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Topics - arramus

#41
Completed Maps / KF-MosEisleyNightXSRunOver
August 11, 2009, 01:25:46 AM
This already released map has been converted for BlackCheetah's KF Vehicles expansion and hosts 3 kinds of vehicles for 'Run Over' mode game play.

To play, you'll need the expansion files. Here's a link to the forum posting and download links on the Sandcrawler Network.
viewtopic.php?f=49&t=922&p=4800#p4800

#42
BlackCheetah has imported some UT2004 vehicles into KF and made a new 'Road Kill / Run Over' type game mode where your vehicle is your weapon for both its' collision damage and on board weaponry. It plays rather well and makes for a lot of amusement. Here's a short video of 3 of the land vehicles in action in KF-MosEisleyNightXSRunOver. The map conversion required minimal changes with only a few props removed to allow for non stop driving action in pretty much all areas of the map.

http://www.youtube.com/watch?v=susFOdJypEg

The original mod files are here uploaded here.
http://www.megaupload.com/?d=5FG01UP7

And an updated version containing an extra map (KF-MosEisleyNightXSRunOver) is here.
http://www.filefront.com/14254941/KFVehicles.zip

and rotating 'RunOver' maps on the sandcrawler KF Vehicles server as suggested in my sig.

#43
The Sandcrawler Mod is currently running on a dedicated server in DM mode. The server is based in Japan and called: 'Sandcrawler Mod v1 [JPN]'
Ping will be an issue unless any kind soul would like to make their own instance...

The server is rotating multiple custom maps that were bundled with the mod. As it's running in DM you'll still be able to join and at least test out the weapon tweaks and skins (with the help of a nade) even if you're in there on your own.

moddb kindly posted this news update on the front news page of the modding website so let's hope for a little publicity of sandcrawler.net and the mod in general.

http://www.moddb.com/news/sandcrawler-mod-server

#44
Completed Maps / KF-MosEisleyNightXS
July 29, 2009, 08:32:33 PM
----------------------------------------
KF_MosEisleyNightXS - 30th of July 2009
----------------------------------------
Download here.
kfmod.php?page=downloads&command=view&id=49

As the name suggests, KF-MosEisleyNightXS is themed on Mos Eisley from Star Wars. In this version however, Mos Eisley has become riddled with 'Galactic Zombies' who have chomped their way through the local population. Your job is to clean up this wretched hive of scum and villainy and restore order to the galaxy.

-------------------------------
KF-MosEisleyNightXS features:
-------------------------------

4 Trader 'Outposts' (3 on the perimeter and one in the middle).

14 Pickups for both weapons and ammo.

Multiple Zombie Spawners both in the playable battle field and outside the perimeter wall. The outside spawners have Jump
Pads so the Zombies make a 'dramatic' entrance.

2 Spacecraft Repair Bays with lockable doors.

1 Bar with lockable doors.

Different default music tracks for 10 seperate waves and 3 different music tracks for trader room activity.

A large battle area with open and closed zones.

Contoured sandy terrain.

------------
Installation
------------

Place KF-MosEisleyNightXS.rom in your server map folder.
Place the compressed KF-MosEisleyNightXS.rom.uz2 in your redirect.

Add KF-MosEisleyNightXS to your server map rotation through the KillingFloor.ini or Web Based Interface.

----------
Shout Outs
----------

I would like to thank the following Tripwire forum users (in order of posting) << Stixsmaster, Jaek, [5.SS]Pzgr.Zay, Cablespider, Sandcrawler, Feelgood66, FeuerSturm, shah3211, Dr.Stinglock, Extreme_One, Nanostrike, HaloSix4, gusone, TurkeySub, Celcy, Helion, Iva Bin Drinkun >> for feedback in the forums and ingame beta testing.

Thank you especially to JubalHarshaw for hosting and exploit testing.

