Aug 18 @ 7:31am 
- Restored earlier update
it is update 25 Jan Right?
Forrest Mark X  [author] Aug 18 @ 1:35am 
Well it doesn't help the workshop intergration of KF2 is very poor
DukeofLeet Aug 17 @ 8:58pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3542440245
This solution DOESN'T seem to help on the auto updating unfortunately Forrest.

My solution was to pull the files from a client and place them in the server cache.
I think this might be a more unique issue than the steam file compression error.