The Jolly Landminer


(Ragnar_40k) #1

“TheJollyLandminer.pk3” colors all surfaces with the shader parameter “surfaceparm landmine” in red, so you can easily spot where mine planting is possible. See the included ReadMe.txt file for more info.
Download the .pk3 here


(Oxygen - o2) #2

dose the server have to have it for it to work?


(bacon) #3

Tried it on fueldump. Some places where you could plant landmines weren’t red (i.e. the area around the axis command post). It’s very useful otherwise.


(Ragnar_40k) #4

The best way is to install it on your computer and run a local host (as described in the ReadMe.txt).

Could you make a screenshot and post (or e-mail) it?


(Loffy) #5

Cool!
How does it work, technically. Not that I am a hacker and would understand but.
// Loffy


(Ifurita) #6

He edited all of the .shader files for the affected maps.


(Ragnar_40k) #7

Correct, I edited all shaders with the “surfaceparm landmine” parameter that came with the pak0.pk3 (as described in the ReadMe.txt file). This should also work with any custom map as long as the mapper didn’t add addtional shaders with the lamdmine parameter.


(Ifurita) #8

Not sure you would really want to run this on a pub server though, seeing a good part of the map in red terrain would make the spring.pk3 changes look like nothing.

Oh, BTW, Dark Angels > Spacewolves


(Ragnar_40k) #9

Yep, this is nothing for pub play, but it is nice for training or map testing with a local host. And I bet you will find some places where you wouldn’t expect to be able to plant mines, e.g. on some bolders on Oasis.
Ohh, and the Dark Angel thingy: dream on.


(Ifurita) #10

:wink:


(DG) #11

nice one


(Ragnar_40k) #12

Ok, I received a screenshot with this error (thank you Wachente). For me (on a clean installation) everything is OK, everything is in nice hellish red as it should be.
The only reason I can imagine is that a mapper changed a SD shader (which would be a very very bad mistake by the mapper). If anyone knows another (better) reason, please post it :???:



(Oxygen - o2) #13

wouldnt it be easier to code something to put some red over a brush that can be landmined on with one of those .dll’s?

good stuff!


(ouroboro) #14

very cool, thanks for sharing :slight_smile:


(Ragnar_40k) #15

I don’t know if its possible to change shaders (e.g. adding a stage) with a mod. Afaik you can only replace one shader with another one (like remapshader). Maybe its possible with Configstrings.


(Oxygen - o2) #16

would make a nice addition to ETpro :smiley:


(Ragnar_40k) #17

I suggested that ages ago (together with a setting which shows the steepness of the terrain), but it never made it.


(TFate) #18

Yep, I had the same error where not all surfaceparm landmined terrain turned red. It did not occur on the clean install.

A feature like this would be nice, but maybe distracting, in ETPro… maybe you could bind it to a toggle-able weapon, or give the feature to a certain class like the Field Ops or Covie…


(Nail) #19

I don’t see why it would be a good addition to etpro, maybe someone could explain ?


(Ragnar_40k) #20

For training, map learning, trick jumping? And it should only function with sv_cheats enabled.