Be fair, friendly, and have fun.
See you in the servers.

arramus
#45
Completed Maps / KF-Brewery
July 29, 2009, 07:47:41 PM
---------------------------------
KF_Brewery - 30th of July 2009
---------------------------------

KF-Brewery is set in an abandoned brewery that is being kept somewhat operational by squatters. Reports of a growing number of residents disappearing from the brewery have led your team to be called in to clean up. If it moves, waste it!

---------------------
KF-Brewery features:
---------------------

4 Traders.

14 Pickups for both weapons and ammo.

Multiple Zombie Spawners in the playable battle field and outside the playable area (roof and window entry).

Multiple zones representing different areas of a brewery.

Lockable doors throughout.

Different default music tracks for 10 seperate waves and 3 different music tracks for trader room activity.

A mixture of linear and non linear gameplay zones.

Custom texture posters.

Ambient background sounds.

------------
Installation
------------

Place KF-Brewery.rom in your server map folder.
Place the compressed KF-Brewery.rom.uz2 in your redirect.

Add KF-Brewery to your server map rotation through the KillingFloor.ini or Web Based Interface.

----------
Shout Outs
----------

I would like to thank the following Tripwire forum users (in order of posting) << Gregs2k2, Sandcrawler, FeuerSturm, Basic_Infantry, PsYchOTicA, Maksimus, driftwood, Sidus Preclarum, emigrant, knightmare106, remi, Slappy Cromwell, Ricky(SCO) >> for feedback in the forums and ingame beta testing. Your bug and suggestion posts have made the map smoother, look much better, and be as free of exploits as is currently possible.

Thank you especially to JubalHarshaw for hosting and very intensive testing. You found the unfindable. :)

Be fair, friendly, and have fun.
See you in the servers.

arramus
#46
Do you want to see SWRC updated and patched to reflect current hardware specifications and gaming trends?

Install Steam and join the Star Wars Republic Commando Patch Appeal (SWRCPA) at:

http://steamcommunity.com/groups/SWRCPA

Community Group Goal
-----------------------------

The Star Wars Republic Commando Patch Appeal Community is for SWRC gamers who would like to publicise the need for official game updates to ensure this classic remains compatible with today's gaming environment.

Background
---------------

In early July 2009, LucasArts brought Star Wars Republic Commando to Steam.

LucasArts' President, Darrell Rodriguez' says "This effort is going to make it possible to introduce a whole new generation of gamers to LucasArts' classic games."

We say, this is great news but please support that effort with patches that bring SWRC up to date with current hardware specifications and gaming trends.

Patch Appeal Example Requests
--------------------------------------

Remove console commands that allow players to perform online exploits.

Allow community made custom maps, mods, and other content to be downloaded from the server.

Provide Admin tools for map voting, kicking, banning, MOTD, Web Based Interface, Admin messaging, and all the functions that the Unreal Engine typically supports across Unreal Engine based games.

Support online Coop gameplay for retail and custom content.

Automatically maplist added custom maps.

Update known Bumpmapping to Low Workaround for RC Crashes issue and other issues related to hardware evolution.

Allow gamers to link CD Keys to Steam.

=====================================================

This may be flogging a dead donkey but if LucasArts are going to push their game to 'a new generation' then I feel they have a responsibility to ensure they maximise the experience with what are typically standard Unreal Engine game features.

I hope to see Sandcrawler Network members join up and also publicise this appeal in clan forums and Xfire buddies. We've certainly taken this game far in the community and I'd like to see if we can't take it that little bit further.

Here is a letter sent to LucasArts

QuoteStar Wars Republic Commando (PC)

To whom it may concern,

I first played the demo of Star Wars Republic Commando in 2005 and was utterly astounded with the squad based tactical order system, the audio, the graphics, the game engine, the ingame characters, and of course the Star Wars theme. Since purchasing the full version in March 2005, SWRC is a game that I've played repeatedly in both single player mode and multiplayer mode and even after these 4 years it can continue to boast a fresh and timeless appeal.

In early July 2009, I was most delighted to see LucasArts bringing its classic games over to Steam and also with LucasArts' President, Darrell Rodriguez' comment of "This effort is going to make it possible to introduce a whole new generation of gamers to LucasArts' classic games."

