Thanks again guys! I’d say this bug turned up maybe every 30 or 40 rounds when we had it on our server. I think we should wait some more days and see what happens… Anyway it seems to be time to dig out the todo list then and see what else should be done to make it final some day 
Hydro Dam v2 ET - Final
Thanks for working on it. The main reason we took it down was several neverending sessions. With this fix, it may appear yet again!
Here we go: am_hydro_dam_b1_scriptfix1.pk3
This little pk3 file has to go into the etmain folder of the server. Clients should be able to download it from the server (sv_allowDownload 1).
Changes:
- (hopefully) fixed the endgame bug
- removed the deformVertexes functions from the water shader. Like Teal’c mentioned above, the water looked odd with some video settings
- adapted the .arena file
Enjoy it 
I recommend repackaging it entirely and calling it am_hydro_dam_b2.pk3 or am_hydro_dam_rc1.pk3 because otherwise if you run a mod, then you have to put the main map pk3 in etmain and the scriptfix in, say, etpub. Then you also have to remember to upload the fix to a mod-based download directory. Let us know if you do this. It’d be great.
Zaedyn, my idea is to make a complete pk3 again when this “endgame bug” seems to be fixed and I made some other changes I have on my todo list. It will be the final version then if I don’t get any suggestions or more bug reports
I think it wouldn’t be a good idea to release a beta 2 version for maybe 2 weeks and then release the final.
It would be very nice if some other people would check those things Teal’c mentioned and give me feedback:
Damage to player after dropping from forward spawn positions.
Player can no longer jump some walls that were possible in Original (this is quite important I think as it damages the flow across the bridge) - Specifically the bridge’s low walls on the tower side(image …dam2_s.jpg - right side).
Didn’t get the ‘special’ rooms to work, it maybe have been because I couldn’t find the switch though.
Thanks,
Shaderman
Here’s a question I have, who wins if time DOES run out? If you have two fiercely competitive but well matched teams, it could go on forever. It’d be nice if there was a way that one team won after a certain amount of time—maybe 40 minute even. Maybe based on amount of progress or flags, I don’t know. But that would work out better for pubs especially, I think.
Sorry for my late answer Zaedyn.
who wins if time DOES run out?
At the moment the map should run endless. I’ve set the timelimit to 666 minutes but it has no effect when it reaches 0. You only see the time decreasing from 666 and when it reaches 0, the map isn’t finished (there’s no default winner) but the timer shows 0:00 until either team finishes it by securing the objective.
If you have two fiercely competitive but well matched teams, it could go on forever.
True. It’s unusual but for me this map has to be played this way (like it was played in RTCW, too).
It’d be nice if there was a way that one team won after a certain amount of time—maybe 40 minute even. Maybe based on amount of progress or flags, I don’t know. But that would work out better for pubs especially, I think.
In RTCW there were (AFAIK still are) servers running only this one map. You can join a match whenever you want and may have some fun up to several hours for one round. You know what you get when you join such a server. Of course some people like it this way, some don’t.
I’ve thought a lot about this issue when I was working on the first beta and decided not to change it. I thought about releasing a second version of the map with some time limit but never liked the idea of two maps which are actually the same and wanted a better solution. Anyway, I think to have one now 
I think I’ll implement a cvar check in the game_manager–>spawn part of the map script which checks for a cvar like hydro_timelimit. Every admin could set this cvar in the server config (independed of any mod) to a predefined value which would set a time limit and a winning team after time is over. I’ve tried it with only one value now and it seems to work. I’ll try to handle it with several predefined values (20, 30, 45 and 60) this weekend. Would be nice if someone could test this on a real server then before it’s included in the final version.
Shaderman
I can test it for you if you make the script available. Or PM a location to me. I like the idea of letting people decide.
You do have a good point about this map just “being this way” though. I can see how people would run only this map 24-7, I like it too.
Here’s the next (optional) pk3: Download
It’s named scriptfix2 even if there’s nothing fixed this time
The changes in this script are:[ul]
[li]A (optional) time limit can be set by server admins to 20,25,30,45 or 60 minutes
[/li][li]The winning team is randomly chosen when the time limit is reached and g_gametype is not 3 (stopwatch)
[/li][/ul]
To set one of the offered time limits, a server admin has to set the cvar hydro_timelimit to 20,25,30,45 or 60. I suggest using sets (not set) so game browsers like ASE should show this cvar in the server info and players are able to see it before joining.
Example: sets hydro_timelimit 30
Setting the cvar to any other value than the ones I’ve listed above will disable the timelimit. The timer will start at 666 minutes but the map won’t end until one team finishes it. If you don’t want a timelimit, there’s nothing to do for you 
Shaderman
And here’s the next news 

Thegnat did this very nice command map for me and I’d like to say: Thanks a lot for this great work!
There’s still some work to do, but I hope to finish the map in the next days.
Shaderman
Let’s call it final now
The download link is in the first post. Some mirrors would be nice.
I hope you’ll enjoy it.
Shaderman
Sorry to have to revive this old thread but I have a little problem.
The textures are missing on the terrain outside around the water.
ET reports:
WARNING: Couldn’t find image for shader textures/borked/ch_terra_xx
where xx was everything from 0 to 3to4. 14 warnings in all.
The script fix pk3 is in my etmain FYI.
What do I need to do?
Someone else reported the same problem some month ago by mail. He had another map in his etmain folder which used the same shader names. I’m at work at the moment but I’ll see if I kept this mail to tell you which map caused this conflict.
Shaderman
The map which caused the conflict was 818_maiden1.pk3. It has a terrain2.shader file, too which seems to cause this problem. If you don’t have this map in your etmain folder, it must be another map which has a scripts/terrain2.shader file and which you’d have to find yourself. I’m sorry but I think there’s nothing I could do besides creating a new terrain for hydro which I don’t really want to 
Nice work on the quick answer.
You are right - I do have maiden on the computer I tested your map with.
I put the map on the server (with no maiden) and everything looks great.
Problem now is the clock goes to some 600 plus minutes and when the map is won, the server stalls at the intermission screen.
I did put the script fix in the server’s etmain. Perhaps this file is no longer needed and is causing the problems?
I figured I check with you first.
Nice to hear!
Problem now is the clock goes to some 600 plus minutes and when the map is won, the server stalls at the intermission screen.
I did put the script fix in the server’s etmain. Perhaps this file is no longer needed and is causing the problems?
The timer is set to 666 minutes but the map won’t finish even if the limit is reached. There’s an option to disable this limit by setting a cvar (see my posts above). If you use the final version AND one of the script fixes, I can’t say which unwanted effects might occur. I suggest you get the final version if you don’t already have it (there’s a download link above) and delete the script fixes if you have them in your etmain folder.
Shaderman