Killing Floor

Killing Floor

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Realtime Shadows Mutator
   
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19 Oct, 2014 @ 3:04pm
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Realtime Shadows Mutator

Description
This mutator adds real time calculated shadows to players and monsters (up to 3 per player/monster).
This only works if shadows are enabled (full shadows) in the main game.
Furthermore, the shadows are disabled by default, so you have to enable them before getting started (in the KFRealtimeShadows.ini or using the mutator configuration menu). I decided to go that way, to avoid potential FPS drops to clients (that don't have them installed themselves) connecting to a server running the mutator. As this is a client-side feature there is no stress at all on servers running the realtime shadows mutator!

Realtime Shadows Mutator has been whitelisted in v1061!

Mutator Path:
KFRealtimeShadows.KFRealtimeShadowsMut

Permissions:
You are allowed to freely use this mutator on any servers you want. However, you're neither allowed to change the code nor use parts of it without my permission.
You're not allowed to recompile and re-release this mod.

Special Thanks:
I want to thank all of my mates that have participated in beta-testing especially Agent_Vealckowsky and brett1890.
Also Squirrel 'Matt Farber' Zero for creating the code foundation.

Forum Link:
Tripwire Forums[forums.tripwireinteractive.com]

Direct Download:
Mega: mega .nz/#!Psxlhbha!BNK2fCVXM-EHdOs_qHxVfdqT2-El3xV9186oYbogXEI

Donation:
If you really like my content and want to support me creating further mods I will really appreciate it!
Paypal 1€ Donation[www.paypal.com]
Popular Discussions View All (1)
0
27 Jun, 2017 @ 1:40pm
Testing environment
b2007929
47 Comments
Mutant  [author] 7 Jan, 2021 @ 9:17am 
It has been quite some time but from what I remember, this might either be hard or impossible since there is custom code controlling the shadows.
Reptid 8 Nov, 2020 @ 2:18pm 
Nice mod, also i have a question, is possible to turn this mod client-side functional? i remember the old ut2004 shadows mutator worked online, but im not sure through..
Mutant  [author] 9 Feb, 2017 @ 6:20am 
Well, for this old engine, it seems to be possible. :UT2004flak:
Blehh..... 7 Feb, 2017 @ 11:47pm 
Hah - you reckon a GTX980M bottlenecks an i7-4710HQ?! :steammocking:
Mutant  [author] 7 Feb, 2017 @ 11:43pm 
Haha, nice analogy. Sure, the engine is not optimized for that. For the shadows it is like that: The CPU calculates how the shadows change (every tick), the drawing itself is a GPU thing. If the GPU is the bottleneck, then use lower resolutions, if it's the CPU then disabling DynamicLightShadows and/or reducing the ShadowsPerPawn setting can help you out.

Yep, you got the trick with the Disabled setting, it is a client only thing. :UT2004flak:
Blehh..... 7 Feb, 2017 @ 8:59pm 
So for example, my serverside ini file looks like this currently as I'm testing:
[KFRealtimeShadows.KFRealtimeShadowsMut]
ShadowResolution=2
ShadowsPerPawn=3
bDynamicLightShadows=True
bSunShadows=True
bRagdollShadows=True
bDisabled=True

But client side, it would look like the default settings, so:
[KFRealtimeShadows.KFRealtimeShadowsMut]
ShadowResolution=0
ShadowsPerPawn=1
bDynamicLightShadows=False
bSunShadows=True
bRagdollShadows=True
bDisabled=True

And THEY need to change this(if they knew about the fact that the server uses realtime shadows and knows how to config it), but first they need to exit out of the game, config, then restart the game and rejoin the same server for the effects to take place.
Blehh..... 7 Feb, 2017 @ 8:57pm 
Here's another analogy: Your job is to carry water from the lake to your house. You know you have a bucket to do the job, BUT you are told to *explicitly* use only your hands to carry the water from the lake to your house.

That's what I'm getting from this game with this addon....

Anyways, did some further testing regarding something else I asked and even if editing the line:
bDisabled=True from False as to disable serverside, or at least expecting that is so, it's still enabled client side - therefore my conclusion is that all the server has to do is turn it on or off, and the client does the configuration, regardless what is configured serverside in that ini file....

Blehh..... 7 Feb, 2017 @ 8:47pm 
It's like you have drill, right? You have 30x speed, but you are told to NOT go any faster than 10x speed - but if you COULD, you could drill the hole faster with 30 times the normal speed, rather than your boss saying "NO ONE IS ALLOWED TO GO FASTER THAN 10X speed on their hand drills!" See - artifical limit analogy in real life....

As for CPU....it seems to be the same.....CPU utilization for my i7-4710HQ never exceeds 16% for KF1.......perhaps the issue is that the GPU is WAITING for the CPU to move stuff faster? And thus the GPU is then ABLE to increase fps to 150? So it looks like there is an artifical limit for CPU usage as well!!
Blehh..... 7 Feb, 2017 @ 8:44pm 
Ok so did some more testing with shadows on and off whilst having GPUZ and Process Explorer running in the background to log stuff and no, it doesn't appear to be CPU realm, but rather GPU as my GPU utilization practically doubled! From around 20 to 30 % to 60%.......this is with 32 clots on the screen at once.

And fps dropped from 150 to 60......and GPU still doesn't seem to be working harder to keep that 150 fps up but rather as if it's artifically limited to work a certain load and anymore load on top of that even if the GPU *can* handle it to keep the fps up to 150 with this realtime shadows on, it doesn't ... for some reason....perhaps game engine is too old to be optimized for newer gen tech......?
Blehh..... 7 Feb, 2017 @ 5:36pm 
But both the server's ini file AND clients' file must be enabled before shadows is enabled for the client?

Heh - My setting was three shadows per entity and High settings..... :P

Oh - I thought shadows is calculated GPU side because it's a GPU thing? No? Well then in that case it's it's my i7-4710HQ CPU that seems to be having trouble keeping up then! hahaha

Hang on, let me pull up GPUZ and Process Explorer to see if having shadows enabled hit GPU or CPU according to them...... I'll be back....