It's early days but there has most certainly been an influx of new gamers 'hitting' the SWRC servers with players stemming from multiple continents across the world.

With this effort to attract a new generation of gamers to LucasArts' classic games I would like to make an appeal on behalf of the community for continued update support to ensure LucasArts' classic games, and in particular SWRC, are compatible with the needs of current computer hardware and gaming trends. With regards to SWRC, updates could include:

Patching Ideas
--------------

Remove console commands that allow players to perform online exploits thereby creating a negative online experience for the community in general. Commands such as: 'EXAMPLE1' and 'EXAMPLE2' are a couple of examples.

Add coding to allow community made custom maps, mods, and other content to be downloaded from the server. With bandwidth improvements over the last 4 years this has become a common feature of many game titles and allows the community a simple solution of releasing custom content in an efficient and instant manner.

Provide Admin tools for map voting, kicking, banning, MOTD, Web Based Interface, Admin messaging, and all the functions that the Unreal Engine typically supports across Unreal Engine based games.

Support online Coop gameplay for retail and custom content.

Automatic maplisting for added custom maps.

Update known Bumpmapping to Low Workaround for SWRC Crashes issue and other issues related to hardware evolution.

Allow gamers to link CD Keys to Steam.

I appreciate that Star Wars Republic Commando is a classic game but kindly request that with the effort to introduce classics to the community also comes the effort to ensure the classics are compatible with current gaming demand in terms of hardware and playability.

I also understand that LucasArts is a company with financial goals and that patching a game includes a cost factor, but hope the release of LucasArts classics will offset these costs and make the purchase a more attractive and appealing prospect for new gamers as well as benefit the existing community.

Kind Regards,

MyRealName
(AKA arramus)

Star Wars Republic Commando Patch Appeal -- http://steamcommunity.com/groups/SWRCPA
Sandcrawler Network -- http://www.sandcrawler.net

#47
Here are a few in game shots while messing around with pawn drawscale in the Admin Console.

Land of the Giants.


Ant World.


Ragdoll after drawscale edit death.


Most amusing...
#48
From the official Tripwire forum.
http://forums.tripwireinteractive.com/s ... hp?t=34921

The new DLC character pack for Tripwire’s hit co-op zombie-killer Killing Floor is now available for purchase and download on Steam. The pack contains 4 new playable characters for you to enjoy.

The four characters are:

    * Agent Wilkes: One of Horzine’s own security guards, still in his uniform, enhanced with Horzine’s own Mark 7 combat suit.
    * Foundry Worker Aldridge: A welder who managed to survive the zombie onslaught inside the Foundry, still in his working gear.
    * DJ Scully: Ex British army soldier, moonlighting as an underground DJ when the apocalypse hit.
    * Dr Gary Glover: Sent in as part of the emergency response team, Dr Glover managed to survive infection inside his Hazmat suit.


These characters will be available in the character selection screen in-game once purchased. For more details, head for http://store.steampowered.com/app/1256/.

And take a look at the screenshots below!

And the FREE new map (Foundry) and weapons (AK-47 and the Katana) will be available soon!

#49
General / Eclipse Clips
July 21, 2009, 08:51:28 PM
Here are a couple of images from the recent eclipse that covered parts of Asia. They're not overly impressive as it was cloudy due to the final remnants of rainy season and I was also slightly out of the direct path (Kansai region of Japan) and got a peak eclipse of about 80%.



The Gloom
#50
Posted in the Tripwire forum by [TW]schneidzekk
http://forums.tripwireinteractive.com/s ... hp?t=34824

We are happy to announce details for the upcoming "Heavy Metal" free content pack â€" the first of many free updates planned for Killing Floor. This adds an all-new map, new weapons and new functionality and will be available to anyone that owns the game.

