Killing Floor 2

Killing Floor 2

Brutal Killing Floor 2 Mod (BETA)
Jelleh95 2 Jun, 2019 @ 8:48pm
Feedback
I will add/remove items to the list as they are addressed, fixed, and/or if I remember something I forgot or discover something new.

Bugs

-When a bloat pops, a strange, multi-colored reticle sometimes appears in the place where the pop occurred.

-Intestines sometimes float in mid-air.

-Blood sometimes spurts out of thin air just above meat chunks on the ground. Seems to happen most often after killing zeds with explosives.

-The sound that plays when destroying a zed's lower jaw or during vertical torso mutilation often plays twice in quick succession, usually with about a quarter-second time gap.

Suggestions

-According to Bunslinger, KF2 has a hard-coded volume threshold, so sounds will often cancel each other out when they become too loud. As much as I enjoy the new sounds added in the most recent update, they're a bit too loud, and I have noticed audio cancelling on multiple occasions when they aren't drowning out other sounds in the game. I'm pretty sure reducing the audio slightly should help, especially (in my opinion) in regards to using bladed melee weapons. The new sounds make bladed melee combat miles more satisfying, but the sheer volume of some of the sounds makes it feel more like the zeds are exploding rather than being sliced.

-On the other hand, it seems the default sounds are still being used for limb dismemberment. They can be heard perfectly fine when attacking zeds that are already dead, but tend to be completely overwhelmed in the middle of combat. I wouldn't object to hearing something a bit louder, juicier and more percussive when removing limbs from zeds. Maybe something similar to what they have in Mordhau ?

-If you were to ask me, the default KF2 impact sounds for melee weapons are pretty underwhelming. On top of that the only melee weapons that have unique impact audio are the Road Redeemer, the Hemoclobber (only when using secondary attack), the Pulverizer (again, only when using secondary attack), and the Bone Crusher (only when hitting zeds in the head with the mace or striking metallic components on zeds with the shield). I'd say simply improving the default melee impact sounds is higher priority at the moment, but unique impact sounds for all melee weapons is something I think would be really cool to see later down the line. Vermintide has some awesome impact sounds for melee weapons, perhaps you could use that as a reference?

-I'd recommend removing the ability to obliterate zeds from the Bone Crusher's shield attacks and the Battle Axe's hard attacks. Even the Pulverizer's explosive shells don't cause total obliteration, so I don't see how it would be possible to reduce a zed to a fine pulp with a single man-powered swing to the face. That, and having total obliteration as a response to melee attacks feels hollow and cheap.

-I noticed that the intestines, rather than behaving like the head or torso giblets and bouncing around a bit before vanishing, stick to the ground and linger for a while. I think it would be cool if some of the flesh giblets from headshots or torso mutilation stuck to the ground in this fashion and lingered for a bit while gibs with bone in them bounce and vanish like normal. I think it would make the aftermath of headshots messier and more brutal.

Compliments

-While the audio mixing could use some more work, I LOVE the new sounds. Going back to default KF2 audio really hammers home how pathetic the default audio can be sometimes. Bladed melee is so much juicier. Hearing a clear response from the zeds themselves when blowing them up with explosives or popping them with microwave weapons is seriously refreshing. And the sounds bloats make when they're popped? Awesome. Especially since dead bloats that haven't been popped actually make sounds now when you pop them.

-Kudos for the improved arterial spurting effects and the general improvements to how blood spilling on the environment looks. Definitely makes the blood feel more like a viscous fluid and less like dirt.

-The headshot giblets are so much more varied now in size and shape, and it makes headshots so much more interesting aesthetically. The sprite effects look pretty rad too.

-The lingering bloody mist after blowing zeds up is a REALLY nice touch. Things like this really help to communicate the idea that blood and gore are... well... wet.
Last edited by Jelleh95; 3 Jun, 2019 @ 6:50pm
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Showing 1-6 of 6 comments
Wolf1366  [developer] 3 Jun, 2019 @ 10:31pm 
Thanks for take your time to make this post and for the feedback in general, this not only guides me in the right direction (which now I can't do well for myself because lack of time to testing) and it motivates me to continue to do this mod in my spare time, seeing that people really enjoy the things I do.
I just released an update, fixing the bugs the best I could (except the blood in the air one, I don't remember where that comes from now), reducing the volume and adding new sounds.

About the suggestions, I could make better impact sounds for blunt weapons (A general one, with a little bone cracking sound) but about particular weapon sounds, I shall ask KF2 weapon sound modders, because I have the soundbanks (wwise audio structure) for editing and creating sound mods, but I don't have the sounds, let's say I have a new melee impact sound and I put into the soundbank, the rest of the sounds are missing and you will hear only that sound. Is a fixeable problem and a possible take in the future.

In the zed obliteration department, I would say that even if I don't find it that underwhelming, if I have to replace that, it should be a more satisfying response than the actual one, I don't have any better ideas for the Dwarf Axe, but for the Bone Crusher I think about a mutilation response that is the same as the Grenade Pistol for the demo, but having the gibs flying in the opossite direction of the hit, since making him fly is no nearly as satisfying as obliteration, some gore form is needed.

When I have time, I will do the headshot gib modification to see if that offers a remarkable response, and if it doesn't cause lag issues, maybe it doesn't because the gibs are static instead of physic based like what we have now, in that case I could make bigger and expanded brain parts on the floor and the eyes.
Wolf1366  [developer] 3 Jun, 2019 @ 10:33pm 
Sorry for the above deleted comments, there was a weird issue with the typing format that I wanted to edit and it just maked new comments lol
Jelleh95 4 Jun, 2019 @ 10:18am 
haha no problem dude, I'll keep testing it and letting you know what I find!
Jelleh95 4 Jun, 2019 @ 4:42pm 
Also, if I wanted to send you some sounds I made just for fun, what would be your preferred method of receiving them?
Wolf1366  [developer] 4 Jun, 2019 @ 6:35pm 
Well, in that case I would prefer to recieve them on my discord (Wolf1366#7628)
nEC 29 Feb, 2020 @ 11:12pm 
hello wolf
could you check the mod in lastest game version ?
i got some weird black screen when in gear menu, vault , ingame ready
when clot grab , when took damage and zedtime

you can see screenshots in here https://imgur.com/a/ObFTImN

also i want to know which texture group you set for your effect's texture , i mean creature or effect or something
because im using low end config , and i need to know which one so i can change the texture size higher so i can see them
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Showing 1-6 of 6 comments
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