Killing Floor 2

Killing Floor 2

KF-Murder Street
Showing 21-30 of 38 entries
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Update: 27 Jun, 2019 @ 1:46pm

-Reduced damage from fire and electric field volumes.

Update: 26 Jun, 2019 @ 6:06pm

-Precomputed visibility included

-Encompassed larger areas with precomputed volumes as many indoor areas where not being done
-Fixed a couple of Pathing issues
-Fixed a couple of areas with inconsistent splatter map sizes leading to uneven/unsmooth transistions between objects.

Update: 25 Jun, 2019 @ 9:27pm

-Added a bridge
-Changed AI spawn distances
-Fixed some collision volumes and added lots
-Added ramps onto metro car in metro

Update: 23 Jun, 2019 @ 10:18am

-Precomputed visibility is included with this build.

-Rework of all spawn volumes it shouldn't feel like they spawn behind you anymore or when you come around a corner have 15 in front of you.

-Fixed a couple pathing bugs that causes them to get stuck in certain areas.

-Added more trees in the garden area.

-Added a ladder for balance on the walkway.

Update: 22 Jun, 2019 @ 10:19pm

Update: 22 Jun, 2019 @ 8:08pm

This build does not have precomputed visibility

Update: 22 Jun, 2019 @ 3:59pm

Update: 22 Jun, 2019 @ 10:41am

-Built pre-computed lighting
-Merged Streaming levels all into one main level
-Adjusted max draw distance for some (high poly count) objects in indoor areas as well as destructible actors
-Removed some outdoor lights

Update: 21 Jun, 2019 @ 9:34pm

Update: 20 Jun, 2019 @ 11:20pm

-Added more detail and columns and re-textured the bottom level of the office building and also added a couple of barriers

-added some blocking volumes

- Re-textured the outside back alley road behind the lab building

- Re-textured a couple of dead bodies with different colours

-Re-textured lounge area in office building

-Reduced some particle effects in the upper lab room to help improve performance

-Reduced Global Brightness from 0.40 -> 0.33 as outside was a bit too bright

-Added new trader pod in office building stairwell