The new level, entitled "Foundry", is set in an old iron works which the Horzine Corporation has converted to support their top secret military projects. Exactly what they have been up to here is a matter for conjecture - but before we can send in investigators, your squad has to get in there and clean out the infestation of specimens.

To assist in your task, there are now two new weapons. The first is an old favorite of armed forces the world over: the AK-47. In our case, it has the folding stock, for ease-of-use in close quarters. This one will fit in as a heavier weapon for the Commando Perk and provide extra stopping power over the base Bullpup. The second is a weapon that just about every special-forces soldier in every movie seems to know intimately, for no good reason other than personal interest: the Japanese Katana sword. Just where the squad got hold of it is a mystery, but this piece of Samurai history is just so fitting, such a thing of beauty and such a perfect melee weapon, that we aren't going to ask too many questions.

In addition to this free update, Tripwire Interactive will be releasing our first paid DLC character pack for Killing Floor very soon. This character pack adds four new playable characters including a Horzine foundry worker and a soldier in prototype Horzine body armor.





#51
Well! The first wave is almost upon us so let's hear about what you're entering for the competition.

I'm going to enter KF-Brewery and KF-MosEisleyNightXS for Wave 1 and possibly KF-CarryOnUp for Wave 2. I'm certainly not going to pick up a cash award but I can still dream about getting a new graphics card...or mouse mat.

The smell of hard earned cash is really making some modders pull out all the stops and the quality of maps/mods is going to give a big boost to the community and server map rotations. Tripwire may be a small company but so far they've been careful to make sure they're offering a variety of ways to keep KF alive and supported.
#52
Tripwire has posted a thread in the official forum for modders to show their wares for the upcoming Wave 1 and 2 of the KF Grindhouse Mapping Contest.

This thread is basically presenting map name, setting, associated discussion thread, and download links. If you're entering the competition and want to give the public some advance notification of your entry then post away.

You'll see my entries in the list as well  :mrgreen:

http://forums.tripwireinteractive.com/s ... hp?t=34579
#53
Maps in Progress / KF-CarryOnUp (Beta14)
July 17, 2009, 03:39:26 AM
Download the original version here.
<!-- l -->kfmod.php?page=downloads&command=view&id=47<!-- l -->

And the fog version here.
<!-- l -->kfmod.php?page=downloads&command=view&id=74<!-- l -->

----------------------------------------------------------------------
KF_CarryOnUpBeta14 and KF_CarryOnUpSmogBeta14 - 21st of September 2009
----------------------------------------------------------------------
This beta version still requires polish, and play testing.

---------
Setting
---------
Construction workers at a council building construction site have laid down tools and refuse to go back to work until the reported 'giant vermin' have been eradicated. Take your crew and clean up this infestation with everything you've got.

-------------------------------------------------------
KF_CarryOnUpBeta14 and KF_CarryOnUpSmogBeta14 features:
-------------------------------------------------------
9 Traders.

8 Floors.

16 Pickups for both weapons and ammo.

Multiple Zombie Spawners both in the playable battle field and outside the perimeter wall. The outside spawners have Jump
Pads so the Zombies make a 'dramatic' entrance.

Multiple staircases for up and down with additional 'alternative' down routes.

Open and closed battle zones.

Custom signs/textures.

-------------
Shout Outs
-------------
Thanks to Iva Bin Drinkun, Helion, and the server regulars for play testing.
Thanks also to snipe34 for the 'Rusted Brace' static mesh which doubles nicely as a road speed ramp.
A big shout to Jon for the top floor 'Rebirth' graffiti.
Thanks to THEDDLE for keeping the current beta version updated on his server.

--------------
Installation
--------------
Place KF_CarryOnUpBeta14.rom in your server map folder.
Place the compressed KF_CarryOnUpBeta14.rom.uz2 in your redirect.

Add KF_CarryOnUpBeta14 to your server map rotation through the KillingFloor.ini or Web Based Interface.

Perform the same as above for KF_CarryOnUpSmogBeta14.

