ElEl Posted July 17, 2019 Posted July 17, 2019 There's some sort of overlay on the minimap during desert baserace. I've played the map on B2 and it's fine there so I'm not sure why it's happening on Jay1. I'm not the only person having this issue, I asked Nerbil and Young Fox who were on at the time and they confirmed that they were having the same problem. I'd guess that it's happening for everyone else but only Chimichanga (not the bot) said he had the same issue. I've tried reconnecting and that didn't fix the issue. Tried vid_restart too but no luck. Someone suggested cg_watermarkopacity/alpha 0 which didn't work either. I can't play on Jaymod without the minimap, I look at it every other second 1 Quote
Young Fox Posted July 17, 2019 Posted July 17, 2019 I confirm ! We were talking about it earlier, we should check the .pk3 of the card, the damaged file must be inside, the scores are not displayed either Quote
DoubleDragon Posted July 17, 2019 Posted July 17, 2019 The skybox is missing shaders and your seeing the ambient collision from the caulk As for the score it's in the compass you can't see it cause the collision is removing it trigger Allies_1 { wait 2000 wm_announce "^NThe Allies are ahead by 1!" remapshader "gfx/2d/compass" "gfx/2d/compass_al1ax0" remapshaderflush } This is showing in ETLegacy 2.76 Quote
DoubleDragon Posted July 17, 2019 Posted July 17, 2019 Couldn't add this to the previous post the shaders are their and the bsp calls for the proper file name textures/cptnt_baseracebeta3/br_skybox in the shader just curious is this the right one baserace_desert.bsp textures/cptnt_baseracebeta3/br_skybox { qer_editorimage textures/cptnt_baseracebeta3/env/sky_bk.tga // q3map_sun red green blue intensity degrees elevation q3map_sun 0.74500 0.62500 0.45500 10 90 90 q3map_skylight 75 3 // q3map_skylight 100 3 // nopicmip surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 // q3map_surfacelight 100 surfaceparm sky skyparms cptnt_baseracebeta3/env/sky - - // sunshader textures/skies_sd/seawallsunfog } Quote
Young Fox Posted July 17, 2019 Posted July 17, 2019 3 hours ago, DoubleDragon said: Couldn't add this to the previous post the shaders are their and the bsp calls for the proper file name textures/cptnt_baseracebeta3/br_skybox in the shader just curious is this the right one baserace_desert.bsp textures/cptnt_baseracebeta3/br_skybox { qer_editorimage textures/cptnt_baseracebeta3/env/sky_bk.tga // q3map_sun red green blue intensity degrees elevation q3map_sun 0.74500 0.62500 0.45500 10 90 90 q3map_skylight 75 3 // q3map_skylight 100 3 // nopicmip surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 // q3map_surfacelight 100 surfaceparm sky skyparms cptnt_baseracebeta3/env/sky - - // sunshader textures/skies_sd/seawallsunfog } I just went to see, in my file Wolfenstein E.T, I only have Baserace_desert.pk3 (which is empty in addition) and Baserace2_b1.pk3 I do not have the one you specify Quote
Administrators daredevil Posted July 17, 2019 Administrators Posted July 17, 2019 Works fine for me - regular ET - Quote
DoubleDragon Posted July 17, 2019 Posted July 17, 2019 I can't seem to replicate this even tho I technically know whats causing it in general with the current .bsp it could just be a bug in the env shader it self Even with a new setup for testing purposes I can't reproduce this that is why I asked if it was the right .bsp so far don't see it testing baserace_desert.pk3 with jaymod or silent with et and etl Quote
Administrators daredevil Posted July 17, 2019 Administrators Posted July 17, 2019 34 minutes ago, DoubleDragon said: I can't seem to replicate this even tho I technically know whats causing it in general with the current .bsp it could just be a bug in the env shader it self Even with a new setup for testing purposes I can't reproduce this that is why I asked if it was the right .bsp so far don't see it testing baserace_desert.pk3 with jaymod or silent with et and etl Try on your local host with bba0-beta2.pk3 on server. Quote
DoubleDragon Posted July 17, 2019 Posted July 17, 2019 Yep that's the one throwing the bug baserace_desert.pk3\gfx\2d\scoreboard\ <---- has a shader file bba0-beta2.pk3\gfx\2d\scoreboard\ <---- missing shader file If it can be fixed through the patch I uploaded earlier to fix errors I will update it with a new shader file. https://fearless-assassins.com/files/file/1861-bba0-beta2_patch-fixed-v2/ 1 Quote
