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Releases: Scronkfinkle/open-kf
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Open KF v0.4.0
Full Changelog: v0.3.0...v0.4.0
This release comes from an audit of the map code against KF's own engine code and scripts. Every change below copies what KF does; nothing here has been compared side by side with the real game yet, so brightness in particular may still shift.
All maps
- Glowing materials: screens, light boxes, signs and lamps light up instead of drawing dark.
- Animated materials: flickering lab lights, lightning windows and similar materials animate instead of drawing flat grey.
- Two-texture materials: dead bodies, scan lines, grunge and layered rain draw both layers.
- Tints and blend modes: coloured materials keep their tint; see-through materials blend, cut out and fog the way KF draws them (softer rain sheets, correct leaf edges).
- Texture movement: textures can now scale, rotate and stretch, not just scroll (spinning fans, correctly sized water and clouds).
- Detail textures: KF's fine grain on walls and props up close.
- Distant textures: see-through textures no longer shimmer in the distance; textures marked "clamp" no longer repeat past their edge.
- Lamp halos: lamps get KF's glow halo, hidden by walls, zeds and props.
- Flickering and pulsing lights: lights that KF animates flicker, pulse and blink on the walls around them.
- Draw distance: props and effects disappear past their own draw distance, as in KF.
- Collision: players and zeds walk against each prop's simple collision shape (no more snagging on branches, smooth stairs); bullets and projectiles hit exactly the props KF's bullets hit.
- Map events: buttons, triggers, small map scripts and counters work. Doors and gates open and close on events, moving map parts block, swinging and spinning parts move, and lifts carry you.
- Breakable props and minigames: collectible props break with KF's counters ("Only N more ... to destroy").
- Decals: blood, bullet holes and scorch marks land on terrain.
- Fog: KF's fog maths (clearer foggy maps), fog inside fog volumes, and KF's brightness/contrast/gamma curve (on by default;
--gamma-ramp offto disable). - Map sounds: looping map sounds use KF's volume, range and pitch; scripted map sounds play.
- Falling out of the world: each zone uses its own fall-death height.
- Jump pads, air control and gravity: jump pads launch with KF's exact speed; zeds steer in the air like KF; low gravity applies to zeds, pickups and grenades too.
- Fixed: a translucent box floating at each map's centre point, which drew a second, sideways copy of your weapon when you walked into it (most noticeable on KF-BioticsLab).
- Fixed: a stuck fall (e.g. under a lowering lift) no longer builds up speed and deals fake fall damage.
Per map
- KF-AbusementPark: shooting-gallery heads drop and spray blood when shot; strength testers fire on hits; the dancing robot dances when you toss cash into its booth; flame bursts and their sounds; trigger lights.
- KF-Aperture: all 63 iris hatches, trap arms and button doors open and close as in KF, so zeds no longer get stuck behind them; floor buttons work.
- KF-Bedlam: smooth walking past the courtyard tree and up the Asylum stairs; terrain grass; beam effects.
- KF-BioticsLab: no more pale squares around the ceiling tube lights; no more green box and sideways weapon; tube-light stripes tinted by the floor; spark lights toggle; drop-away glass falls when damaged.
- KF-Clandestine: collectible skulls break and count down; beam effects.
- KF-Crash: a missing class-default decoration now loads.
- KF-Departed: glowing computer cabinets and light boxes; dead bodies draw correctly; detail grain on brick walls.
- KF-Farm: the helicopter takes off at the start (rotors spin, it flies away); no more dark bar in the sky above the landing pad; swinging cows and turning windmill; dense terrain grass.
- KF-FilthsCross: train doors open as you approach, stay open 3 seconds, then close and block.
- KF-Forgotten: rippling water in the ponds.
- KF-Foundry: control-room monitors show their camera pictures with moving scan lines.
- KF-FrightYard: the 30 creepy cameras appear; the main gate blocks in survival, as in KF; swinging lamps; the sea around the docks is drawn and moves.
- KF-Hell: sky clouds animate and cross-fade.
- KF-Hellride: flame jets fire with the flame sound and trigger lights flash; laser beams in the theatre; tinted doors.