Be fair, friendly, and have fun.
See you in the servers.

arramus

















#54
Maps in Progress / KF-MosEisleyNightXS (Beta 1)
July 11, 2009, 08:26:40 AM
Download:
kfmod.php?page=downloads&command=view&id=46

--------------------------------------------
KF_MosEisleyNightXSBeta1 - 12th of July 2009
--------------------------------------------

This is an updated version og KF-MosEisleyNight. Additional content includes:

Contoured sandy terrain replaces flat terrain.
Planet texture switch plus additional planetary rings.
Minor technical updates.

As the name suggests, KF-MosEisleyNightXSBeta1 is themed on Mos Eisley from Star Wars. In this version however, Mos Eisley has become riddled with 'Galactic Zombies' who have chomped their way through the local population. Your job is to clean up this wretched hive of scum and villainy and restore order to the galaxy.

----------------------------------
KF-MosEisleyNightXSBeta1 features:
----------------------------------

4 Trader 'Outposts' (3 on the perimeter and one in the middle).

14 Pickups for both weapons and ammo.

Multiple Zombie Spawners both in the playable battle field and outside the perimeter wall. The outside spawners have Jump
Pads so the Zombies make a 'dramatic' entrance.

2 Spacecraft Repair Bays with lockable doors.

1 Bar with lockable doors.

Different default music tracks for 10 seperate waves and 3 different music tracks for trader room activity.

A large battle area with open and closed zones.

------------
Installation
------------

Place KF-MosEisleyNightXSBeta1.rom in your server map folder.
Place the compressed KF-MosEisleyNightBeta1.rom.uz2 in your redirect.

Add KF-MosEisleyNightXSBeta1 to your server map rotation through the KillingFloor.ini or Web Based Interface.

Be fair, friendly, and have fun.
See you in the servers.

arramus





#55
Announcements / Lucas Arts is Coming to Steam
July 06, 2009, 06:31:06 PM
Here's a Press Release about Lucas Arts bringing its classics to Steam for direct download.

-------------------------------------------------------------------------

Back by Popular Demand, LOOM, The Dig, Indiana Jones and the Fate of Atlantis, and Star Wars Battlefront II Headline List of Games Soon to be Available via Direct Download!

LucasArts Continues Initiative to Revive Classic Gaming Titles

SAN FRANCISCO, Calif. â€" July 6, 2009 â€" Fans have asked and LucasArts has delivered! Today the company announced a new initiative in its effort to revive its classic and beloved franchises by making its games available for the first time ever as digital downloads online.

In this first round of releases, ten fan-favorite LucasArts PC games will be made available Wednesday, July 8 on Steam®, Valve Corporation's delivery and management platform for the PC. Scheduled for release are classic adventure titles like LOOMâ,,¢ and The Dig® and hit action games including Star Wars Battlefront® II and Star Wars Republic Commando®.

The complete list of games to be released on July 8 via Steam includes:

Armed and Dangerousâ,,¢
Indiana Jones® and the Fate of Atlantis
Indiana Jones® and the Last Crusade: The Graphic Adventure
LEGO® Indiana Jones: The Original Adventure
LOOMâ,,¢
Star Wars Battlefront® II
Star Wars Republic Commando®
Star Wars Starfighterâ,,¢
The Dig®
Thrillville®: Off the Railsâ,,¢

"This effort is going to make it possible to introduce a whole new generation of gamers to LucasArts' classic games," said Darrell Rodriguez, president of LucasArts. "It also gives more people a chance to play our games by making them available long after they've disappeared from store shelves. We hope our fans are as excited as we are about our plans and we can't wait to share what's coming next. This is just the beginning."

This series of launches continues LucasArts' new mission to revitalize its deep portfolio of beloved gaming franchises.

LucasArts previously announced the return of the classic Monkey Island® franchise with two new projects due to be released in the near future. Tomorrow, July 7, Telltale will premiere the Tales of Monkey Islandâ,,¢ game series, delivering a completely new epic storyline and swashbuckling flair that will unfold across five monthly episodes on PC and WiiWareâ,,¢.