Administrators daredevil Posted July 17, 2019 Administrators Posted July 17, 2019 3 minutes ago, DoubleDragon said: If it can be fixed through the patch I uploaded earlier to fix errors I will update it with a new shader file. https://fearless-assassins.com/files/file/1861-bba0-beta2_patch-fixed-v2/ Does that one goes in mod folder ? I am assuming mod folder or else how players will download it from etmain? If mod folder - might be good idea to create master shader fix? That way i can load it up on all mods? Quote
DoubleDragon Posted July 17, 2019 Posted July 17, 2019 I may have to trash the pk3 and and start over to separate the scripts one is for the maps bba0-beta2.script it can be placed in maps folder for map scripts rest can be put into a mod folder thats the only reason it's requiring etmain should have separated them to start with known better Quote
DoubleDragon Posted July 18, 2019 Posted July 18, 2019 after creating a shader for bba0 scoreboard and redoing the scripting and fixing shader for baserace_desert env skyparms cptnt_baseracebeta3/env/sky - - to textures/skyparms cptnt_baseracebeta3/env/sky - - fixed missing shaders and currently working on the scoreboard of baserace it is still present will continue until something gives Im seriously thinking it's a jpg issue cause the numbers are black background with no shader file related scripting refering to baserace_desert.pk3\gfx\2d\scoreboard\allies0.jpg and so on through the file Im thinking cause it has no shader file and not tga format it's causing a issue I've tried to trigger the remapshader at start in game_manger and // out the remapshader at start it was clean to start with then the wait timer expired it went back to bug so it has to be this in theory example Spoiler game_manager { spawn { remapshader "textures/cptnt_baseracebeta3/flag_axis_spawn1" "textures/cptnt_baseracebeta3/flag_axis_spawn1" remapshader "textures/cptnt_baseracebeta3/flag_allied_spawn1" "textures/cptnt_baseracebeta3/flag_allied_spawn1" //remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax0" //remapshaderflush wm_axis_respawntime 30 wm_allied_respawntime 30 wm_number_of_objectives 7 wm_set_round_timelimit 30 wm_set_main_objective 1 0 wm_set_main_objective 1 1 wm_objective_status 1 1 0 wm_objective_status 1 0 0 wm_objective_status 2 1 0 wm_objective_status 2 0 0 wm_objective_status 3 1 0 wm_objective_status 4 0 0 // Winner on expiration of round timer (0=Axis, 1=Allies) wm_setwinner 0 accum 1 set 0 accum 2 set 0 accum 3 set 0 //keeps track of who is winning in case time expires accum 4 set 0 accum 5 set 0 accum 6 set 0 accum 7 set 0 wait 3000 trigger game_manager tie } trigger findwinner { wm_setwinner -1 accum 3 abort_if_equal 0 wm_setwinner 1 accum 3 abort_if_greater_than -1 wm_setwinner 0 } trigger allies_win { wm_setwinner 1 wm_announce "^NThe Allied Team has completed their Base! Congradulations Allies!" wait 2000 wm_endround } trigger axis_win { wm_setwinner 0 wm_announce "^NThe Axis Team has completed their Base! Congradulations Axis!" wait 2000 wm_endround } trigger checkgame_axis { accum 2 abort_if_not_equal 39 trigger self axis_win } trigger checkgame_allies { accum 1 abort_if_not_equal 39 trigger self allies_win } trigger axis_score { accum 2 inc 1 accum 3 inc -1 trigger self checkgame_axis trigger self findwinner trigger self announcer } trigger allied_score { accum 1 inc 1 accum 3 inc 1 trigger self checkgame_allies trigger self findwinner trigger self announcer } trigger axis_spawn_lv1 { wm_axis_respawntime 28 } trigger axis_spawn_lv2 { wm_axis_respawntime 25 } trigger axis_spawn_lv3 { wm_axis_respawntime 21 } trigger axis_spawn_lv4 { wm_axis_respawntime 16 accum 4 set 1 trigger game_manager axis_superspawn_check } trigger allied_spawn_lv1 { wm_allied_respawntime 28 } trigger allied_spawn_lv2 { wm_allied_respawntime 25 } trigger allied_spawn_lv3 { wm_allied_respawntime 21 } trigger allied_spawn_lv4 { wm_allied_respawntime 16 accum 6 set 1 trigger game_manager allied_superspawn_check } trigger axis_superspawn_check { accum 4 abort_if_not_equal 1 accum 5 abort_if_not_equal 1 wm_announce "^2Synergy Bonus! ^gThe Axis have unlocked Super Respawn!" wm_axis_respawntime 14 } trigger allied_superspawn_check { accum 6 abort_if_not_equal 1 accum 7 abort_if_not_equal 1 wm_announce "^2Synergy Bonus! ^gThe Allies