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Messages - arramus

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1
Completed Maps / [KF] KF-ScrapHeap
« on: January 24, 2011, 07:22:22 AM »
=====================================
KF-ScrapHeap - Monday the 24th of January 2011
=====================================

DOWNLOAD HERE

By day the Scrap Heap is just another East End scrap metal merchant, but by night it's a venue for the most vicious form of bare knuckle boxing. Tonight sees the return of a champion of champions, fuelled by the distant memory of destruction and sweet pain. Pity on those who take sanctuary in his abode for the Brute is on his way home.

======================
The Brute (TW Brute Thread)
======================
http://forums.tripwireinteractive.com/showthread.php?t=47809

=====
Credits
=====
Thanks to The Wolf Pack Clan, Braindead, and Benjamin for bringing The Brute to KF. Thanks also to Braindead and snipe34 for some meshes and accompanying textures.

===========
INSTALLATION
===========
Place KF-ScrapHeap.rom into your Killing Floor maps folder.

For server hosts, place KF-ScrapHeap.rom.uz2 into your server Killing Floor maps' redirect folder.






2
Killing Floor Chat / Re: KF Mapping help?
« on: October 27, 2010, 09:31:19 AM »
You can upload it here and I'll take a peak to see if the issues are bound to the map and it's got corrupted along the way or if it's your SDK playing up. Those multiple issues sound most irregular considering they're all happening at the same time.

3
Killing Floor Chat / Parachute Mutator
« on: October 19, 2010, 08:54:34 PM »
Thank you to Doc_EDo for giving permission to modify his Parachute Mutator (2004) for UT2k4.
This mutator will greatly benefit the Killing Floor Vehicle Mod and allow the Merlin pilot and passengers to freely jump from the helicopter and make a safe and dignified landing.

It has a custom texture and KF sound appropriate for the Killing Floor Vehicle Mod. The ability to move through the air has been slightly tweaked allowing players to better target their landing zone.




4
Killing Floor Chat / Sandy1 - Pink Princess
« on: October 19, 2010, 08:43:28 PM »
The Pink Princess has been given a number plate just to reflect the Sandcrawler Network. And what better to go in the Pink Princess than another Princess.  :-*


5
Killing Floor Chat / Re: HUD Slot Machine
« on: October 19, 2010, 08:17:46 PM »
Hot on the heels of the Slot Machine, Marco released an update file that calls in the Santa hat, Halloween masks, and all manner of other delight and horror. He's posted on the same opening message of the Slot Machine thread.

Mask and Santa Hat


Mask and Santa Hat and Big Head

6
Killing Floor Chat / HUD Slot Machine
« on: October 19, 2010, 08:16:40 PM »
Link: HUD Slot Machine.

This mutator awards 'slot machine' type bars for making kills. Under default settings, for each 4 kills you receive 1 bar; collect 3 of the same bars in a row and receive a gift or a curse. There are numerous customisable values for server hosts to edit to enhance the experience.

The following default values show the type of bar that can appear and the chance it has of being 3 in a row. These are all editable features allowing you to increase/decrease your server joiners' 'luck'.

Card name - Chance of appearing in % - Description what it does.
The good:
CashCard - 7.69 % - Gives you 400-800 £.
CashJackpotCard - 0.62 % - Gives you 2000-4000 £.
GodModeCard - 3.08 % - Gives you god mode for 40 seconds.
ArmorCard - 7.69 % - Gives you full armor.
ZedDeathCard - 0.77 % - Summons a Grim Reaper to kill all nearby specimen around you.
AdrenalineCard - 7.69 % - Gives you 500 health (for high speed movement) for 60 seconds.
AmmoCard - 7.69 % - Maxes out all your ammo.
StarmanCard - 0.77 % - Gives you a star from Super Mario, to make you invincible, run high speed and can kill specimen upon contact with them for 30 seconds.

The bad:
CashShareCard - 6.15 % - Makes you share all your money equally with all other players on the server.
GrenadeCard - 7.69 % - Makes you drop all your grenades on your feet (so you better act fast).
DrunkCard - 7.69 % - Makes you drunk and give you unsteady aiming for 80 seconds.
TeamFatalityCard - 0.38 % - Makes your whole team drop health to 1 and lose all armor.
ToxicCard - 7.69 % - Makes you spill Bloat vomit all over your face.
HeartBreakCard - 7.69 % - Makes your health drop in half.
PipeSelfDestCard - 2.69 % - Detonates all your pipebombs.
PipeSelfDestBCard - 0.54 % - Detonates all pipebombs in whole map.
InstaDeathCard - 0.77 % - Summons a Grim Reaper to hunt you down.
FleshPoundCard - 3.85 % - Summons 2 fleshpounds.
BloatCard - 6.15 % - Summons 3 bloats.
SirenCard - 6.15 % - Summons 4 sirens.
ClotCard - 6.15 % - Summons 10 clots.
PatriarchCard - 0.38 % - Summons one Patriarch Jr. (weaker than real Patriarch).

Additional settings can be found on the above link.

Don't drink and drive!


This server addition really is a lot of fun and just adds that extra something to keep everyone stimulated.

7
Killing Floor Chat / Killing Floor Vehicle Mod - Version 1001
« on: October 19, 2010, 08:14:58 PM »
For those members who aren't familiar with the Killing Floor Vehicle Mod here's an introduction of the features.

Killing Floor Vehicle Mod V.1001 Released
The Killing Floor Vehicle Mod is an expansion game type that enhances standard Killing Floor game play elements by adding a range of quality made and highly realistic vehicles that act as both your weapon and mode of transport. As part of the Zed clean up crew you will have a sophisticated and fun set of features at your disposal to aid you in your ultimate goal of ridding humanity of the horde.