The Monkey Island celebration continues on July 15 when LucasArts publishes The Secret of Monkey Islandâ,,¢: Special Edition, a completely re-imagined version of the first game in the series that adds updated high definition graphics, a re-mastered musical score, and full voiceover to the classic adventure game originally launched in 1990. The Secret of Monkey Island: Special Edition will be made available on Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft, and PC via Steam and other online distribution channels.
#56
Completed Maps / [KF] Tripwire Map White List
July 03, 2009, 08:14:21 AM
After completing your map, it will need to be added to the Tripwire White List before players can be awarded achievements or earn anything towards their perks.

This is the current request link on the Tripwire forum for adding your maps.
<!-- m -->http://forums.tripwireinteractive.com/s ... hp?t=34247<!-- m -->

The list of approved map is as follows:

<!-- m -->http://forums.tripwireinteractive.com/s ... hp?t=34248<!-- m -->

KF-BioticsLab.rom
KF-Farm.rom
KF-Foundry.rom
KF-Menu.rom
KF-Manor.rom
KF-Offices.rom
KF-WestLondon.rom
KFintro.rom
Entry.rom
KF-[LT]PoliceStation-V3.rom
KF-AHouse.rom
KF-AquaStudy.rom
KF-AquaStudy-Beta.rom
KF-Arcade-Action-v2.rom
KF-Arcade-Shopping-Center-final.rom
KF-ArchivesA05.rom
KF-Arena.rom
KF-Asylum-B1.rom
KF-Asylum-B3.rom
KF-BarbedSchool26.rom
KF-Biohazard.rom
KF-Bridge-RSIX.rom
KF-Cellar.rom
KF-Concert-Hall_Beta1.rom
KF-Concert_Hall.rom
KF-CubicleLab.rom
KF-DarkRoad-B.rom
KF-DarkRoads-F.rom
KF-DarkTunnelsV2.rom
Kf-DeathPit.rom
Kf-DeathPitFinal.rom
kf-defence-b1.rom
kf-defence-b2.rom
KF-Desperation_beta1.rom
KF-Doom2-Final.rom
KF-Doom2v1.rom
KF-Downtown.rom
KF-EscapeToHeaven.rom
kf-firing-range-b4.rom
KF-Floor17Final.rom
KF-FogFieldBeta3a.rom
KF-Gladiator_Beta1.rom
KF-GothicV1.rom
KF-HappyHour.rom
KF-HappyHourV2-25.rom
KF-HeresyBeta3.rom
KF-HnA_Dust2_Beta3.rom
KF-House[TE]OutsideV4BETA3.rom
KF-House[TE]OutsideV6.rom
KF-Industry.rom
kf-killbox.rom
KF-Last-Hopev2.rom
kf-Last-Hopev5.rom
KF-LastStand.rom
KF-LastStand2.rom
KF-La_Casa_Muerta-RC.rom
KF-LibraryB2.rom
KF-LibraryB3.rom
KF-LostContact.rom
KF-LOTD-Downtown.rom
KF-MainStreetBeta.rom
KF-MainStreetFinal.rom
KF-Marshes.rom
KF-Medieval-Beta1.rom
KF-MosEisley.rom
KF-MosEisleyBeta3.rom
KF-MosEisleyNight.rom
KF-Multistorey_B1.rom
KF-NagomiSou.rom
KF-NursingHomev2.rom
KF-Odessa.rom
KF-OldeTower-alphaFIX.rom
KF-Origins.rom
KF-OrmanManor.rom
KF-OrmanManor_vBeta01.rom
KF-PacMan.rom
KF-PandorasBoxV1_5.rom
KF-Paradisemall.rom
KF-Parkinglot.rom
KF-Penumbra.rom
KF-Prison.rom
KF-RSIX-Cave.rom
KF-RSIX-MAP2.rom
KF-RSIX-MAP3.rom
KF-RSIX-TheSumOfAllFears.rom
KF-SecretPassage.rom
KF-sherwoodforest-beta1.rom
KF-Stranded-Remix.rom
KF-Stranded.rom
KF-Streetv2.rom
KF-Streetv2beta.rom
KF-Surroundedv1.1.rom
KF-SwampAlpha.rom
KF-SwampBeta.rom
KF-Tao.rom
KF-TBAHybzBeta1.1a.rom
KF-TestMap.rom
KF-Thames_Bridge_B1.rom
KF-TheHiveV1.ROM
KF-TheOffice.rom
KF-toomuch.rom
KF-TrailOfTheWoodsFINAL.rom
KF-Walkways_Beta2.rom
KF-Walkways_Beta4.rom
KF-WestLondonNight.rom
KF-WestLondonNight_v7.rom
KF-Winchester.rom
KF-Wolf.rom
#57
An update to Killing Floor has been released and will be downloaded automatically through Steam. The update includes improvements, bug fixes, exploit fixes, as well as addressing some of the balance issues we have discovered with the Perk system since the release. For a full list of changes please visit the Killing Floor Forums. Additionally, there is less than a month left until the deadline for Wave 1 of the “Killing Floor Grindhouse” custom map making competition. With over $20,000 in prizes, included a $10,000 cash grand prize on the line, competition is heating up. Head over to the map contest website for more details.

