Killing Floor 2

Killing Floor 2

Custom Trader Inventory
161 条留言
Sauron Cat 9 月 18 日 上午 7:36 
Sorry, I didn't mean to insinuate that your botched your code.

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.
GenZmeY  [作者] 9 月 18 日 上午 7:22 
I can't say for sure since I don't know what's going on on your computer, but this warning could indicate you're using an older (different?) version of CTI that doesn't yet have the CTI.Mut class. Previously, CTI only had CTI.CTIMut and no CTI.Mut

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
Sauron Cat 9 月 18 日 上午 6:25 
I tried all the solution other than that and it was the only way I manage to make the file because otherwise the game log said that :

Warning: Warning, Failed to load 'Class CTI.Mut`': Failed to find object 'Class CTI.Mut`'
GenZmeY  [作者] 9 月 11 日 上午 11:12 
CTI.CTIMut is an alias [github.com] for CTI.Mut, they work exactly the same and are not related to creating a config

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)
Sauron Cat 9 月 9 日 下午 2:49 
For those having a problem making it generate the config

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.
GenZmeY  [作者] 5 月 21 日 上午 12:29 
Hey, this always happens if you have more than 256 trader items in total, the game does not work correctly in this case

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
ClutchNZ 5 月 20 日 下午 3:45 
hi @GenZmeY, having a bug with CTI, when you buy weapons from trader it buy's other things? any fix for this?
∀ℳΞ¡ƧΞɲþɘɼ 4 月 26 日 上午 1:42 
Thanks @GenZmeY for the explanation. Not sure how to proceed with the problem, but I will test some things. I have a weapon pack on the server which has a modified version of the sentinel, but I'm not currently using it...
elbotellas888 4 月 25 日 下午 2:22 
esta puta mierda no funciona
Gangsta Skeleton 4 月 20 日 下午 3:50 
Do I have to create the Custom Folder and name it KFCTI.ini? because I did that, and it doesn't seem to work, I couldn't find the [CTI.CTI] and Version=0 part neither so I created custom folders and named them that, and I couldn't go further, idk what the setup stuff means, is there a video or something to help?
GenZmeY  [作者] 4 月 19 日 下午 4:16 
I don't fit in the limit, I'll answer in two messages, read from top to bottom.

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
GenZmeY  [作者] 4 月 19 日 下午 4:15 
And if it is not so, it will output the line you showed. Nothing else will happen, CTI will ignore this weird Controller and continue working. So I don't think that the crash is caused by CTI.

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.
∀ℳΞ¡ƧΞɲþɘɼ 4 月 19 日 下午 2:39 
hi, I'm trying to add the vanilla Sentinel with
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
Deadzombie935 2 月 10 日 上午 11:40 
so, it didnt work at all for single player
hollowdark29 2024 年 10 月 7 日 下午 6:03 
i still don't understand how use :C, there some kind of video explained?
UltimateAssassin115 2024 年 9 月 27 日 下午 12:38 
I did finally get it to work, I know it has been over a month since I have posted. But everything seems to be working fine now
GenZmeY  [作者] 2024 年 8 月 23 日 下午 1:37 
this all sounds very strange tbh
UltimateAssassin115 2024 年 8 月 23 日 下午 12:32 
Alright, gonna take a look at everything and create a new reply shortly. I did ask the other mod creator as well, and he said his friend had the same issue which was weird because on his second PC everything ran fine, but not on his main one
GenZmeY  [作者] 2024 年 8 月 23 日 上午 8:30 
P.S.: Pay attention to my screenshot. When you look for weapons from the mod, look for them in the ALL tab (not in the PERKS tab for the survivalist). Only half of the weapons in this mod belong to the survivalist perk, so you will not see all the mod weapons there.

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?
GenZmeY  [作者] 2024 年 8 月 23 日 上午 8:30 
I tested this mod and it works correctly, all 27 mod weapons are loaded and are present in the trader:
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
UltimateAssassin115 2024 年 8 月 22 日 下午 6:24 
I tried to set the bDisableItemLimitCheck to true just to see if that might have been to problem, turns out it wasn't.

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
GenZmeY  [作者] 2024 年 8 月 22 日 上午 9:55 
But you still need to look at the log. It's hard for me to say the reason without it. Your description of the problem sounds very much like hitting a limit, but at the same time it's very strange, since there are about 150 weapons in the vanilla game, and adding another ten from the mod certainly won't make the problem. It's still much less than 256.
GenZmeY  [作者] 2024 年 8 月 22 日 上午 9:53 
Regarding cheap items at the trader:
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
GenZmeY  [作者] 2024 年 8 月 22 日 上午 9:37 
This is definitely not related to the price. But it may be related to the 256 item limit for the trader

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)
UltimateAssassin115 2024 年 8 月 22 日 上午 12:41 
I could be wrong about the price ceiling, but I am unsure what could be causing them not to show because the only thing they have in common is that they are above 2500, everything else from the mod seems to be working fine
UltimateAssassin115 2024 年 8 月 21 日 下午 11:57 
Sweet, thank you. I got the mod I wanted to work, and I do apologize again if I wasted your time with the obvious stuff.

