yep, suddenly my ET has gone black and yellow and wont find shaders… Anybody else had this problem?
ET gone black and yellow
Did you happen to add a shader lately?
I’ve had this before, it was because I forgot to add a } at the end of my shader 
It has happened to me too, long time ago. It is the whole game. I cannot remember what caused it. Nor do I remember what I did to solve the problem, sry (perhaps download and install a new, clean install of W:ET).
[QUOTE=stealth6;482511]Did you happen to add a shader lately?
I’ve had this before, it was because I forgot to add a } at the end of my shader :)[/QUOTE]
yes I did, but I removed it and it doesnt seem it helped…
Its not an install just a copy of my gaming dir…
and i tried to copy it over again… but still the same … lol this is wierd…
well, will fiddle a little around and see …
EDIT: Btw I installed gtk 1.5 yesterday for the sun plugin… could this f… things up?
This is generally caused by some pk3 files or a graphics card driver. If you coped your whole directory instead of fresh install like you said, delete unused pk3 files.
Hunk_Clear: reset the hunk ok
...detecting CPU, found Intel Pentium III
Bypassing CD checks
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode 6: 1024 768 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created [EMAIL="window@0,0"]window@0,0[/EMAIL] (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...67 PFDs found
...hardware acceleration found
...PIXELFORMAT 2 selected
...creating GL context: succeeded
...making context current: succeeded
WARNNING: GL extensions string too long (5916), truncated to 4096
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...GL_EXT_texture_env_add not found
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found
...GL_NV_fog_distance not found
... GL_EXT_texture_filter_anisotropic not found
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7660G + 7500/7600 Dual Graphics
GL_VERSION: 4.2.12420 Compatibility Profile Context 13.151.0.0
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator
GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output
GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor
GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops
GL_AMD_shader_stencil_export GL_AMD_shader_trace
GL_AMD_texture_cube_map_array GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays
GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader
GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image
GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp
GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary
GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel
GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays
GL_ARB_internalformat_query GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query
GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects
GL_ARB_shader_precision GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod GL_ARB_shading_language_100
GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow
GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync
GL_ARB_tessellation_shader GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range GL_ARB_texture_compression
GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels
GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage
GL_ARB_texture_storage_multisample GL_ARB_timer_query
GL_ARB_transform_feedback2 GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos
GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader
GL_ATI_separate_stencil GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer
GL_EXT_copy_texture GL_EXTGL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
anisotropy: 1.0
NV distance fog: disabled
Forcing glFinish
Initializing Shaders
WARNING: Couldn't find image for shader projectionShadow
WARNING: Couldn't find image for shader flareShader
WARNING: Couldn't find image for shader sunflare1
WARNING: Couldn't find image for shader dlightshader
----- finished R_Init -----
WARNING: Couldn't find image for shader white
WARNING: Couldn't find image for shader console-16bit
WARNING: Couldn't find image for shader console2-16bit
------- sound initialization -------
Initializing DirectSound
------------------------------------
----- Sound Info -----
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
0x0D050050 dma buffer
No background file.
----------------------
Sound memory manager started
WARNING: Couldn't find image for shader gfx/2d/crosshairc_alt
WARNING: Couldn't find image for shader gfx/2d/crosshaird_alt
WARNING: Couldn't find image for shader gfx/2d/crosshaire_alt
WARNING: Couldn't find image for shader ui/assets/et_clouds
WARNING: Couldn't find image for shader ui/assets/et_logo_huge_dark
WARNING: Couldn't find image for shader ui/assets/logo_sd_dark
WARNING: Couldn't find image for shader ui/assets/logo_atvi_dark
WARNING: Couldn't find image for shader ui/assets/logo_id_dark
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: Bluebird
IP: 10.0.3.2
Working directory: G:\Program Files (x86)\Wolfenstein - Enemy Territory
Resolving etmaster.idsoftware.com
etmaster.idsoftware.com resolved to 192.246.40.60:27951
]\condump thunder.txt
Dumped console text to thunder.txt.
I did install new gfx driver the other day… but why do the installation in c work then?
No I will do this otherwise… I will rename the whole directory then make a new one with only the things from c. then import only needed stuff
[QUOTE=stealth6;482511]Did you happen to add a shader lately?
I’ve had this before, it was because I forgot to add a } at the end of my shader :)[/QUOTE]
Congratz… it was a shader… dont know why… but it was the levelshot shader for my map…
will try to make a new one
[QUOTE=thunder_13th;482556]Congratz… it was a shader… dont know why… but it was the levelshot shader for my map…
will try to make a new one[/QUOTE]
Yay! What do I win? 
Nice job, since you’re working on the levelshots the map must be almost ready?
a free model?
Nice job, since you’re working on the levelshots the map must be almost ready?
well… got a bit way to go yet, but I am home because of my back… so you could say I have too much sparetime atm…
[QUOTE=thunder_13th;482556]Congratz… it was a shader… dont know why… but it was the levelshot shader for my map…
will try to make a new one[/QUOTE]
You were probably missing a parentheses somewhere in your shader file - it only takes 1 missing to trash the whole game.
Glad you found the problem.