- KF-HillbillyHorror: the 28 garden gnomes appear; the forklift lift works from its buttons and carries you; the kicker pad works; terrain grass.
- KF-Hospitalhorrors: animated security cameras and curtains.
- KF-Icebreaker: the ship rolls (screen shake) as in KF.
- KF-Manor: the storm rain falls outdoors and stops indoors; swinging chandeliers; flickering lights.
- KF-MoonBase: low gravity now applies to zeds, dropped items and grenades, not just the player.
- KF-MountainPass: grass and bushes on the terrain; its own fall-death height.
- KF-Offices: both rain sheets, softer and fading; the second rain layer now draws.
- KF-SirensBelch: blood splats drawn at KF's size; collectibles break and count down.
- KF-Steamland: the carousel and gears turn; strength testers, spanner toss and the dancing robot; clown dolls break and count down; chimney smoke already full at the start; strip lights draw as dark wires with bulbs; the harbour water kills as in KF.
- KF-Stronghold: rain; terrain grass; its own fall-death height; collectibles break.
- KF-Suburbia: windows shatter as you pass; bushes rustle, crows caw, car alarms and owls; street-lamp light cones.
- KF-ThrillsChills: snow globes break and count down; shooting gallery; bullets pass the entrance sign as in KF; ride lights.
- KF-Transit: reactor parts turn; electric arcs between the reactor coils; trigger lights.
- KF-Waterworks: the ceiling fan spins.
- KF-WestLondon: the helicopter takes off at the start; flickering lamps; lamp halos on the bus headlights and taxi; the street barrier rises out of the way at the start.
- KF-Wyre: the waterfall and stream flow; underground pools and a puddle ripple; orange-tinted sky; dense red forest undergrowth on the terrain; no more see-through ghost pillars between the trees; creaking dock steps.
Known gaps
- Not compared with the real game yet; a side-by-side brightness check is next (the gamma curve, the darker KF-Hell sky and KF-Wyre waterfall, and the BioticsLab tube-light stripes are the main things to judge).
- Sound volume rules from the audit (KF halving one-shot sounds, sounds muffled behind walls) are not applied yet.
- Objective-mode script actions are not simulated (survival only).
Open KF v0.3.0
Full Changelog: v0.2.1...v0.3.0
Map fixes
- Terrain: pale, blocky patches are gone from KF-Manor's pond beds and 13 other outdoor maps.
- KF-Manor water: the lake now reflects its surroundings the way it does in KF.
- Stepping over low objects: you can walk over low objects like the brick piles at the start of KF-Offices instead of getting stuck.
- Moving textures: scrolling and wobbling map textures now move, so
KF-Offices' rain falls and clouds, fog and signs on other maps animate.
Map rotation
when a match ends, the game moves to the next map in the rotation without closing, in single player and multiplayer.
- Multiplayer map changes: players stay connected through the change, and the lobby reopens on the new map with everyone set to not ready.
- Map voting: KF's end-of-match map vote, with KF's rules; it's off
by default and turned on with --map-vote or the launcher switch. - Launcher rotation tab: a new Rotation tab lets you choose and reorder the maps, and the game remembers its place in the list between sessions.
Small stuff
- Loading screen: KF's own loading screen shows while a map loads, with the map preview, ". . . LOADING" and a gameplay hint.
Open KF v0.2.1
Full Changelog: v0.2.0...v0.2.1
By request, windows virustotal link: https://www.virustotal.com/gui/file/cb54d693d8f81a9f0d724516a478894e80cbb2acabdfe939aea0065b238b8389?nocache=1
Open KF v0.2.0
Full Changelog: v0.1.1...v0.2.0
By request, windows Binary virus total link: https://www.virustotal.com/gui/file/6e8c128c9506883beba2e185f3ad70aea9233b2692e8b98f13adcac5461185cb?nocache=1
Open KF v0.1.1
Full Changelog: v0.1.0...v0.1.1
Open KF v0.1.0
Full Changelog: https://github.com/Scronkfinkle/open-kf/commits/v0.1.0