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报告翻译问题
It's a clean install and I delete all the leftover files inside and outside the game folder before installing again.
I manage to make it work, so it doesn't really matter on my side.
If someone else get this problem for whatever reason, they have a workaround.
You might want to clear your cache and carefully check your subscriptions - maybe amogus is in there xD
Another CTI could have gotten into your cache even without your explicit action. For example, if you were playing on a server that uses a different version, the client automatically downloads the mutators used on the server
CTI is open-source, so anyone can make a modified version of CTI and use it on their servers. KF2 is pretty straightforward and simply takes the first mod with the right name, so if you have different CTIs in your cache at the same time, you can't be sure you're using the right one
Warning: Warning, Failed to load 'Class CTI.Mut`': Failed to find object 'Class CTI.Mut`'
The only reliable way to generate a config is to create a file with a zero version inside, as described in the manual (it's up to date)
You should use "open KF-BioticsLab?Mutator=CTI.CTIMut"
Instead of "open KF-BioticsLab?Mutator=CTI.Mut"
Most likely, he didn't update the instruction.
This is fixed with bApplyPatch=True in the CTI config, or you can reduce the number of trader items
Before using bApplyPatch, read its description, its use may cause incompatibility with other mods
I can only explain the line from the log, but I can't say why the server crashes (I can only guess).
So, every time a new player joins the game, the game calls the NotifyLogin() function on all mutators. Of course, CTI receives this call and creates a RepInfo object to pass the list of trader items to the player through it.
Apparently, at the moment of spawn, Sentinel creates a fake player, and the game thinks that a new player has connected and starts calling the NotifyLogin() function on all mutators. Surprising behavior, I have not seen this before.
CTI checks that this Controller is KFPlayerController or its derivative:
https://github.com/GenZmeY/KF2-CustomTraderInventory/blob/master/CTI/Classes/CTI.uc#L346
But as I said, NotifyLogin() is called for all mutators, so if you have some other mutator that considers the Controller in NotifyLogin() to be a real player - something can really go wrong during its processing.
But that's not the only thing that confuses me:
First, I've never seen such behavior in vanilla sentinel (I mean calling NotifyLogin() as for a real player)
Second, I searched for "SentinelController" in the original kf2 scripts and found nothing, not a single match.
It feels like this "vanilla" sentinel is not so vanilla.
Do you use any other mods? I have a strong feeling that the answer is somewhere outside the vanilla game and CTI.
Item=KFGame.KFWeapDef_AutoTurret.
But when I buy the sentinel and try to spawn it, the server crashes.
log: CTI: ERROR: Can't create RepInfo for: SentinelController_0
Any idea why this is not working?
Warthog works fine.
I used
[CTI.RemoveItems]
Ball=True
because of the amount of custom weapons I have
So maybe everything is fine with you, you are just looking in the wrong place.
If you remove all vanilla weapons in the CTI settings and add weapons from weapons of destruction, then this is what the list of survivalist weapons looks like:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3315344042
And this is what the list of all weapons looks like:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3315324012
It's a big difference, isn't it?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3315324012
CTI is not that complicated, if the names are specified correctly and the necessary files are in the cache - CTI will add them. If there are no files, then there is nothing to add
So maybe you should try to clear the cache and download the weapon pack again (who knows, maybe it was not downloaded completely in your case?). After that, carefully repeat the process again
Would the logs be in KillingFloor2 > KFGame > Logs?
Also started looking through the mod files and comparing to what is put in the [CTI.AddItems] and some things seem to be missing from both sides. There are some things in the mod files that I can't find in the added section, but there are also files in the added section of CTI that I cannot find in the mod files.
I went off of what was said from the other mod dev, being to copy down the Item=ASOT list and paste into the CTI.AddItems. Just unsure what is happening
Trader items are sorted by price and the most expensive ones will be at the end of the list. With the default settings, CTI will stop adding items when it reaches 256 items (to avoid bugs related to this), so the first 256 cheapest items will be listed, and the remaining and most expensive items will not
To find out exactly what the problem is, you should read the messages from CTI in the log
If CTI was unable to load a weapon, it will write about it in the log. You will also see in the log how many items the trader has with your settings
If the limit is the issue, the bDisableItemLimitCheck and bApplyPatch parameters in the config can help you (see more about them in the description)
Last question though, I am running the Weapons Of Destruction mod and some of the weapons are not loading into the trader I think because some of their prices exceed the 2,500 price ceiling. Is there a way I can fix that so all the weapons that were added will show in the trader?
The log is located here:
C:\Users\<username>\Documents\My Games\KillingFloor2\KFGame\Logs\
Usually, logs of all game launches are saved there, so if there are several files, you need to sort them by date and open the most recent one.
CTI writes everything it does to the log, so if CTI is loaded, there will be lines like this:
https://i.imgur.com/qAB6WFr.png
If CTI (for some reason) did not load, then these lines will not be there.
https://i.imgur.com/mG7N1Yq.png
After starting the game with the mutator, the config changes like this:
https://i.imgur.com/LynEVrh.png
Make sure you typed the command in the console correctly, or better yet, use CTRL+C / CTRL+V. Because if you make a typo, the game will simply start without a mutator (and therefore the mutator will do nothing), and the game will not report it in any way, you will not see any errors in the interface
The only thing I am confused about is what exactly is supposed to be in the CTI.ini file. I apologize in advance if it is obvious, but I am not exactly an expert at modding and am quite new when it comes to altering files instead of having a secondary app control the mods
Everything else seems to be there, including the CTI.u file. Maybe I am just confused a bit, but I figured I would ask in case I am doing something wrong
https://i.imgur.com/IaiAteQ.png
If you have ini files there like in my screenshot, then you are in the right place
Check if you have the CTI.u file in the cache, it should be in one of the subfolders along this path:
C:\Users\<username>\Documents\My Games\KillingFloor2\KFGame\Cache\2830826239\
And write what you find out. Then we'll figure it out further
Is the KFCTI supposed to be a folder or a KFCTI.ini file? I am currently trying it as a file, and inside I have this layout:
[CTI.CTI]
Version=0
I did it as directed, but have not seen any generation inside of the file that would allow me to move to the next step.
Am I doing something wrong or maybe supposed to be looking for a different new file that could have generated?
Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
Warning: Warning, Failed to find object 'Class None.'
Warning: Warning, Failed to load 'Texture2D None.None': Failed to find object
this is cti mutator error? or not?
P.S.S: I also cannot guarantee the compatibility of my mods with the unofficial patch. I have never tested them together (well, maybe except SML). And besides, the unofficial patch seriously affects the game and only Forrest knows how it works
Perhaps there is something interesting there before these lines? I might take a look if you give me the log
I think it makes sense to try two things: first, turn off the preload and see if there is a problem. Secondly, test all the added weapons and see if there are any broken ones - buy all the weapons one by one, use them a little and see if it crashes the server. If you find a broken weapon, this should be excluded from the config
Regarding bApplyPatch - this replaces the byte type with int in the functions of some classes, allowing you to correctly process lists of more than 255 items. That's all, so don't expect anything more here
Exit: Executing UWindowsClient::ShutdownAfterError
Any ideas?
I add Version=0 to the ini file but it doesn't create anymore text in this ini file.
I have gone over your server instructions 4 times doing EXACTLY as you say and it will not work. Any ideas of anything else I can try?
Version=0
etc