Download from the moddb website here. There are 3 downloads available.

Version 1001 Manual Installation This is for server hosts and gamers who would rather not use a self executable file.
Version 1001 Automatic Installation This is a self executable installation for convenience.
Version 1001 Map Pack 1 This contains 15 maps for the Killing Floor Vehicle Mod.

It is also possible to join a server running the mod and download directly as you join. However, we recommend you download the files so that your can play in Solo mode.



Here is a list of features you can expect to see in the mod:

1. Multiple vehicles with specific strengths and weaknesses relative to their build.
(An army lorry, police riot van, ambulance, helicopter, police car, forklift truck, mini, taxi cab, wheelchair, and camper van)

2. 1st person and 3rd person display for inside and outside vehicle visuals.
(Zoom feature for passenger internal view for weapon accuracy)

3. A 'drag frag' system that rewards high speed collisions and penalises slow crawls.
(If you're driving fast enough you'll be awarded with an instant kill. If not, then the Zeds will either jump out of the way, destroy you and your vehicle, or die as you accelerate)

4. Fuel cans that can be purchased or possibly looted for refuelling and barbecuing.
(Fill up your vehicle with petrol or lay a trail on the ground and ignite it)



5. A mechanic's welding tool for on the spot repairs.
(Vehicles will take time to repair based on their health status. The welder shows the vehicles health as a percentage)

6. Highly responsive braking for rapid spinning turns.
(180 degree + high speed turns allow for a quick roadkill return in the opposite direction)

7. Vehicle share with passenger seating.
(Multiple passengers can join depending on the vehicle. Passengers will be armed and be able to shoot the incoming horde)

8. Land based and airbourne methods of transportation.
(Take to the air to support ground based vehicles)



9. Mounted user controlled vehicle weapons.
(Vehicles allow for armed passengers with a deadly array of weapons depending on vehicle and seat)

10. Vehicle damage and destruction relative to collisions and attacks.
(High impact collisions with other vehicles and props cause proportional vehicle damage. Zed attacks cause significant damage and being surrounded on a tight turn may result in sudden death)

11. Automatic or manual vehicle respawn features can be customised on a map per map basis.
(Random vehicle spawning allows each map to constantly provide different vehicles in different locations. Players will have no way of knowing what will be coming and where)

12. An abundance of custom and stock maps; both conversions and mod specific.
(High quality community made maps specific to the Vehicle Mod features and game mode)



13. Completely integrated with the Killing Floor SDK for community mapping.
(Mappers and modders will be able to adapt their creations simply through the Unreal Editor interface)

14. Destructible objects based on natural map features.
(Destructible fences, fueling pumps, tables, barrels, and anything else the mapper would like to add to a map. Zeds can manually destroy these objects should they be blocking their path)

8
Maps in Progress / Re: KF-Boink
« on: September 21, 2010, 08:41:33 AM »
Grabbing for a test run.

9
Completed Maps / KF-DeathBasinSandsNight
« on: September 12, 2010, 02:15:32 AM »
DOWNLOAD

------------------------------------------------------------
KF-DeathBasinSandsNight - 12th of September 2010
------------------------------------------------------------

This map was converted to a night version by request from Tripwire forum user C_Gibby.

KF-DeathBasinSandsNight places you in desert environment surrounded by impenetrable cliff faces. Fend off the zombie hoardes with whatever weaponry you have at your disposal.

-----------------------------------------
KF-DeathBasinSandsNight features:
-----------------------------------------

6 Trader 'Outposts'.

14 Pickups for both weapons and ammo.

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

A large open battle area.

Contoured sandy terrain.

Non functional vehicle Static Meshes ported by TheBlackCheetah.

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

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

Add KF-DeathBasinSandsNight 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










10
Star Wars Republic Commando Chat / Re: Unrealed editor problem
« on: August 31, 2010, 07:14:49 PM »
Still spinning out of control?

Is your 'lock to selected Actor selected'?



If so , deselect and hit the Camera Movement tab at the top of the left side menu to restore.
I've seen this in RC a few times and it appears to be a bug. In other UE games it's much more controllable and doesn't spin erratically.

As a matter of courtesy, when you send a PM for support also send a forum link if you've already initiated a troubleshooting request.

11
Announcements / Re: New Site Launch
« on: August 16, 2010, 02:05:32 AM »
I was directed here by a helpful sandcrawler. I like dynamic linkies like that a lot  :D

12
Announcements / Re: Welcome to the New forums
« on: July 11, 2010, 06:34:11 PM »
All's well indeed with SMF. phpbb had a good run for sure.

13
Maps in Progress / Re: America's Army Maps & Lighting Issues
« on: June 13, 2010, 06:00:06 PM »
I had a looky through and it looks great outside on the walls with a tapering off and growing corona over distance.

The only issue I've seen is inside on walls that have a lightsource located close by. However, this appears to be an issue in all maps I've played in. In the editor we typically have to add lighting and then dumb it down another 20% or so as in game it really doesn't match what we see in the editor.

Sometimes the texture gets diluted when shining light at an acute angle but I see this in every map as well. It's more of an SDK issue than your own map.

14
Texturing / Boba Fett
« on: June 12, 2010, 11:02:24 PM »
A Tripwire user (rickyhorror) has been using the Rep Com skin for KF but fancied a Boba Fett skin instead. After a bit of tweaking with the Rep Com dude using some great images from rickyhorror, here's the result.



And the profile select.



http://www.filefront.com/16730249/Boba.zip/

15
Maps in Progress / Re: America's Army Maps & Lighting Issues
« on: June 12, 2010, 10:58:24 PM »
You've removed all light sources but are still getting too much light?

Upload what you've done so far so we can take a looky at the light settings and relevant actors.

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