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Hey, sorry for the late reply. I couldn't replicate the bug on a local server, so i had to troubleshoot on casual.
Here's a few things I figured out:
As said earlier, joining koth_krampus for the 1st time since booting up the game works fine.
Queuing up for another casual server running koth_krampus directly after also has no issues.
The bug seems to happen when you play in koth_krampus first, then queue up for and play on another map, then go back to koth_krampus. Krampus will be invisible as described before.
I tried using mat_reloadallmaterials in-game but got:
So i disconnected and tried from the menu, but for some reason got the same message there (which doesn't really make any sense, since i'm not on any server, but whatever).
To remedy this, I loaded up a local server, turned sv_cheats on and ran mat_reloadallmaterials. Then, I requeued for koth_krampus and he was visible again. Although I should mention that doing this isn't an efficient way to fix the bug on my end, it would be a lot faster to just hit F10 to quit, and then reopen the game to join the same casual server again, since the bug seems to fix itself after a restart.
I know it's not much, but hopefully this troubleshoot gives a bit of insight into what may be going on.
>In VMTs , you need to change your shader from "LightmappedGeneric" or whatever it is to "VertexLitGeneric"
Source:
https://gamebanana.com/questions/50247
Do this for Krampus and probably double check that ALL custom objects are using this!
i know krampus uses a base_boss entity normally used for mvm tanks, but im pretty sure spawning one of those wont create krampus, im not sure.
i didnt write the script i can just tell you that, tf2 has no support for krampus as a boss because hes a vsctipt addition, theres no "krampus entity", krampus is made out of multiple different entities and script code that you cant just spawn, and i dont think you can interact with the script through the console either. sorry!
Also also, are there plans to add Ai Nodes to the map so that training bots can move around ?
the map already has a nav mesh for krampus that also works for tf_bots, however theres a npc block brush covering each side of the map to prevent krampus from moving into each teams courtyard, and preventing his targeting, this means that in those areas nav squares wont generate, and therefore tf_bots cant navigate to the center, you cant turn these npc brushes off.
unfortunantly that means its impossible for this map to be tf_bot compatible at the moment :( no plans to fix this right now but i cant think of a way wed do it.
this is all theory crafting though, i haven't tested any of this haha. if youre up to the task tell me what happens!
to replace the nav file you would have to recompile the entire map, which, im pretty sure were fine with people doing as long as its only for custom servers or something, and under the assumption that the assets aren't being illegally redistributed, or the recompiled map isn't trying to get into tf2 without our permission.
if youre working with a decompiled map you could also delete the npc clip brushes and run nav generate, however doing so would result in krampus moving into areas hes not supposed to, such as the mansion, spawn etc, which is bad for obvious reasons.
you could also try putting your own koth_krampus.nav into your custom folder to see if that overrides it, but im preeeety sure it wouldn't.