ETpro shader pack for fixing multiple custom maps.


(KillerWhale) #1

This is a huge packed shader file that fixes custom icons on your radar to move out of the radar on a lot of custom maps on ETpro. A few (newer) maps include a ETpro shader file to fix this problem but most of the older maps don’t have a shader file yet, therefor I made this pack.
It includes shaders for 248 custom Command Map Icons on 83 old and new maps (maybe more), including some famous ones like:

  • Beach
  • Caen
  • North Pole
  • Raiders (beta1/beta2)
  • Resurrection
  • Reactor
  • Rhine Bridge
  • Venice
  • many, many more…

Server admins running a server with custommaps should add this pack (NewCommandmapShaders.pk3) on their (pure) server in the “etpro” folder (NOT in the etmain folder!) and let players download this pack to their etpro folder.

The pack is only 5 KB in size and can be downloaded here:
NewCommandmapShaders.zip


(Ifurita) #2

Very nice effort. At first, I was thinking you were going to have problems:

  1. Alphabetically, your .script comes at the beginning of the alphabet so gets loaded first but overwritten by any subsequent script
  2. You included shaders for beta maps where the cm icons might still change (e.g., Reactor)

However, I then realized that for non-beta maps you’re including shaders which never existed anyways, so point #1 is moot, and as beta maps are updated with the right shaders, they’re scripts (unless they are named in the A-C range) will just overwrite yours, so point #2 is moot.

Good job. \o/


(thegnat) #3

Mirror: pcgamemods.com


(KillerWhale) #4

Thanks for the mirror, but just to make things clear:
This is NOT a serverside fix, players have to download and have it in their ETpro folder for it to work.

Your right There should be never be any problems with it. If mapmakers want a different shader for their command map Icons ( maybe blinking ones? I don’t know a map that has that though) it should overwrite it if the first letter of it’s script name > c.
Of course it only fixes maps that are currently released, if a new version has different Icon names it won’t work, but you can’t fix a problem that doesn’t exist yet.
Mapmakers making new maps with custom icons should still make a new shader file for ETpro, or wait for the new shader pack…


(Jaquboss) #5

Why new shaders ?!


(Ifurita) #6

If you run a map with custom command map icons on an ETPRO server but don’t have the shaders, the icons will float off the compass. However, if you include these shaders with the regular map file and the map is run on a NON-ETPRO server, then the custom icons don’t show up at all. >:(


(thegnat) #7

Oh, sorry, I misunderstood that. Unfortunately, I can’t change the description on pcgamemods. I’ll contact an admin tomorrow.


(Jaquboss) #8

So ETPro brokes custom icons and need shaders to fix it ?!


(thegnat) #9

Yes. Kind of. They called it a fix. Don’t know what it fixed, since the icons work perfectly on etmain.


(KillerWhale) #10

Well the compass icons in Etmain had 2 problems:

  1. They could stick out of the compass a little, most noticebly when you use the althuds (which have smaller compasses) and zoom in.
  2. The icons just disappeared when they came close to the bounds of the compass instead of scrolling out to the bounds nicely, again most noticebly on the althuds when zoomed in.

What these shaders do is display only the part of the icon that is in the compass area on ETpro (eliminating problem 1), while Etmain always showed the whole icon.
ETpro also increased the bounds where the icon disappears to solve problem 2, they should only disappear when the whole icon is out of the compass.

But ironicly if you don’t have the shaders it increases the problem they tried to solve, icons then stick completely out of the compass…

I think this fix was needed to make the althuds with the smaller compasses work.