Hey there,
As long as I know no-one has had this trouble before with raw_b3 but your friend. There is a known mistake in the tree models, that I’ve corrected for further versions (and I apologize for the possible troubles caused). You maybe should provide more info on your friend’s ET installation like:
Does he usually map, edit or mod the game in that game install?
Does he have any of the other raw castle versions in etmain?
Does he have cutom servers files that modify game textures/models?
Does he have any custom map where the oak 1to5 models are used? (this should only cause the trees to be wrong)
What errors did he get in the console? (if the font is distorted he can /condump to a text file)
etc
This looks like a massive problem with the custom shaders of the map, maybe a shader conflict? Anybody experienced this earlier?
All shaders in raw_b3 point to the textures/raw_b3 folder, also some of the textures properly shown in your pics ARE using custom shaders.
And where the heck is the map release post for raw castle?
There is no such thing.
That usually occurs when there is a missing bracket in a shader file - every shader attempting to load after the corrupted one is loaded gets screwed up, including the stock ET ones. For every opening bracket in a shader (or script) there must be a coresponding closing bracket.
Yes this is a common mistake when editing shaders, it’s so easy to miss a closing bracket. However, when it happens the whole game goes silly and this doesn’t depend on the map you are loading, even the main menu and the console look wrong as well. So, if the file that has the missing bracket is in the etmain folder no matter what you try to load, it’ll look wrong.
I’m getting both raw castle and raw castle te final verions ready so I just hope those will sort any possible troubles you had with older versions.