fixed
Yep, those messages are the eh ads errors (and the Box that I forgot the remove at place B), I guess those will need to be removed.This is part of the content of the processes in the console
recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:recacheVars: error loading vmt file for wolfy/eh_logo3
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:recacheVars: error loading vmt file for wolfy/eh_logo3
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:recacheVars: error loading vmt file for wolfy/eh_logo3
CMaterial:recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:recacheVars: error loading vmt file for wolfy/eh_logo3
CMaterial:recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:recacheVars: error loading vmt file for wolfy/eh_logo3
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:rawElements: No bound shader
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:rawElements: No bound shader
CMaterial:recacheVars: error loading vmt file for wolfy/eh_logo3
CMaterial:recacheVars: error loading vmt file for wolfy/eh_logo3
CMaterial:rawElements: No bound shader
CMaterial:recacheVars: error loading vmt file for xylon/ehblood2
CMaterial:rawElements: No bound shader
CMaterial:recacheVars: error loading vmt file for xylon/eh_make_demo_1
CMaterial:rawElements: No bound shader
Instead of smiles, two colons
I like this idea but there are already new spots for humans:Well, in order to again take up the playing space of the map, and at the same time not violate its classic look, I propose a couple of options to make a few simple places
View attachment 14534
View attachment 14536
View attachment 14537
But I guess if it will not be enough I will add those which you are suggesting.
Tricky spot, not sure if it's even possible to hold a position there because from both sides zombies can jump from the high ground and end it in seconds, soo I am not sure how much it will be necessary.Here, under the bridge, you can put two small obstacles along the edges so that people can hold a position, we take up the playing space of the map
View attachment 14530
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