

Set _gameCmd=ucc server KF-Bedlam.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?Įcho :: This batch will autorun %_servBat%.Įcho :: -to restart %_servBat%, end the ucc server task.Įcho :: -to shut down %_servBat%, ctrl-c or close this window. No DeadSpace server, no Doom3KF, no crazy Zed variants. Like every other ****ing KF server on the internet. Now, I reinstalled the game, there was some new content from Tripwire, and browsed the Workshop, some interesting stuff there, went through a SteamCMD tutorial and OK, after 2 hours I was playing Santa's Lair with NO mutes. Hosting is so easy in most games nowadays, just forward some ports, maybe edit some configs or pick some options.

I dropped the game and went to the rest of the Steam library. Months of work made obsolete, for no tangible benefit. My config did not work anymore, I had to learn an entirely new way of hosting, comparable to running a UNIX server. Went on holidays, came back, and found that HOST, LISTEN and DEDICATED buttons in the in-game GUI were now useless. I found it interesting to figure out how to do it and make it a little better every day.

I used to host a little home server with mutes (mostly Doom3KF with custom guns and maps) in the pre-Workshop, pre-SteamCMD days. So why is there a Steam Workshop for Killing Floor? Why put some user-friendly community portal in front of a torture chamber like SteamCMD+KillingFloor.exe? ini files and read a lot of guides, and do a whole bunch of complicated **** to get any of that workshop content to appear in the game. You can use it to install mutes on your client, but since it is impossible to start hosting from the client now, what's the point? And even if it were possible, you'd still have to trawl through the folders and compress the mute assets and upload them to a public file host.
