Team Fortress 2

Team Fortress 2

Krampus
big_kwii Dec 7, 2023 @ 2:21pm
[BUG] [Casual] Invisible Krampus
The first time I queued for this map in casual everything worked as normal. However, on subsequent attempts, Krampus is not visible. Only his shadow and particle effects render.

The console says:
... Material models/bots/krampus_acc does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer! Material models/bots/krampus_body does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer! Material models/bots/krampus_body does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer! Material models/bots/krampus_eye_l does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer! ...
...Over and over for every frame Krampus is supposed to render.

Also, chat messages show up as "#koth_krampus_death".

Other than these problems, everything seems to be working well. No crashes or anything.
< >
Showing 1-15 of 16 comments
Razoldon  [developer] Dec 7, 2023 @ 5:32pm 
Thank you for bringing it to our attention. It will be fixed soon (hopefully).
Last edited by Razoldon; Dec 7, 2023 @ 8:04pm
oranges Dec 7, 2023 @ 10:10pm 
I was having the same issue, I restarted my game and it seems to have fixed itself
Funny Guy XD Dec 9, 2023 @ 3:02am 
Yeah, same! He's normal the first time I join the map, but if I re-join later, he goes all transparent!? I'd like to be able to see him without restarting, pls! XD
zythe_  [developer] Dec 9, 2023 @ 3:49am 
after emailing eric about the issue, he advised people that are having the issue should attempt to use the command "mat_reloadallmaterials" in the console to see if it fixes the issue, if anyone here could try this that could help with diagnosing the issue!
big_kwii Dec 9, 2023 @ 11:48am 
Originally posted by zythe_:
after emailing eric about the issue, he advised people that are having the issue should attempt to use the command "mat_reloadallmaterials" in the console to see if it fixes the issue, if anyone here could try this that could help with diagnosing the issue!

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:

] mat_reloadallmaterials Can't use cheat command mat_reloadallmaterials in multiplayer, unless the server has sv_cheats set to 1.

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.
zythe_  [developer] Dec 10, 2023 @ 6:08am 
excellent this should help a lot. i will send your message over to eric.
femur stealer Dec 28, 2023 @ 7:26am 
I still encounter this, it's related to compiling the models:
>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!
Hey, I know this is kind of unrelated, but is there a console command to spawn Krampus ? I've tried to get his name by using things like ent_remove and ent_remove_all, but I couldn't create him, is this because I've been using the wrong names, because he doesn't have one, or because ent_create isn't the correct command to spawn him ?
zythe_  [developer] Feb 29, 2024 @ 3:31pm 
krampus is not "an entity", his existance is controlled by the vscript.

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!
That's fine by me honestly, thanks for the answer !
Also also, are there plans to add Ai Nodes to the map so that training bots can move around ?
zythe_  [developer] Feb 29, 2024 @ 6:26pm 
tf2 maps dont use ai nodes for tf bot navigation, tf2 maps use nav meshes.

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.
Dogman15 May 19, 2024 @ 5:44pm 
How unfortunate that not even nav_generate works. But supposing someone found out a way to get nav_edit to work, could the "koth_krampus.nav" file that's packed inside koth_krampus.bsp be altered?
zythe_  [developer] May 20, 2024 @ 4:14am 
you would have to manually place nav squares within the entire courtyard and spawn regions and connect them, but its technically possible with a lot of manual work, however, doing this would likely break krampuses AI a little bit, since he relies on no nav squares being present on inaccessible areas, he might get stuck running into a invisible wall chasing a bot that's long gone.
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.
Last edited by zythe_; May 20, 2024 @ 4:17am
Dogman15 May 20, 2024 @ 4:46am 
If only there was an easier way to play with playerbots on this map. Oh well. Thanks for the detailed answer. (Will there be future updates to this map to address reports by other players?)
zythe_  [developer] May 20, 2024 @ 5:07am 
invisible krampus bug is unfortunately un-fixable, its a caching bug that a lot of other maps suffer from because of the way tf2 handles loading packed map content. so far that's the only thing im aware of though so, currently there's no updates planned, other than maybe overhauling some npc clips and the nav mesh, but its not toooo urgent. if there's anything else im unaware of please remind me so i can write a list in preparation for smissmas.
< >
Showing 1-15 of 16 comments
Per page: 1530 50