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?
GenZmeY  [作者] 2024 年 8 月 21 日 上午 10:29 
It also makes sense to look at what is written in the log.
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.
GenZmeY  [作者] 2024 年 8 月 21 日 上午 10:29 
Inside CTI.ini there should be only what is specified in the description. This is what it looks like:
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
UltimateAssassin115 2024 年 8 月 20 日 下午 9:01 
Correction, I found the group of files that were listed as well as the CTI.u that was in the Cache.

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
UltimateAssassin115 2024 年 8 月 20 日 上午 4:41 
Ok, so I have found the files. Is there anything that is supposed to be inside of the KFCTI.ini?

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
GenZmeY  [作者] 2024 年 8 月 19 日 下午 1:18 
The correct folder for CTI.ini for single player looks like this:
https://i.imgur.com/IaiAteQ.png

If you have ini files there like in my screenshot, then you are in the right place
GenZmeY  [作者] 2024 年 8 月 19 日 下午 12:54 
Hey. If the config is not generated, it may be due to the fact that the mutator is not downloaded (for some reason).

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
UltimateAssassin115 2024 年 8 月 19 日 上午 3:47 
Hey, I am a bit confused on the instructions for this. I was at least able to get the "open KF-BioticsLab?Mutator=CTI.Mut" to work and I checked the trader to be sure, but here is where I am confused:

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?
VECTOR 2024 年 7 月 17 日 上午 1:15 
I solved it. It was a code order issue.
VECTOR 2024 年 7 月 15 日 上午 9:07 
I only get the error below when I add workshops with weapons folders in the BrewedPC\Packages folder and workshops with weapons folders in the BrewedPC\Packages\Weapons folder to cti, do I have to do the same with the weapons folder path?
VECTOR 2024 年 7 月 15 日 上午 8:47 
my kf2 game log


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?
VECTOR 2024 年 7 月 15 日 上午 8:36 
@GenZmeY When I added a weapon through cti, there is an error where I can't see the weapon even if I buy it. This isn't a mutator problem, is it?
Mo Gigmal 2024 年 7 月 13 日 上午 6:26 
help theres no kfcti.ini
GenZmeY  [作者] 2024 年 6 月 8 日 上午 10:26 
You are welcome :steamthumbsup:
∀ℳΞ¡ƧΞɲþɘɼ 2024 年 6 月 8 日 上午 10:17 
you were right, it seems that the unofficial patch is not completely compatible with one of the weapons and CTI. I have deactivated the patch for now and am now at 200 custom weapons without crashes. If I ever get bored and have a lot of time I will go through all the weapons one by one with the patch to find the problem. thanks for the help:steamthumbsup:
∀ℳΞ¡ƧΞɲþɘɼ 2024 年 6 月 6 日 下午 9:26 
Thanks I will test all these things and see if I can find the problem
GenZmeY  [作者] 2024 年 6 月 6 日 下午 2:19 
P.S.: If you use an unofficial patch, it will be better to receive the log without it, because it hides a lot of information from the log

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
GenZmeY  [作者] 2024 年 6 月 6 日 下午 2:19 
Unfortunately, this is useless for understanding the problem, just a message that a shutdown was triggered after an error
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
∀ℳΞ¡ƧΞɲþɘɼ 2024 年 6 月 6 日 下午 1:35 
Additionally, I remove 65 of the vanilla weapons and am now at 203 trader items. I know that I don't need bApplyPatch=True, but I also tried it with the patch and it doesn't seem to have any effect on the crashes
∀ℳΞ¡ƧΞɲþɘɼ 2024 年 6 月 6 日 下午 1:22 
I have tried it on several custom but also vanilla maps, server does not crash without CTI, with CTI server crashes regularly but not every time I change maps
∀ℳΞ¡ƧΞɲþɘɼ 2024 年 6 月 6 日 下午 12:43 
hi, my server crashes with CTI sometimes on the second or third map change after a game ends. It's probably not your mod but one of the 139 weapons that I added. Strangely, all 139 seem to preload without any problems and I can use all the new weapons without errors and without the server crashing mid game. The server only crashes when changing maps after a game ends and the logs end with: Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Any ideas?
PappaSwaggins 2024 年 5 月 28 日 上午 4:34 
I cannot get this mod to work

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?
Fryd4lyfe 2024 年 5 月 25 日 下午 11:45 
figured how to change map and all that but how when i load in change the waves, diff and shit
Fryd4lyfe 2024 年 5 月 25 日 下午 1:25 
is there a youtube video for this. i cant figure it out at all. like where and how do i put this in the file [CTI.CTI]
Version=0
etc
GenZmeY  [作者] 2024 年 5 月 22 日 下午 12:25 
If you're talking about the number of actions in "Usage", then thank TWI for breaking the initialization of config variables. This list was much shorter before when initialization worked as expected