Page 2 of 2
Posted: May 17th, 2009, 11:49
by Imperatore
I actually worked out at the end that you get the skill point things no matter what perk you choose. I was playing a medic and not shooting much because I wanted to raise my level but I noticed when it was too late that it doesn't matter which perk you choose.
Posted: May 17th, 2009, 13:33
by Dr. kitteny berk
Nuked all the servers, will start over and make them work, hopefully.
edit: all done, see the
Server List for new ports.
Me and Pete have web-admin powers too, so we can escape from the bio lab

Posted: May 17th, 2009, 14:37
by Grimmie
So uh, I reckon that we need a UT Engine mapmaker to make us a version of Malton, complete with Rowse Cinema and Waugh Arms.
Posted: May 17th, 2009, 14:44
by Dr. kitteny berk
Grimmie wrote:So uh, I reckon that we need a UT Engine mapmaker to make us a version of Malton, complete with Rowse Cinema and Waugh Arms.
Go on then

Posted: May 17th, 2009, 22:59
by Shada
Sandbox Fun: Father Grigori mode
Set the squads to be mainly Clots, with some stealthbitches and some scrakes thrown in for good measure, disable the shopkeeper then find a lever action rifle, barricade yourself in the church and singlehandedly take on the swarm.
Shame it doesnt count your stats in sandbox mode, though. I got many headshots :(
Posted: May 18th, 2009, 11:30
by HereComesPete
Not that I've played this a bit much over the weekend or anything, but every time I see some old baldy bloke shuffle round the office I find myself thinking 'headshot opportunity'.

Posted: May 18th, 2009, 11:35
by Dr. kitteny berk
Posted: May 18th, 2009, 13:20
by FatherJack
Can we have a scheduled game of this sometime? I'd rather play it for a couple of hours once a week with a few of us, rather than every day until I'm bored of it in a week.
While it's good to get a lot of playing though, is it one of those with four players max?
Posted: May 18th, 2009, 13:25
by Dr. kitteny berk
Officially, it's 6 players max, more can be done, but it's buggy, laggy and shite.
I've stuck a game up for tuesday, I'll make sure there's enough private servers to hold us all.
Posted: May 18th, 2009, 14:13
by HereComesPete
10/15 runs okay, plus perk progression stays I think. I've been on a 20 and a 50. 20 was a bit mental but it worked okay because people took turns buying from the trader. The 50 was utter shite. It was laggy, chaotic and filled with inconsiderate 'tards.
I reckon 10 would be max before it got too laggy, so we might get away with that. But any more and it'll be better to split across the servers again.
Posted: May 18th, 2009, 16:10
by spoodie
FatherJack wrote:Can we have a scheduled game of this sometime? I'd rather play it for a couple of hours once a week with a few of us, rather than every day until I'm bored of it in a week.
Good point. Although it's fun now it will get old very fast. Especially if you make use of the bugs to cheat. I can't see it being updated that much with fixes and new content, if at all.
Posted: May 21st, 2009, 22:06
by Dr. kitteny berk
Fixes:
> - Fixed a number of known exploits on each map.
> - Fixed Listen Server Hosts not showing as playing on a server in Steam
> Friends.
> - Fixed the game prompting for a password after the password was already
> entered into Steam, when connecting from the Steam Server Browser.
> - Fixed exploit where players could shoot other players with shotguns
> and launch them on top of things or out windows.
> - Fixed exploit where players could change their Perk multiple times in
> order to get discounts on particular items. Players can only change
> their Perk once per Wave now.
> - Fixed shotguns making Specimens fly back excessively online.
> - Fixed Server Browser becoming non-responsive when connected to a
> server.
> - Fixed exploit that players could use to purchase something even when
> too heavy.
> - Fixed Listen Server Hosts' Perks getting duplicated to other players
> connected to their server.
> - Fixed purchasing of a Handcannon appearing to discount other weapons.
> - Fixed a collision problem with crouching that was allowing exploits.
>
> Tweaks:
> - Improved the detection of Headshots on the Specimens.
> - Removed the scaling of players' names over their heads, which was
> causing long names to be unreadable.
> - Changed Default Tick Rate for Internet Servers to 30 instead of 20 to
> improve the online experience for players.
> - Hitting Escape now closes the Weapon Selection widget on the HUD.
> - Toned down the Blur and Camera Shake when a Specimen hits you. Blur
> now fades out more quickly.
>
> Regards.
>
> John Gibson
> President
> Tripwire Interactive LLC
Posted: May 22nd, 2009, 9:03
by Mr. Johnson
John Gibson wrote:Fixed shotguns making Specimens fly back excessively online
Awww... I liked that one.
Posted: May 22nd, 2009, 9:10
by HereComesPete

It was rather funny.
I haven't checked to see if the gate exploit if fixed bit I would expect so.
No more using it to survive 7 waves of fleshpounds and kill the patriarch like Roman, Chickenz and I did last night!
Posted: May 22nd, 2009, 11:18
by Chickenz
HereComesPete wrote:
It was rather funny.
I haven't checked to see if the gate exploit if fixed bit I would expect so.
No more using it to survive 7 waves of fleshpounds and kill the patriarch like Roman, Chickenz and I did last night!
Epic battle was epic. Especially with Roman managing to take on 40 of the bastards on his own.
And yes, gate exploit is fixed.
Posted: June 5th, 2009, 14:15
by Dr. kitteny berk
yay! patch.
I dub this one the chickenfix.
Fixes
- Fixed a common crash involving Sprite Emitters, generally caused by
using a Flame Thrower and/or multiple Grenades.
- Fixed players with Level 5 Perks not always getting their default
weapon when they spawn.
- Fixed Clots not grabbing players that do not have the Commando Perk
selected.
- Fixed servers with a maximum of more than 6 players allowing Perks to
progress.
- Limited the number of respawns to once per wave to stop exploiters
from getting extra money and guns by suiciding.
- Fixed more exploits in KF-Manor, KF-BioticsLab, and KF-WestLondon.
Additions
- Added settings for the Voice Message system to allow players to
control the amount of messages played.
- Added a Friends tab to the Multiplayer menu which allows players to
quickly see which servers their Steam Friends are playing on.
- Improved usability of felcher system by moving it directly into the
Internet Server Browser area.