Copying what Jared posted on the other list over here: "As an additional note, we expect to have Linux server binaries available shortly for beta testing."
John Gibson President Tripwire Interactive www.tripwireinteractive.com ---------- Forwarded message ---------- From: Jared <ja...@tripwireinteractive.com> Date: Tue, Mar 21, 2017 at 11:12 AM Subject: Re: [TWI Serveradmins] Killing Floor 2 - v1051 Live To: serveradm...@list.tripwireinteractive.com As an additional note, we expect to have Linux server binaries available shortly for beta testing. Jared Creasy Community Relations Tripwire Interactive On 3/21/2017 10:50 AM, Andrew Ladenberger wrote: Hey Everyone, A required update for Killing Floor 2 servers, *The Descent Update,* is now available. Patch notes below. For those interested in hosting Linux servers there are a few bugs to iron out with them before they are ready. Please watch the mailing list for updates. New Content - 2 Weapons - Spitfire Revolver(s) - Stoner 63A Light Machine Gun - 2 Maps - The Descent (Holdout style map) - Nuked - Variation of the Survival Game Mode - Holdout - This style of Survival map stitches many rooms together differently each time you play General Changes - Fixed VOIP issues caused by recent Steam Client update - Default votekick setting now requires 66% instead of 50% Bugs Fixes General - Sharpshooter Perk had dual and single revolvers had equivalent damage bonuses applied - Players can no longer dismember frozen zeds on the low gore setting - Breaking out of an emote with weapon fire no longer shoots the projectile where the emote camera was facing - Using emote key during boss intro no longer switches camera view to player - Holding attack while reloading and then switching weapons no longer will allow players to break 3 combo limit when holding the attack button - Blocking Husk flamethrower attack no longer causes erratic animation - Fix for motion blur setting not working - If Low Gore setting is on, Headshots on headless state zeds will no longer count towards XP objectives and Perk Skills - Fixed 3P sprint animation issues with Bone Crusher, P90, KRISS, MP5RAS, MP7, M16 M203 (Left shoulder popping on sprint animation and MP5RAS not fixed) - Fix for trader showing the wrong ammo count when buying a dual weapon - Reset class ignore flag if a Husk suicide is not ignoring humans - Players can no longer dismember headless zed corpses on low gore settings - Fix for separate translucency not working - Emotes canceled by reloading will now properly play the reload animation - If a weapon has a laser attachment, it should now properly move during third person animations (and not at the players feet during an emote) - Fixed Husk fire effect on husk launcher remaining temporarily if players prematurely stopped suicide attack - Also fixed lingering flame effect on AI husk if it's killed mid-suicide - Players sitting in lobby during in progress match will no longer count towards zed count player scaling - Fixed phantom RPG-7 rocket when players used an unloaded melee bash - Flex fixes (optimizations for non Flex users): - Never use per-poly rigid body/static mesh collision on servers - If we have Flex turned off, use simply rigid body/static mesh collision - Gunslinger/sharpshooter weapons now grant secondary XP if the weapons are flagged for multiple perks - XP tally bar will now properly update only currently selected perk - Hans no longer hates trees - when bumps into destructible objects he will no longer enter into his melee animation - Fix for HUD holding on to a reference to the old pawn after death, preventing updates from occurring until GC after a quick respawn - Changed collision settings on portal entries to fix Dosh going through them - Changed Flex collision from Auto to Off on a few meshes to fix Dosh going through them bug - Fixed a case where the Support perk would miscalculate ammo count during initial trader session - Hud will now show ironsights hold when looking to display ironsights toggle (and nothing is bound) - Boss VO should now properly play the intro VO on spawn (in some spawns it would first trigger a taunt VO) - Fixed a jittery shake when aiming down sights of the Railgun - Fixed knife decals appearing as bullet holes in third-person - Fixed Trader Pods not being set up for grenade collision - Fixed the bloat not fully damaging the door in some situations - Fixed clipping on the MP7 1P full and partial reload animations - Fixed medic dart secondary fire recoil being tied to each medic's gun primary fire recoil - Fixed The Booty emote being called the thunder clap after it was equipped - Fixed zed grab SFX persisting during loading screens when using web admin map travel - Fleshpound Atk_Lunge_V5 will now damage players - Fixed extra camera shake playing during trench gun elite partial reload - Fixed a UV mapping error on the M14 3p pickup model - Fixed a case where players could stumble parry a Fleshpound’s glowing attack - Fixed the wrong color border around level 25 swat achievement - Fixed a case where a Siren killed while still boosted by an elite Alpha's rally ability would stack damage boost to future Sirens spawned in - Fixed custom game modes kicking and blocking client from servers until restart - Fixed Demolitionist : ZED TIME - Mad Bomber : Demolition weapons no longer reload slow during zed time when reload starts before zed time kicks in - Sprint with MP5 in spectator view no longer causes animation to stutter - Fixed capitalization error with airborne agent field medic skill Maps - Burning Paris - Thrown dosh can no longer get stuck inside concrete bollards - Adjusted blocking volume around phone booth - Fixed Zeds clipping through a door in burning paris - Fixed a collision issue for player zeds - Zed Landing - Fixed floating foliage - Fixed several cases of tree clipping - Farm House - Fixed collision issues with plywood windows which allowed grenades to pass through - Evacuation Point - Added blocking volume in ceiling to prevent player zeds from jumping through - Zeds falling out of ceiling window should no longer have a high chance to get stuck - Catacombs - Zed corpses should no longer clip through ground rubble - Infernal Realm - Fixed an exploit spot - Hostile Grounds - Fixed a collectable that could not be destroyed - Prison - Fixed an exploit spot _______________________________________________ Serveradmins mailing listServeradmins@list.tripwireinteractive.comhttp://list.tripwireinteractive.com/mailman/listinfo/serveradmins_list.tripwireinteractive.com _______________________________________________ Serveradmins mailing list serveradm...@list.tripwireinteractive.com http://list.tripwireinteractive.com/mailman/listinfo/serveradmins_ list.tripwireinteractive.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux