Killing Floor 2

Killing Floor 2

ANODYNE VELOCITY
†Ω† OUR MASŦER †Ω†  [developer] 14 Jun, 2022 @ 10:41pm
Problems I ran into, how I remedied them, fun facts and more!
Fun Facts:
Troubleshooting server-side issues took longer than making the map.
The sound effects for the flailing Horzine signage were made with my pan and stove.

Known Issues:
This map has 2 native functions that work natively but don’t. one being custom sounds and the other is movable lights. When making a KF2 maps avoid using custom sounds. Like these, they are native features but don’t work.


Performance:
I think when testing with 7+ players the performance may decrease too much for people. What are your thoughts on boosting fps server-side on this map outside map size, lighting and collision since there are no walls, ceilings and you can count all floor collision primitives with your fingers and few lights?

Sounds:
When playing solo offline, you have to activate your emote key to hear the custom sounds when you spawn on wave 1. This is not necessary server-side. Otherwise, you have to wait until the boss wave starts. What is the best way implement custom sounds?
When playing server-side post ak event sounds just don’t play and sometimes they do and sometimes they don’t. All ak event sounds appear to play normally solo offline. I believe there is some sort of playable sound target limit server-side, is this true?

Lighting:
Server-side lighting is a huge problem in KF2. There’s too much to talk about but I’ll try and keep it brief.

The lighting works perfectly fine solo offline and all lights are enabled by default.

On server-side, I load the level then turn off and deny all movable lights that will break. Static lights like default point lights and spot lights are subject to breaking. I’m not going to explain how I fixed the static lights from breaking because the solution makes less sense. Skylights are beyond broken server-side but I modified the color to accept what it was doing once I understood what was happening despite forbidding myself from using skylights.

I’m hoping and would greatly appreciate that you experts could provide some input to these issues and I can improve the map to run more like solo offline. 100% of these points are not discussed in the KF2 SDK Wiki. From what I’ve seen, there is no method to restore predictable native functions, but I hope I’m wrong and my solutions are not the best.
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Showing 1-3 of 3 comments
frosty* 16 Jun, 2022 @ 6:02pm 
performance:
draw cull all your assets actor anything that u can to increase fps online.
lighting:
use minimal light actors as possible,cut down the radious try to aviod preshadows and dynamics as possible,sometimes eye candy is a resource and performance hit
custom sounds:
simple use them as toggleable actors,if that isnt what u are after then create them into sound cues and use them in kismet,ofc this can be global diong so,but there is many nodes too rectify that,attenuattion is common,there is much more to explain than what i had written that is just brief^^.
†Ω† OUR MASŦER †Ω†  [developer] 16 Jun, 2022 @ 9:39pm 
@frosty* Thanks for this.
100% of my lights have no shadows and no shadow maps (they shouldn't). The only light that has any kind of a shadow is the purple light that has a dynamic shadow that is only on during the boss cut scene. When running server side I basically disable all lights except small destructible lights and the emp but that's disabled by default. I have not noticed a performance improvement doing this. So, it must be something else right?

The sound cues I use used to be far more complex and interesting but nodes like attenuation do not let the sound play (solo offline or server-side, sdk is fine). As far as I know play sound node is the only way to play the custom sounds but 2 weird things happen. 1 - solo offline cant hear sound normally until they do their emote before the boss wave. 2 - The sound levels are way off until the boss wave where kf2 decides to play the sound. Server-side custom sounds appear to play fine...

Is there another way to make sounds with out using play sound node in kismet?
frosty* 17 Jun, 2022 @ 9:10am 
attenuation nodes have 2 radial distances on them ofc min and max so u can control on how far the sound paramater is heard from over the map,u can also turn down the global base volume on the actuall main sound node in kismet which your sound wav is connect to,i use .25 to 5 in most of my sound cue settings,there default is.75,also compress your imported wav files, normal 30 compression from default 70 and in stereo, u can tell it to be main sfx or ambiance or whatever effect there is on offer from your custom sounds.this is normally what i do with custom sounds which gives u more control on how they are heard in the map,its just a matter of balancing the volume and the syncro it to events or ambiance.
trick for u,make the wav or wav's file into a sound cue,u can have multiples at 1 time,
open matinee make sure the sound cue is highlighted in your browser,create a new empty group and call it what u want,then right click add new sound there u can use key frames for the complex sound u have,there is no delay diong it this way,now u gave your self an option to trigger it when u need to and yes u can stop it anytime via remote events triggers ect:)
custom sounds are good if they playing as sound effect or general on play all the time,different story used with events as audio in sdk is mainly wise.
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