Fixes:

    * Fixed a memory leak causing performance to degrade the longer you played when in multiplayer (resulting in very low framerate sometimes in the final waves).
    * Improved texture and file precaching to reduce issues with hitching.
    * Voice Over IP is now usable in the Lobby Menu while waiting for everyone to ready up.
    * Cash amount in the Trader Menu updates when someone gives you money while trading.
    * Improved the readability of chat fonts.
    * All melee weapons now have an alt-fire, which is a "power strike".
    * Fixed the timing for when damage occurs from melee weapons.
    * Added a Map White List which will now only allow perks to be earned on official and approved custom maps (Makes maps such as KF-Leveling worthless).
    * Fixed "Connection Failed" endless loop when failing to connect to a server and clicking the Back button in the Server Browser.
    * Fixed Zeds sliding instead of animating online at particular times.
    * Fixed blowing off the limbs of live Zeds, such as the Bloat's legs.
    * Added random moving attacks for specimens that would always just stop and attack before (Bloat, Gorefast, Scrake). This makes the attacks less predictable, and players can no longer just backpedel to escape any attack from these Zeds.
    * New Scrake behavior - the Scrake will now rage sooner, and will now keep moving toward its target when attacking. Additionally, it will randomly charge at its target when attacking, making the Scrake more effective.
    * Added improved behavior for FleshPound to prevent "kiting". The Fleshpound will now get frustrated and charge players regardless of if it is shot if players keep moving away from it.
    * Fixed Joining as Spectator not allowing you to View players.
    * Fixed Spectators needing to "Ready" before game will start.
    * Improved some of the fonts for in-game messages and interface text.
    * Interface tweaks


Perk Tweaks:

    * Decreased Shotgun Penetration power of the Support Perk
    * Increased Ammo Capacity of Bullpup for Commando Perk
    * Increased the Reload speed bonus of the Commando Perk
    * Decreased the Stalker Kills requirement of the Commando Perk
    * Decreased Lever Action Rifle cocking time for the Sharpshooter Perk
    * Assigned 9mm to Sharpshooter Perk(9mm headshots count toward Perk and all bonuses now apply to 9mm as well)
    * Reduced movement speed for Medic Perk to deter "kiting"
    * Increased Reload Speed for Firebug Perk
    * Increased Ammo Capacity of FlameThrower for Firebug Perk

[TW]Ramm-Jaeger
Tripwire Interactive President
QuoteWe'll post the whitelist up shortly. Almost every custom map that was already out (about 100+) that wasn't a blatant perk leveling map was added to the whitelist. We'll post info soon about adding new maps to the whitelist as well.
#58
Announcements / Killing Floor Update #4
July 03, 2009, 12:06:42 AM
An update to Killing Floor has been released and will be downloaded automatically through Steam. The update includes improvements, bug fixes, exploit fixes, as well as addressing some of the balance issues we have discovered with the Perk system since the release. For a full list of changes please visit the Killing Floor Forums. Additionally, there is less than a month left until the deadline for Wave 1 of the “Killing Floor Grindhouse” custom map making competition. With over $20,000 in prizes, included a $10,000 cash grand prize on the line, competition is heating up. Head over to the map contest website for more details.