have unlocked Super Respawn!" wm_allied_respawntime 14 } trigger axis_superspawn_synergypoint_2 { accum 5 set 1 trigger game_manager axis_superspawn_check } trigger allied_superspawn_synergypoint_2 { accum 7 set 1 trigger game_manager allied_superspawn_check } trigger announcer { accum 3 trigger_if_equal -6 game_manager axis_6 accum 3 trigger_if_equal -5 game_manager axis_5 accum 3 trigger_if_equal -4 game_manager axis_4 accum 3 trigger_if_equal -3 game_manager axis_3 accum 3 trigger_if_equal -2 game_manager axis_2 accum 3 trigger_if_equal -1 game_manager axis_1 accum 3 trigger_if_equal 0 game_manager tie accum 3 trigger_if_equal 1 game_manager allies_1 accum 3 trigger_if_equal 2 game_manager allies_2 accum 3 trigger_if_equal 3 game_manager allies_3 accum 3 trigger_if_equal 4 game_manager allies_4 accum 3 trigger_if_equal 5 game_manager allies_5 accum 3 trigger_if_equal 6 game_manager allies_6 } trigger axis_6 { wait 2000 wm_announce "^NThe Axis have a commanding lead!" remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax6" remapshaderflush } trigger axis_5 { wait 2000 wm_announce "^NThe Axis are ahead by 5!" remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax5" remapshaderflush } trigger axis_4 { wait 2000 wm_announce "^NThe Axis are ahead by 4!" remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax4" remapshaderflush } trigger axis_3 { wait 2000 wm_announce "^NThe Axis are ahead by 3!" remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax3" remapshaderflush } trigger axis_2 { wait 2000 wm_announce "^NThe Axis are ahead by 2!" remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax2" remapshaderflush } trigger axis_1 { wait 2000 wm_announce "^NThe Axis are ahead by 1!" remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax1" remapshaderflush } trigger Allies_6 { wait 2000 wm_announce "^NThe Allies have a commanding lead!" remapshader "gfx/2d/compass" "gfx/2d/compass_al6ax0" remapshaderflush } trigger Allies_5 { wait 2000 wm_announce "^NThe Allies are ahead by 5!" remapshader "gfx/2d/compass" "gfx/2d/compass_al5ax0" remapshaderflush } trigger Allies_4 { wait 2000 wm_announce "^NThe Allies are ahead by 4!" remapshader "gfx/2d/compass" "gfx/2d/compass_al4ax0" remapshaderflush } trigger Allies_3 { wait 2000 wm_announce "^NThe Allies are ahead by 3!" remapshader "gfx/2d/compass" "gfx/2d/compass_al3ax0" remapshaderflush } trigger Allies_2 { wait 2000 wm_announce "^NThe Allies are ahead by 2!" remapshader "gfx/2d/compass" "gfx/2d/compass_al2ax0" remapshaderflush } trigger Allies_1 { wait 2000 wm_announce "^NThe Allies are ahead by 1!" remapshader "gfx/2d/compass" "gfx/2d/compass_al1ax0" remapshaderflush } trigger tie { wait 2000 wm_announce "^NThe Score is Tied!" remapshader "gfx/2d/compass" "gfx/2d/compass_al0ax0" remapshaderflush } } if rewriting the shader file to add the .\gfx\2d\scoreboard\allies0.jpg shaders and converting to tga with a blendFunc GL_ONE_MINUS_SRC_ALPHA doesn't work then I will create a new compass.tga for each score and remapshader to a flush with a surfaceparm trans thats all I can think of recompiling this map wouldn't fix it either this is a scripting image issue apparently bba0 patch will be fixed tomorrow maybe this to will get back here with results later on it's been a bugger lol 1 Quote
DoubleDragon Posted July 18, 2019 Posted July 18, 2019 Took a while but I found it and now Im sleepy Unfortunately there was no possible way to patch it had to scrap the old for the new because you would have had to put two files on the server to make one map so it's repacked to a new https://fearless-assassins.com/files/file/1869-baserace-desert-fixed/ well let you have a peek at the end of what I was listening to keep me relaxed 1 Quote
ElEl Posted September 7, 2019 Author Posted September 7, 2019 Had this problem again on Jay1 10 minutes ago. If anyone else wants to fix this minimap issue then remove bba0-beta2.pk3 from your etmain directory. 2 1 Quote
CabaL Posted September 7, 2019 Posted September 7, 2019 53 minutes ago, ElEl said: Had this problem again on Jay1 10 minutes ago. If anyone else wants to fix this minimap issue then remove bba0-beta2.pk3 from your etmain directory. Tried it minutes after El! did and worked for me as well. Took a few mins to readjust of not having to hit G to see nearby enemies 1 Quote
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