Epic games inventory connection problem
See this KB article: https://support.killingfloor2.com/e.../players-not-receiving-item-or-event-drops-pcI have same issue not fixed. Any other idea ?
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See this KB article: https://support.killingfloor2.com/e.../players-not-receiving-item-or-event-drops-pcI have same issue not fixed. Any other idea ?
My server instances use configsubdir aswell, but i only get a launch.log from the server which restarted the last time as i think it overwrites the launch.log since afaik it doesn’t create a subdirectory for the log files. -edit in my case the tools i use create specific container logs so i never really bothered figuring a way aroundI'm running two instances and they are working well and I've had no crashes so I'm happy with the ubuntu platform. The second instance is launched with the configsubdir switch and a subfolder was created automatically to contain the new server "ini" files which I've edited as needed. However I can't figure out how to make the second instance create a launch.log file or if it has done it automatically then where to find it. Can anyone advise me about the log files for a second instance? Thank you.
I've watched the video again, and came to two theories regarding what the new Scrake abilities might be... As I believe, again as Glokage said, that all zeds will get new tools. Hell, even the modest Cyst is more fearsome now ! I would be surprised if the Scrake stayed the same. So here are my two cents that might be completely wrong.
1) Maybe the Scrake won't rage simply by reaching a certain health threshold anymore, but rather be linked to its mask. My theory is that as long as you fire centermass, the Scrake won't rage out, making the creature easier to dispatch... but way more ammo-consuming. Maybe the Scrake could have a thick hide that reduces all incoming damage by a certain amount (let's say 20-25% for example), so firing at its torso or limbs would take forever to kill it. But at least, it shall remain calm in the meantime. If you want to quickly dispatch a Scrake, the usual strategy applies : AIM FOR THE HEAD! Doing so will allow much more damage to be dealt, at the exchange of destroying its mask... and making the zed much faster and angrier. In the end, it sounds fairly similar to the relationship between Fleshpound and Scrake that we've always known : you can't run away forever from a Fleshpound. They'll always end up angry and ready to turn you into minced meat. Meanwhile, Scrake are somewhat "docile" until you're truly ready to take them out. It's just that this time around, you might even choose to NOT rage them at all... At the cost of wasting a ton of ammo for extra safety. While you might instead want to get rid of them ASAP, at the cost of facing a tougher foe.
2) It's easy to notice the Scrake now has some weird torture device thingy on its other arm... And I do wonder if they took a cue from the concept arts for KF2's Scrake, which had a hook in its second hand. I do wonder if MAYBE, that might imply that the Scrake is now capable of "tethering" a player in order to bring them closer, kinda like the EDAR Trapper... But even more annoying and terrifying. I think this would play very well with the mask/maskless Scrake idea I talk about right above. Maybe it could be used even WITH THE MASK ON, so players don't forget that the Scrake is still there, relentlessly walking towards them. But then again, considering how NOBODY liked the EDARs, I believe that idea would be quite unpopular as well... Maybe the range could be very short? And it's fairly easy to break from it before getting shredded to pieces, unless you're caught in the middle of a reload?
Welcome to the forums! There are definitely exciting times ahead!This is incredible! Can’t wait to play this game in the future! Keep up the amazing work! Just made my account today to say this
If for some reason you can't use their Discord, you can also use their support site at support.chivalry2.comcan't report on it got no access, is there another way?