Fixes:

    * Fixed a memory leak causing performance to degrade the longer you played when in multiplayer (resulting in very low framerate sometimes in the final waves).
    * Improved texture and file precaching to reduce issues with hitching.
    * Voice Over IP is now usable in the Lobby Menu while waiting for everyone to ready up.
    * Cash amount in the Trader Menu updates when someone gives you money while trading.
    * Improved the readability of chat fonts.
    * All melee weapons now have an alt-fire, which is a "power strike".
    * Fixed the timing for when damage occurs from melee weapons.
    * Added a Map White List which will now only allow perks to be earned on official and approved custom maps (Makes maps such as KF-Leveling worthless).
    * Fixed "Connection Failed" endless loop when failing to connect to a server and clicking the Back button in the Server Browser.
    * Fixed Zeds sliding instead of animating online at particular times.
    * Fixed blowing off the limbs of live Zeds, such as the Bloat's legs.
    * Added random moving attacks for specimens that would always just stop and attack before (Bloat, Gorefast, Scrake). This makes the attacks less predictable, and players can no longer just backpedel to escape any attack from these Zeds.
    * New Scrake behavior - the Scrake will now rage sooner, and will now keep moving toward its target when attacking. Additionally, it will randomly charge at its target when attacking, making the Scrake more effective.
    * Added improved behavior for FleshPound to prevent "kiting". The Fleshpound will now get frustrated and charge players regardless of if it is shot if players keep moving away from it.
    * Fixed Joining as Spectator not allowing you to View players.
    * Fixed Spectators needing to "Ready" before game will start.
    * Improved some of the fonts for in-game messages and interface text.
    * Interface tweaks


Perk Tweaks:

    * Decreased Shotgun Penetration power of the Support Perk
    * Increased Ammo Capacity of Bullpup for Commando Perk
    * Increased the Reload speed bonus of the Commando Perk
    * Decreased the Stalker Kills requirement of the Commando Perk
    * Decreased Lever Action Rifle cocking time for the Sharpshooter Perk
    * Assigned 9mm to Sharpshooter Perk(9mm headshots count toward Perk and all bonuses now apply to 9mm as well)
    * Reduced movement speed for Medic Perk to deter "kiting"
    * Increased Reload Speed for Firebug Perk
    * Increased Ammo Capacity of FlameThrower for Firebug Perk

[TW]Ramm-Jaeger
Tripwire Interactive President
QuoteWe'll post the whitelist up shortly. Almost every custom map that was already out (about 100+) that wasn't a blatant perk leveling map was added to the whitelist. We'll post info soon about adding new maps to the whitelist as well.
#59
Maps in Progress / KF-CarryOnUp (MIP)
July 01, 2009, 09:14:52 PM
Just a concept image for an idea I'm testing. This map will centre on a council office building that's under construction. It'll be a multifloor environment and include the ground floor/construction yard. There'll be perimeter fencing to restrict gameplay to the construction area but a backdrop of buildings for cosmetic appeal.

#60
My server in Japan is down for a bit as the box is undergoing repairs (not that anyone here ever went in there anyway  :lol: ) I came home from a jog on Friday night and the server was unresponsive. I restarted it and flames started coming out of the motherboard on one particular chip. The flame was only as big as a lighter flame but that was effectively the funeral lights.

It was 10 months old and still under warranty so it's currently in the shop getting patched up. I expect it'll require a new mobo at the very least. Probably best to replace the mobo and case by the looks of it. It's one of those barebones mini things that you patch up yourself.