The Tripwire Ladder ladder-season has now kicked off, with Territory and Countdown ladders launched and teams starting to compete against each other for a total prize-pool of $6000, divided into two 10-week seasons. You can sign up your team even during the season, so if you missed the launch, no worries! You can still join up. In addition to the ladders, there will be tournaments during the season, so stay tuned!
Refined gameplay, balance, and cover on map OtoriShimi
Fixes for server crash hacks/exploits
Fixes for hit detection hacks/exploits
When players are vote kicked from a server they are now session banned and cannot return immediately
Added a new setting to allow server admins to tune the minimum kick votes required to kick a player from the server. This can be found here in ROGame.ini:
Added a setting in ROGame.ini to allow server admins to prevent users that have a VAC ban in any game from being able to join their server. This is defaulted to off. The settings can be found here: [ROGame.ROSteamUserBanned] KickForVACBan=false KickForVACBanNum=0 To enable this setting set KickForVACBan=false. If KickForVACBanNum=0 then players with any VAC bans at all will be kicked from the server. If KickForVACBanNum is set to 2 or greater than that will be the number of VAC bans the user can have in any game before being kicked. The recommended setting to ensure no VAC banned users can join your server is:
There is additional unlisted hack/exploit prevention in this update, but due to the nature of hacking we will not be going into detail on those items. If you encounter any unusual issues with this update please report it on the RO2 support forums here:
Time sure does fly by when you re having fun (also guts). Killing Floor is celebrating its fifth birthday, and Tripwire has shared an infographic of impressive numbers and trivia to mark the occasion. Did you know that Killing Floor was originally released as an Unreal Tournament 2004 total conversion mod in 2005? Or that the retail version we know and love, and which went on to gain 3 million players, was first developed by a team of 10 people in just 3 months?
They grow up so fast. Five years and more than 20 billion dead zeds later, Tripwire Interactive is now at work on Killing Floor 2. For more on that game, make sure you catch up with Wes exclusive first look, and his chat with Tripwire about how it aims to make gaming s most realistic guns.
If you want a shiny new Killing Floor 2 Steam Community Avatar, they have just been added to the KF2 Official Game Group. If you look you can see I'm sporting the angry fleshpound avatar :) Go grab one for yourself before they are all gone!
Pictured above: Tripwire's David Hensley, John Gibson and Bill Munk holding weapons that appear in Killing Floor 2.
Tripwire Entertainment knows a thing or two about guns both the real deal, and the ones they create in video games like the upcoming Killing Floor 2. In 2006, as a mod-team-turned-development studio working on World War 2 shooter Red Orchestra, they managed to create reload animations smoother and more detailed than the large teams developing Battlefield and Call of Duty.
" we heard 'how come these guys' reload animations are better than yours? " says Tripwire's president, John Gibson, thinking back to the competitive World War 2 market in 2006. "We heard the same thing about our sounds. We had pretty good sounds in the first Red Orchestra game. And the DICE guys actually said that motivated them to want to do better, and that's why Battlefield Bad Company had such amazing sounds. They were like crap, we have to do better than these guys. "
For Red Orchestra and Red Orchestra 2, Tripwire earned a reputation for authenticity. With Killing Floor, Tripwire's wave-based co-op shooter released in 2009, fans started calling Tripwire's digital firearms gun porn. Killing Floor players praised how fun the guns were to fire and how detailed and different each firearm was. Killing Floor also let Tripwire get weird, with completely fictional weapons like the Zed Eradication Device.
Now Tripwire is developing Killing Floor 2 with eyes on an Early Access release for SteamOS and Windows. The crazy mutant freak hordes of Killing Floor and its sci-fi trappings don't mean Tripwire is giving up on accurately rendering real-world weapons, though. Gibson just wants every single gun to be cooler than ever. Animated fire Before making Red Orchestra 2, Tripwire's developers fired dozens of guns to record audio of each weapon and study how it performed. They used their study session to create more accurate recoil for machine guns. Killing Floor 2 s larger budget means the team can go one step further: full motion capture for insanely high framerate reload animations.
"Guns shoot at such a high framerate, if you animated the gun at 30 frames per second, you're only going to get six frames per second when you go into slow-mo in detail to show that gun animating," says lead animator Bill Munk. At 30 fps, most gun animations just show a "generic forward and back motion." For KF2, Tripwire committed to higher framerate animations that would preserve the details of firing and reloading even in Zed Time, the slow-mo system that kicks in when cool things happen in Killing Floor.
Zed Time desaturates the world and oversaturates blood, Sin City-style.
"Using the Bullpup as an example, we animated at 242 frames per second, which gives us 22 frames per shell that ejects out of the weapons," Munk tells me. "The weapon shoots at 660 rounds per minute, which equals 11 rounds per second. In slow-mo you can actually see every kickback. In realtime you can't see these details but it makes the guns feel more powerful. We've come up with a formula to calculate: we have a weapon, this is its rate of fire how many frames to do want to have per actual kickback, to make sure the fidelity of it is absolutely perfect? To my knowledge, no game is doing something like that, or would even think it would be worth doing something like that."
Gibson breaks it down. "At this rate of fire, you'd have one frame of animation to shoot. To put that in perspective, if you've ever done one of those little flipbook animation things, a frame is essentially one page. So you'd have one page to represent the barrel wiggling, the shell ejecting, the bolt moving back. It's a small touch, but it adds to the feel of it really happening."
Gibson gets even more excited about KF2's new gun technology when he talks about weapon accuracy and recoil. Most games, he explains, represent accuracy with a bullet spread. Less accurate guns will have a wider spread on their bullets, so planting your crosshair dead center on a target doesn't guarantee a hit. "We wanted to actually have the gun physically move instead of having some magic number that you tweak that makes the bullets go in random directions. The gun's accurate; if you can manage to keep your sights on an enemy, you will hit it. The crosshair's just moving around, but wherever that crosshair is, that's where the bullet's actually going."
For the motion captured weapon reloads in KF2, Tripwire researched speed reloads on Youtube, watching and imitating the reload tricks of modern gunslingers. Each gun in the game has four different reload animations: two regular and two faster "elite" reloads, based on whether a magazine is partially full or empty. The elite reloads are locked behind perk abilities: you'll have to earn them.
The SCAR returns from Killing Floor. Gibson owns the real thing.
There's a noticeable difference in speed between the regular reloads and elite reloads with rifles like the Bullpup, which will be a lifesaver in tough Killing Floor 2 matches. Munk promises that other weapons will have reloads that are as ridiculous and badass as they are useful.
Tripwire motion captured every reload to create third person animations. But Killing Floor is a first-person shooter. Munk is proud when he talks about how they used the motion capture recordings.
"The raw mocap data just gets authored two separate ways to create the third- and first-person ," he says. "Creating third is actually way easier. If a guy's moving and shifting his weight, it's great, but in first person it's really weird...it feels really awkward and stiff. That's one reason why Arma feels really awkward. In third-person they're using the first person animations, so it doesn't feel like it's been specifically edited for that. We've massaged it so it's perfect for what we're doing." Weapon balance Despite Killing Floor 2's over-the-top sci-fi tone, Tripwire still aims to keep its weapons fairly true to life. The designers match rate of fire with real guns and have gone out of their way to correct some lingering inaccuracies from the first Killing Floor and its progenitor, an Unreal Tournament 2004 mod. In KF1, a round from the 9mm pistol actually dealt more damage than a bullet from the Bullpup rifle. That's not true in KF2.
Weapons are also being balanced more carefully. Each perk has four primary weapons, ranked weakest to strongest, and no future DLC weapons will change that tier system. The most powerful assault rifle will stay the most powerful assault rifle, but "sidegrades" will offer more options higher rate of fire but lower damage, higher stun or knockback against the Zeds. Damage values aren't rigorously beholden to the real-world weapons.
"With RO2, the model is, make it just like real life," Gibson says. "The recoil, the way the gun moves when you shoot, the accuracy of the weapon, the damage of the weapon. For the most part we model reality."
Gibson explains that Red Orchestra's balance comes from controlling access to weapons. "Some games have unlimited snipers! Not in RO2. There are a couple snipers on a team, a couple machine guns, and we try to take a realistic format that was fairly balanced in the real world and apply it to the game. What we've always said about the RO franchise is we take the fun parts of realism. It is not fun to be cowering in a trench getting artillery dropped on you for hours on end and crapping your pants. But it is fun to line up a shot on a distant target while your guy's breathing and you finally nail that long distance shot and you know that it was challenging and rewarding to do."
How many shots will it take to blow off a zed's jaw? Early Access players may influence those kinds of damage values.
With four weapon tiers spread across a planned 10 perks, plus backups like pistols and melee weapons, balancing Killing Floor 2's entire arsenal will be a big job. So far, Tripwire isn't talking about most of the game's arsenal. The SCAR 17, AK-12, Bullpup, and 9mm AR-15 are Commando weapons already implemented in the game. The Mossberg 500 shotgun will also make an appearance.
Tripwire knows how to nail the feel of KF2's weapons, but perfect balance can only come from large scale playtesting. Enter Early Access and the Killing Floor community.
"It's about getting the players' feedback and letting that inform us to make smart decisions for what becomes the full release," Gibson says. "We're excited to get it into peoples' hands. We don't want to wait...we want to see their reaction, get their feedback. That's a big driver to do Early Access."
Tripwire won't say when Killing Floor 2 is coming, but its weapons may set a new bar for FPS fidelity. If, in a couple years, you're playing the next Battlefield and notice that the reload animations are especially detailed, you'll know who DICE was hellbent on beating.
For more on Killing Floor 2, make sure to read our exclusive reveal feature.